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Lower the amount of spooks?


gameingg

Reduce amount of spooks?  

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  1. 1. Yes or no?



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Stop crying and learn how to rp fight. Or pvp.

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>Ascended and other holy groups make playing a spook a living hell for years on end

 

>Coincidental nerfing of ascended/holy groups beginning to tone down their "Let's just murder a certain group of players 24/7 with instakill magic and Skype birds when we're not standing around doing adults-acting-like-teens RP" antics occurs alongside spooks establishing their own city/nation as an experiment, causing incline in spook population

 

>"WOAH NOW THE BROAD GROUP OF PLAYERS WHO HAVE BEEN VILIFIED FOR YEARS IS ACTUALLY BECOMING THEIR OWN NATION AND NOT BEING STOMPED ON PLS NERF I CAN'T DEAL WITH MY ROLEPLAY ENVIRONMENT CHANGING OVER TIME AND MY SIDE NOT DECISIVELY WINNING FOR ONCE"

 

I love this community.

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On one end, I hate complaining about things like this- seeing how spooks do provide RP and, usually, it's enjoyable, people would only complain because they dislike dying.

 

But this feels like a much bigger problem. The amount of circlejerks and spooks makes it so you're essentially fighting the exact same people, the exact same way. And I generally feel like said people only attack cities that are hardly active but always have those two people there, or cities without guards, and they do it at off-peak times. The entire deal is unenjoyable, I don't know how to deal with it but something should be done.

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mfw you can kill a ghoul and a darkstalker with a mace or just basic common sense of "this is a skeleton in armor and this is a rotting corpse". Maybe you get gakked because you play a wimpy traveler who gets fucked by literally anything. A knight can kill a frail peasant easily and without any difficulty, please nerf. 

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1 hour ago, zaezae said:

I think it has something to do with solving RP through OOC now-a-days tbh.

 

 

Yes, this also applies to spooks.

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Coming from a Spook myself, I've brought this up several times OOCLY as well ICLY; the quality of Spooks need to be pressed more than the quantity that seems to be the case nowadays.

As mentioned above, I think this can be tackled out of character as well in, I believe Necromancers should not turn every single person that goes "Make me a ghoul plz" into one; some degree of standards need to exist while also keeping it relatively accessible, not really an easy task.

I have plenty to spew on this topic, but I'll merely end it there.

TL;DR

Help Spooks improve their RP through in character methods and even out, rather than screech and call for a nerf.

 

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5 hours ago, _Jandy_ said:

point being that just because it's a rare magical race, if their rp is less than satisfactory, then perhaps their numbers should be limited.

 

 

If someone's bad report them. Going by your statement, we should limit elf rp for being narcissistic self-projection by virgins hoping to get laid in roleplay. 

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Are you people morons?

 

Do you just look at the title of the magic and auto assume what the lore says?

 

We aren't entitled or required to do antagonist RP at all, it's completely by choice, and if you think that spooks should go under some special ordinance or role you might aswell hand them all to the ET for their use only.

 

I'm so sorry if it appears our quality is going down the drain but let's get real here, the quality of RP on the server has been declining for everybody, I struggle today to still play because compared to the days of yore what type of RP occurs now is absolute ****, and that's for the situations I deal with everyone, not a specific group.

 

We'll manage our **** in RP thank you very much we don't need any more bullshit OOC barriers to add to this already convoluted mess of a server.

 

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24 minutes ago, Heathenry said:

we should limit elf rp for being narcissistic self-projection by virgins hoping to get laid in roleplay. 

I'm in agreement.

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1 hour ago, Heathenry said:

If someone's bad report them.

Oh, that has been done. Now we just wait to see the result of said report.

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1 hour ago, _Jandy_ said:

Oh, that has been done. Now we just wait to see the result of said report.

 

 

Typically, if the person has the MAT in their pocket then nothing will happen to them and they'll be given a "warning".. Not that something like that has ever happened. *cough* Veris *cough* Eagle incident *cough*.

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3 hours ago, drfate786 said:

 

Typically, if the person has the MAT in their pocket then nothing will happen to them and they'll be given a "warning".. Not that something like that has ever happened. *cough* Veris *cough* Eagle incident *cough*.

 

 

Then staff report the staff member performing poorly. 

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7 hours ago, Heathenry said:

 

Then staff report the staff member performing poorly. 

