Search found 120 matches
- Mon Apr 14, 2025 9:35 am
- Forum: General Discussion
- Topic: Pondering the "no reason not to" issues of the skill system
- Replies: 33
- Views: 1042
Re: Pondering the "no reason not to" issues of the skill system
As Jerc pointed out, and a lot of people heard me talk about back in COGG's voicechats, it's hard to balance this kind of thing, when the skill caps are so arbitrarily large. That's all, really. We're probably too far along to just scale the entire skill system back by a divisor, though ...
- Sun Apr 13, 2025 5:38 pm
- Forum: General Discussion
- Topic: Pondering the "no reason not to" issues of the skill system
- Replies: 33
- Views: 1042
Re: Pondering the "no reason not to" issues of the skill system
As long as the "rust" system has a way to bypass it and make skills impervious to rust based on specialization (I.E. if you're in a guild, any associated skills cannot rust, if your class is associated with a skill set, they cannot rust) or it takes all of a couple minutes per month, it's an okay ...
- Sun Mar 23, 2025 7:24 pm
- Forum: General Combat
- Topic: Brawling Focus Extra Abilities
- Replies: 3
- Views: 572
Re: Brawling Focus Extra Abilities
Oh, I'm not telling you to throw ideas around. In fact, I like some of these ideas a lot, especially for some tradeoff abilities that could definitely see use depending on changes (and I'm still a big Dwaedn Wyr literally tearing an enemy limb from limb with bear claws fan). Just saying that this is ...
- Sun Mar 23, 2025 6:35 pm
- Forum: General Combat
- Topic: Brawling Focus Extra Abilities
- Replies: 3
- Views: 572
Re: Brawling Focus Extra Abilities
What? Rare post from me? Naaah, this is all a dream. A hallucination!
I personally feel like this should wait until *the* brawler class actually gets implemented, but it does give some fun ideas of the Brotherhood getting upgraded variants of stuff thought of here. Although I'm also wondering how ...
I personally feel like this should wait until *the* brawler class actually gets implemented, but it does give some fun ideas of the Brotherhood getting upgraded variants of stuff thought of here. Although I'm also wondering how ...
- Wed Jan 15, 2025 6:26 pm
- Forum: General Discussion
- Topic: On Alternative Factions, CvC, and Evil Characters
- Replies: 50
- Views: 13688
Re: On Alternative Factions, CvC, and Evil Characters
The problem with this approach is that it's inviting people say "You can't banish me, the specific thing I did wasn't on the official list!" This is the same reason we don't (and Shadgard doesn't) have a list of crimes one can get arrested for. I think we're okay leaving it to a common sense ...
- Wed Jan 15, 2025 5:54 pm
- Forum: General Discussion
- Topic: On Alternative Factions, CvC, and Evil Characters
- Replies: 50
- Views: 13688
Re: On Alternative Factions, CvC, and Evil Characters
If you've reached the point where you've gotten yourself kicked out, and I can promise that I've seen cases of people working their way steadily up to it, chances are you deserved it. I've seen NPCs warn, post, and do everything except downright shoot a person, and no remorse equalled banishment ...
- Wed Jan 15, 2025 5:22 pm
- Forum: General Discussion
- Topic: On Alternative Factions, CvC, and Evil Characters
- Replies: 50
- Views: 13688
Re: On Alternative Factions, CvC, and Evil Characters
Looking at this from the opposite perspective sounds like assuring players that no matter how disruptive and destructive and problematic their characters are, and how many times they do it, even if deliberately, they will always have the guarantee of being allowed back into the community that they ...
- Wed Jan 15, 2025 3:20 pm
- Forum: General Discussion
- Topic: On Alternative Factions, CvC, and Evil Characters
- Replies: 50
- Views: 13688
Re: On Alternative Factions, CvC, and Evil Characters
I was banished from Shadgard in COGG for a real, well roleplayed on all sides, and reasonable reason. I then roleplayed, and roughed it, and generally moped, for several months, before I was let back in. Granted, I had friends to make it a little easier, but all in all, I made it work. It was hard ...
- Wed Jan 15, 2025 2:17 am
- Forum: General Discussion
- Topic: On Alternative Factions, CvC, and Evil Characters
- Replies: 50
- Views: 13688
Re: On Alternative Factions, CvC, and Evil Characters
Rare reply from Marauder time. Let me address the gore-splattered elephant in the room as even-handedly as I can.
The issue of not allowing people to play with the same things even if they get banished from Shadgard is just that. It kills roleplay by way of forcing people who want to create ...
The issue of not allowing people to play with the same things even if they get banished from Shadgard is just that. It kills roleplay by way of forcing people who want to create ...
- Thu Dec 12, 2024 6:24 pm
- Forum: Feature Requests and Suggestions
- Topic: What's in a name?
- Replies: 2
- Views: 647
Re: What's in a name?
This is problematic in many ways because of the lack of anonymity. If the desire isn't for people to be able to metagame, even inadvertently, threats to them or otherwise because they can see the characters' tree name all the time instead of a system being in place to allow disguises, the current ...
