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Clerical Wards - Feedback Required


Farryn

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Okay. Managed to look through all of the posts on here so far (likely going to have more to read by the end of this

 

Firstly, thank you all so much for the feedback, minus those who didnt read my post (looking at you lhindr), I have all your feedback written down and I'm actually liking some of the ideas produced.

 

I have noticed the most common areas that have been said.

Expiration dates - I have placed a sign with an expiration date in Lindandria which states the last date when the ward was recharged and when the next recharge date is. I urge all clerics to at least have a sign that includes an Expiration date for the time been. If it helps - a cleric ward can be up for a week until needing charging. So if you placed up a ward on Sunday, it needs to be recharged before or on the next Sunday.

Infomation on the ward - I will be working on a way for people to know about the ward in a specific area but as someone recommended - a forum post detailing a specific ward and how strong it is, etc is an idea I am considering.

How many wards per cleric -Rhe ideal number of wards per clerics will likely be one - two, with a longer cooldown to place up another one where a ward has just recently fallen. As suggested, a chart that has all active wards and who places them up is a good idea, although I know that there are some clerics who may not be cooprative on telling me any wards they have up if I do set up a chart for this.

Size of the ward - Just like bullet point 2 - considering forum posts that detail a specific ward and its details, although the sizes are too much. I am considering that when a cleric creates a ward for a gate or entrance, the light fills up within the area of the wall, so if a gate is 5-7 blocks high and 7-8 blocks wide, the light can fill up and form the ward as such. 

No harming - A majority is against the pain caused by the wards, although a cleric's light will always cause harm to a dark being. It is the light's nature to do so. However, I will see about reducing this and giving the wards new effects. But I cannot make an exception on a dark being feeling no pain or minor discomfortable at all when theu are touching light, its in the current lore and the rewrite so I cant change it else I will be going against the cleric lore and the updated Tahariae lore itself.

Effects - As said above by many. I will aim towards making the wards like normal wards and have them affect the magic, the concept of dispelling a disguise or preventing taint spreading is interesting so I may create specific wards that manage in one of these areas, as well as potientally giving them limited sizes. Although I will plan out different reactions from dark beings and that only people fully aware/told about the effects will know if a dark being has crossed the ward.

OOC contact - will be working on this.

Crystal/gem powering - I am actually glad someone mentioned this. I have been experimenting on the server on using gems and crystals to power a ward - two at Linandria, one at Trinity Keep, and one at the Mother Grove. I wanted to see if people preferred thesw crystals than none and this pretty much backed up the support for it. So I will work on implementing these batteries and that they will need to be visable and touching the main wall of the ward.

 

Thats all i have to say for now but once again, thank you for the feedback honestly. Each idea will be considered carefully

NOW if you all excuse me, I need some tea and relax my fingers a bit. Typing with a phone for a long time aches the fingers.

 

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18 minutes ago, Farryn said:

Okay. Managed to look through all of the posts on here so far (likely going to have more to read by the end of this

 

Firstly, thank you all so much for the feedback, minus those who didnt read my post (looking at you lhindr), I have all your feedback written down and I'm actually liking some of the ideas produced.

 

I have noticed the most common areas that have been said.

Expiration dates - I have placed a sign with an expiration date in Lindandria which states the last date when the ward was recharged and when the next recharge date is. I urge all clerics to at least have a sign that includes an Expiration date for the time been. If it helps - a cleric ward can be up for a week until needing charging. So if you placed up a ward on Sunday, it needs to be recharged before or on the next Sunday.

Infomation on the ward - I will be working on a way for people to know about the ward in a specific area but as someone recommended - a forum post detailing a specific ward and how strong it is, etc is an idea I am considering.

How many wards per cleric -Rhe ideal number of wards per clerics will likely be one - two, with a longer cooldown to place up another one where a ward has just recently fallen. As suggested, a chart that has all active wards and who places them up is a good idea, although I know that there are some clerics who may not be cooprative on telling me any wards they have up if I do set up a chart for this.

Size of the ward - Just like bullet point 2 - considering forum posts that detail a specific ward and its details, although the sizes are too much. I am considering that when a cleric creates a ward for a gate or entrance, the light fills up within the area of the wall, so if a gate is 5-7 blocks high and 7-8 blocks wide, the light can fill up and form the ward as such. 

