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#88 - 11/26/07 01:40 PM Re: Skills/spells lists [Re: Muod]
Ruck Offline
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Registered: 11/26/07
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IMO, not having a list of all spells/skills to a guild is a good thing. It would take the mystery and fun out of the guild if you knew everything about it already. Once your’e in the guild, having a posting on the board by another member is entirely worthwhile though, in terms of training/etc. But if you let everybody on the outside know all of your guild secrets, then they can use them against you.
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#92 - 11/26/07 03:40 PM Re: Skills/spells lists [Re: Ruck]
Muod Offline
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Registered: 10/04/07
Posts: 148
Loc: MA/CA
right...like guilds have such critical secrets that people are able to use them against the player for some advantage. if you know of some, do let me know.
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#93 - 11/28/07 08:40 AM Re: Skills/spells lists [Re: Muod]
Charon Offline
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Registered: 10/24/07
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Loc: Toronto, ON
Like the level 40 elementalist spell that destroys the mud?
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#95 - 11/28/07 05:19 PM Re: Skills/spells lists [Re: Charon]
Muod Offline
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shh we arn't suppose to talk about that.
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#106 - 11/29/07 11:33 AM Re: Skills/spells lists [Re: Muod]
Cerberus Administrator Offline
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Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
As I'm sure some of you are already aware, I'm a big fan of the larger picture. In this case, we may be better served by simply linking the newbie faq on the darkemud web page main site to the help files in the mud folder so they update automatically. Then it becomes a matter of what appears in the help files reflecting accurately what we wish to portray.

For instance, the monk guild doesn't have a help file at all if you go by the web site's listing. Sylphs aren't an elemental race, or any race for that matter, and there's simply no mention of what I assume are roleplay races like shadowcat. I propose that the web page update as entire directories of mud information rather than wait to be synchronized by hand.

Further, if we're unhappy with the state of affairs when it comes to how each guild is displayed, we should be looking into why:

1) Is the flavor description of a guild's purpose too nebulous? - take for example, the web help listed for cleric of risla (I won't reproduce it, but I will reference it, so you can find the full file here: http://www.darkemud.com/darke/text/guilds/cleric-of-risla.html), which apart from having a number of misspellings (most notably - "damageing" and "ressurrection") also states that the Cleric's primary examples are none (could we be using Friar Tuck, Vampire Hunter D, Van Helsing, or the Brothers Grimm?), and that the primary spells they work in are "damageing" and "ressurrection" (when in actuality there are two, maybe three resurrection type spells if you include deus ex machina; damage spells are similiarly limited in scope, while healing spells include the harm-style spells).

b) Are new Darkemudders unable to decide if they'd like a guild based on the flavor in the help file? - for instance, take the thief's guild help file (http://www.darkemud.com/darke/text/guilds/thief.html and yes, I know the guild as a whole is a contentious topic, but stick with me here) which is fully misleading. A thief is no less likely to wear heavy armour than a fighter, simply because there is no penalty to dexterity based skills or stats. *hmm a topic for another thread maybe?* If I were to be interested in a sneaky, purse-slitting, hide-in-shadows-while-tracking someone type I'd be disappointed in the rogue's guild, as it's ironically (read as: vagabond! Sucka!) referred to in the very obviously outdated help file.

3) Are the iconic sets of what it means to be a/an -insert guildname here- being adequately portrayed? This question basically includes both previous questions, and could be alleviated with the simple addition of a new line: "Iconic Traits". Here is where we'd tell people that Necromancers create the (mighty?) Dracolich - an undead dragon of epic proportions. Where an enchanter's True spells would be described - bringing a piece of weaponry or armour from mere greatness to truely legendary ability. Where the Chaotic Lord's Demon Lords would be touted as the pinnacle of wretched doom, and the like.

Perhaps a list of every skill and spell available at every level would be less than exciting in discovering a new guild. I for one think it would be, but I also think there is an extremely large space for design and upgrade in terms of information. Even making the help files from some guild-specific skills or spells available to non-guildmembers would not be going too far (presuming that the help files are for widely recognized skills - forge weapon, for instance, or enchanter mark, or whatever makes a guild more interesting without selling it up the river)
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#110 - 11/29/07 12:23 PM Re: Skills/spells lists [Re: Cerberus]
Kim Offline
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Registered: 10/11/07
Posts: 204
Loc: Europe
"Perhaps a list of every skill and spell available at every level would be less than exciting in discovering a new guild."

I do agree... When I started as an enchanter, there was real excitement in getting the new spells and learning and finding out.

Help files that said... something useful at all might be fun though \:\)

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#139 - 11/29/07 06:44 PM Re: Skills/spells lists [Re: Kim]
Muod Offline
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Registered: 10/04/07
Posts: 148
Loc: MA/CA
heh, yea, when i played an AM it took me forever to figure out good ways to use delay/store and link, which made it all that much more fun and rewarding. so i wouldn't like ot see a list online but rather have people interact to learn stuff.
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#319 - 12/04/07 02:52 PM Re: Skills/spells lists [Re: Muod]
Cerberus Administrator Offline
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Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
How do you guys feel about providing certain iconic, example, or guild-defining skills and spells as help files for a guild? If you read the fighter's help file and it says they're the best at fighting, "often times attacking half a dozen times in the same span of time that the average person could attack once!" (or whatever the newbie book will say) that referenced 'help skill whirlwind attack' (and obviously, the claims made in the help files should reflect what people have discovered in use... http://www.darkemud.com/forum/ubbthreads.php?ubb=showflat&Number=294#Post294)

It would keep most of the discovery, but allow new users to actually see some of what they'd be working toward if they were in the guild. I'd say 2-3 skills/spells per guild, max?
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#320 - 12/04/07 03:33 PM Re: Skills/spells lists [Re: Cerberus]
Kim Offline
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Registered: 10/11/07
Posts: 204
Loc: Europe
Something like that would be neat. Though the example isn't quite... right \:\)
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#322 - 12/04/07 06:18 PM Re: Skills/spells lists [Re: Kim]
Charon Offline
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Registered: 10/24/07
Posts: 368
Loc: Toronto, ON
I was planning on putting a couple of interesting spells/skills into the newbie help guide.

For example thieves I would put a blurb about herbal lore (potions) and pick locks.

Archmages: dranaxar's antimagic field, link.

For example.. not saying those specifics... but stuff like that.
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