 

 

Yes, let's report a staff member so they can excuse their behavior and get away with performing poorly. They'll just state that they gave them a warning and that if they do it again there'll be consequences when there won't be any. They're even willing to risk removal from staff if it's to protect a member of their own group.

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I think to some extent, the number of 'spooks' or undead isnt really the issue.

 

I think its moreso like-... how will one be interacting with undead? Combat usually, but what outside of combat? Where can one find the nuance, the intrigue, the interest with undead?

 

Currently, there're a large amount of emotionless, or constantly in pain undead, who for the most part are creatures of conflict. I believe it is less so 'the amout' of spooks, but the ways in which people interact with spooks.

 

I have had characters attacked and killed by both those on the holy spectrum, and those on the udead spectrum. While there is 3 main holy orders who share the same method of operation, there is far more varieties of undead who do the same. While yes, what happens AFTER one is dead is a different story, the day-to-day interaction with different varieties of undead is rarely very different, ESPECIALLY if the undead doesnt really have any spark of individuality. It also doesnt help that a great deal undead use a minecraft skin that is in full plate mail, making the various undead undistinguishable upon sight.

 

In the end, whats the visible difference between an paleknight, an armored ghoul, an armored darkstalker, an armored dreadknight, an armored srtigae, an armored lich, an armored graven, an armored necromancer, or an armored master of mysticism?

 

While yes, it is pragmatic to wear armor as for protection, and very few of the aforementioned creatures have any downside to wearing armor (paleknights, dreadknights, and darkstalkers are all made in armor.) hence not encouraging anyone to make anything especially flavorful or unique, aside from the occassional 'rotting even more than usual.' undead.

 

I will not make the bold claim that none are making any interesting undead (I saw a crazy shovel-selling ghoul recently), the large bulk of undead I've encountered are surprisingly homogenized, which wont be fixed with simply 'lowering the amount of undead'.

 

As I think may be intended, a great deal of the undead are reminescent of  the enemies in the Dark Souls franchise, and while dark souls has a massive variety of undead creatures and characters, all with varying gameplay mechanics that one must make use of to defeat them, thematically what each if them're in the present sense of the word is almost exactly the same, but what defines each form of undead from one another is their clothes and appearances, which help differentiate one certain kind of undead's attacks and weaknesses from another's.

 

Likewise, thematically, the various kinds of undead fit within the dyeing world of dark souls, where a great deal of intrigue comes from finding what these various undeads were like before they ere turned, what they did, why they're like that they're now, or who made them this way.

Yet, with pre-written lore for every kind fo undead, we know all of this already OOCly, we know how they're made, what they can do, how they do it, et-cetera, hence removing the interest into any kind of undead.

 

 Most undead use a standard weapon, some have powerful magics, and most are resistant to blank. This rather makes the various kinds of undead not unique or interesting int heir own sense, but moreso divided into various build(as in dark souls) or in MMOs.

Yet, again, one can rarely define one from another due to the armor (or worse a illusory amulet) .

 

The only surefire way to succeed against any of these various versions of undead is to have someone with holy magic on one's side. While yes, it may be thematically fitting for the world of LOTC, is a pain to actually do in practice, (due to guildlocking, timezones, various changes in lore), and is even more difficult when many undead go out of their way to attack and kill people in a predatory manner.

 

In my own personal opinion, I believe that giving each form of undead more flavor, more clear and signals that cant be undone over simply wearing armor and more overt aesthetics to creatures other than 'wearing armor and MAYBE glowing eyes'. While on some end, it may be the most advantageous for the undead, it is many times completly unfun for those facing the undead.

 

stock-vector-the-scared-knight-in-a-helm

 

This is the average undead one will see on LOTC (this can be a ghoul, a paleknight,  a dreadknight, a darkstalker, a lich, or a graven.) But there're so many more options!

 

175px-Veteran_Awakened_Canid.jpg

Wheres our cool mummies?

 

gw2-risen-priest-of-balthazar1.jpg

 

Wheres our crazed undead followers of a long dead god?

 

200?cb=20060625205351

 

Wheres our plotting and careful liches who entice and capture fololwers with promisses of power and fulfillment?

 

There is so much chance for nuance, and interesting characters, so much untapped potential that has been blotted out by single minded soldiers who appear and act no different than the average Orenian solder (aside from a bit of bout a for cannibalism.)

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Do something about it in roleplay instead of piggy backing on moderators. That’s metagaming. 

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