No harming - A majority is against the pain caused by the wards, although a cleric's light will always cause harm to a dark being. It is the light's nature to do so. However, I will see about reducing this and giving the wards new effects. But I cannot make an exception on a dark being feeling no pain or minor discomfortable at all when theu are touching light, its in the current lore and the rewrite so I cant change it else I will be going against the cleric lore and the updated Tahariae lore itself.

Effects - As said above by many. I will aim towards making the wards like normal wards and have them affect the magic, the concept of dispelling a disguise or preventing taint spreading is interesting so I may create specific wards that manage in one of these areas, as well as potientally giving them limited sizes. Although I will plan out different reactions from dark beings and that only people fully aware/told about the effects will know if a dark being has crossed the ward.

OOC contact - will be working on this.

Crystal/gem powering - I am actually glad someone mentioned this. I have been experimenting on the server on using gems and crystals to power a ward - two at Linandria, one at Trinity Keep, and one at the Mother Grove. I wanted to see if people preferred thesw crystals than none and this pretty much backed up the support for it. So I will work on implementing these batteries and that they will need to be visable and touching the main wall of the ward.

 

Thats all i have to say for now but once again, thank you for the feedback honestly. Each idea will be considered carefully

NOW if you all excuse me, I need some tea and relax my fingers a bit. Typing with a phone for a long time aches the fingers.

 

 

May want to wait more than 5 hours for people to respond to feedback, especially since many of the Clerics that currently play on the server haven't even had a chance to respond to this yet.

 

So please give us time. <3

We will post soon.

 

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10 minutes ago, Greekbro33 said:

 

May want to wait more than 5 hours for people to respond to feedback, especially since many of the Clerics that currently play on the server haven't even had a chance to respond to this yet.

 

So please give us time. <3

We will post soon.

 

 

Dont worry. I will update the feedback list I have in my journal, take all the time you need and dont feel like you need to post immediately.

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This is all getting incredibly complicated for a simple ward, though I'm happy to see that for once somebody is stepping up to the plate to actually change the lore instead of making five hundred feedback posts. 

 

My main fear is that with all these details and complications most, if not all, of these details will be ignored, skipped, or simply misjudged and it will be the same as the wards we have now.

 

I think in general the wards need a complete re-write in terms of how they work, what they do, etc. I also noticed you mentioned that changing the fundamentals would involve some Tahariae re-write and what not.

 

Personally I say if that's what it takes, you should do it, and if you don't have the patience for it, there are more then a few people on the forums who will undoubtably help you write it.

 

That's my two cents, as for what to add to it in its current form, I don't really think there's anything to be changed. In a technical standpoint they are moderated to their best degree, it's just some aspects are either ignored or skipped.

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The deific energy in a ward should be contained in a mana gem, otherwise how're people supposed to break it?

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this is why i dont teach paladins how to make wards 

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Firstly, I would like to Say, Most people have made many many good points on Wards, most I happen to Agree with. For starters, Lemme just make it nice and neat here. And do bullets

 

  • Boom Bullet one, Easy right?

 

  • Anyways, on a Serious note. I agree wards can be Really Either OP or Flat out stupid. As someone who has set up the Wards in Sutica, Front and back gate mostly. Both for Training and to Help others. (They are labeled with who made them, and when we recharged them, And I will agree. That we should of put down when they break! Which We will work on ASAP) I do agree a limit to how many per Cleric should be Implemented. But there is a major flaw in that as well.

 

 

First of All, Yes as someone stated, we would have to Label who and when we made the ward, and when it would vanish, But, How can we force Everyone to do it? Well obviously we can say ‘if there is no signs, there is no ward’ A Perfect fix! But wait.. What about towns that Have many Clerics? Like my home town Sutica for example, We have a rather high number of ACTIVE Clerics. Who want to set up wards as training. So even for us, if we do limit it to say.. 2 per person. We can still ward off most Area of Sutica!

 

So my Idea would be To Limit it per City. For sutica which currently has 3 entrances, And a rather high Population of Clerics. We could EASILY Ward off every entry into the City, plus any hot spots for role-play. But if we limited Sutica to say.. One or two wards etc, (A better Balanced number is Welcomed for all you Nation leaders out there who love your people!) We would have to pick very carefully where to put the wards. Would go. But then again, Most cities only have really one way to get it? So even then most Spooks would be affected by an Active ward being placed on the main gate.

 

  • So what’s next you may ask?! Well sir! I happened to read somewhere above, and am currently too lazy to quote it, (You know who you LOVELY PEOPLE are <3 ) That they don't want the Ward to actually HURT the spooks anymore? Fantastic idea! But also unable to do as Farryn them self and a few others pointed out. Light NATURALLY wants to Destroy taint. Nom nom nom,

 

So, We can always go with another option someone said, That it would ‘Brand or mark’ The spooks, or even break their disguises. While causing major discomforts. I also agree! But. That still can make our poor little liches and gravens sad.. Because they cannot come into Cities because well. They are EXPOSED. And either way. Will still get swarmed by armed guards and militias.  Making RP lyfe difficult still. Because no one wants to walk in for a drink and suddenly BOOM THEY A SKELETON. And then have to fight off a wave of armored guards! (Unless you're into that, idk, u do u boo)

 

  • So once more, we are left with, what do we do? And removing them is not an option I say! Because they can be a great help to ghoul squads tryna get ma flesh. So what about a Simple fix, one most should be happy with. Why not just make it so they are weaker when they enter? OR disable their magic all together?! Well. To that I say it's a good option, very good in fact. But if it just disables all their magic they have. They will not be so happy to come and try to kill innocent lives! And we want them to threaten our lives, it's what makes it fun. So we can just make it so it weakens them. Thats a good option. I personally like it

 

But what if we say.. Half removed Wards. Made it so Wards only really STOP Taint from spreading, sort of like Trumps wall to stop Mexicans from getting in (#CanadianLyfe)

 

If wards were more so to make it so, say if a Lich came in and exploded his tainted seed everywhere to destroy part of a city, Wards could be used to block in that taint, so As Clerics or what ever go to work at actually burning it. It will not spread, It will make it so not only can those Liches come in to spread their disgusting taint everywhere (Luv u guys <3) But then we can deal with it. And not have to actually try to burn it all at once. A task I hear, and have experiences as being quite annoying and exhausting for those doing it. And we can set them up at gates aswell as sort of a “hey stay the **** out, ur not welcome” But it really wont affect them a WHOLE lot, just maybe weaken them physically due to some burned flesh, or bones, or what ever yall are made out of nowadays.

 

OF COURSE This doesn't represent all of my Fellow Clerics. This is MY personal Ideas, and thoughts on other ideas that have been posted. Of course as always. You are open to criticize anything I say. Besides of course my beard. Something so perfect and Pure needs no hate.

 

Thanks for reading,

Yer Friendly neighbourhood

Greek.

  <3

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wards are "eh". I'm alright with them unless suddenly every single town and city has one.

 

what im really confused about is why you holy guys havent just divvied up what you can do, since pretty much all of you can ward, heal wounds, make holy weapons, and be soldiers. 

 

very little practical differences between you 

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Don't nerf them too hard. Size of the wards is fine. I agree with nerfing the amount per cleric. Documentation should have been a thing already. Shame on those not doing so. :P

 

My idea: Probably completey different than yours.

 

((Assuming tier 5))

1.) Make them unrechargable.

2.) Make them last two weeks tops

3.) For the first few days they are at peak strength and can keep out your hardiest foes.

4.) As the days go on the ward diminishes. By the end of week two there is a slight advantage to having the ward up but because you used a ward the villains may have an idea of how weak the ward is. Meaning if you use a ward (and it isn't rechargable) you are temporarily shielding yourself in the immediate while leaving yourself vulnerable to planned attacks during the diminished period of time.

5.) As for when a new ward can be placed perhaps there is a 24hr window in which the area must resettle before being ward-able again.

 

For something capable of doing so much againsg all dark beings there needs to be a sort of equivalent exchange. Wanna use a ward? Great but maybe those angered villains get motivated to organize and plan their next attack.

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Personally, being a cleric, I feel wards add another aspect to roleplay between clerics and dark beings. Dark beings are very powerful depending on which one it is, so it adds another way for clerics to protect descendants. This also creates more roleplay for dark beings, seeing that they'll have to find a way to bypass the wards.

Despite that, not many clerics know how to make effective wards, only a limited few know. So it's not like the whole clerical order knows how to set up powerful wards.

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Moved to The Great Library. It shall be sorted into the appropriate category shortly.

 

If you feel this is a mistake, please contact myself or any FM and we'll restore it. 

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