- Sat Dec 07, 2024 12:01 pm
- Forum: General Socialization
- Topic: Poof
- Replies: 6
- Views: 2630
Re: Poof
The only thing I want to add here is that while there will always be people who will get upset over IC consequences on an OOC level (not speaking of this case in particular, this is valid upset), making it a situation where you use a highly to extremely lethal attack (triple channel sorcery in this ...
- Wed Nov 20, 2024 6:01 pm
- Forum: General Discussion
- Topic: On the horizon: Ability Trees, Class Specializations, and Guilds
- Replies: 70
- Views: 24134
Re: On the horizon: Ability Trees, Class Specializations, and Guilds
Did somebody call for me???
Oh.
Yeah, thirded. Marauders are about adaptability and honorless combat, which doesn't necessarily exclude a lot of guilds. Thug-based Thieves would be GREAT. The major issue with Dwaedn Wyr is the lore behind Dwaedn Wyr might exclude Marauders because they're ...
Oh.
Yeah, thirded. Marauders are about adaptability and honorless combat, which doesn't necessarily exclude a lot of guilds. Thug-based Thieves would be GREAT. The major issue with Dwaedn Wyr is the lore behind Dwaedn Wyr might exclude Marauders because they're ...
- Fri Nov 15, 2024 12:11 pm
- Forum: Feature Requests and Suggestions
- Topic: Rope, Climbs and Corpses
- Replies: 0
- Views: 534
Rope, Climbs and Corpses
If this isn't already a thing and just untested because ropes are inaccessible currently, I think ropes (when they exist) should be able to be tied to corpses to make dragging them easier and make climbs easier while dragging a corpse. Maybe a slight roundtime reduction or energy cost reduction for ...
- Tue May 28, 2019 12:32 pm
- Forum: Feature Requests and Suggestions
- Topic: More Wiki links please
- Replies: 7
- Views: 6514
Re: More Wiki links please
Your wish has been granted to the best of my capacity without being able to edit the main page of the wiki. https://clok.contrarium.net/index.php?t ... _Beginners (under "still lost?").
- Thu May 09, 2019 10:52 pm
- Forum: Sorcery
- Topic: Lore Questions
- Replies: 6
- Views: 10854
Re: Lore Questions
https://clok.contrarium.net/index.php?title=Magic/Metaphysics_FAQ
From the above page's statements on that matter and my personal knowledge:
1. Yes, however only things that are nonferrous and non-actively heated or burning.
2. As far as I recall, they're a form of superior Nethrim, but that's ...
From the above page's statements on that matter and my personal knowledge:
1. Yes, however only things that are nonferrous and non-actively heated or burning.
2. As far as I recall, they're a form of superior Nethrim, but that's ...
- Tue Apr 10, 2018 3:10 pm
- Forum: Wardens of the Grove
- Topic: Ability Suggestion: Mount Bonding
- Replies: 2
- Views: 5777
Re: Ability Suggestion: Mount Bonding
I honestly can't see any drood fighting atop a horse to train their riding skill above 101, so an ability to either restore energy or, like Tangela suggested here, share energy with non-sapient animals that are allied to you would be pretty cool, though I'm not sure the lore permits sharing energy ...
- Sun Apr 08, 2018 5:15 pm
- Forum: Monastic Order
- Topic: Monks under review
- Replies: 77
- Views: 76118
Re: Monks under review
"Consider possibility of tweaking thaumaturgy guidelines and allowing monks to battle against nethrim with a heavy emphasis on using thaumaturgy in combat. Still on the fence with this, let me know your opinions on the BBS."
I honestly support this quite a bit. Mainly because it's very hard for ...
I honestly support this quite a bit. Mainly because it's very hard for ...
- Tue Apr 03, 2018 5:38 am
- Forum: General Socialization
- Topic: Taking a short break
- Replies: 4
- Views: 7416
Re: Taking a short break
Being at least one of the people who made the suggestion, I wholeheartedly approve, especially with the exam you have creeping up on you.
Hopefully you get some free time to enjoy yourself and relax while working on those things.
And hopefully you'll find a way to send me tacos from your superior ...
Hopefully you get some free time to enjoy yourself and relax while working on those things.
And hopefully you'll find a way to send me tacos from your superior ...
- Tue Mar 27, 2018 4:52 pm
- Forum: Mummers
- Topic: Mummer AoE casting revisited
- Replies: 7
- Views: 9447
Re: Mummer AoE casting revisited
I really would like Mummers to have SOME sort of solo combat effectiveness since it's not just about singing songs and playing an instrument, some Mummers are explorers (which is inherently dangerous due to the region), but the combat effectiveness of the guild is second to none due to how you can ...
- Tue Mar 27, 2018 12:27 pm
- Forum: Mummers
- Topic: Mummer AoE casting revisited
- Replies: 7
- Views: 9447
Re: Mummer AoE casting revisited
Not to burst the bubble here or anything, but Mummers are already really, really strong right now, especially in a group. If you want AoE period, you should probably expect the duration and effectiveness of the Word being used to be halved or more. Probably quartered per opponent effected ...
- Mon Mar 26, 2018 10:39 am
- Forum: Mummers
- Topic: Hostility and Sigils
- Replies: 4
- Views: 5976
Re: Hostility and Sigils
I don't think the Mummer camp leader would be too thrilled about someone using his teachings for nefarious purposes or damaging the reputation of his crew either.
Yeah, there's that too. Some guild leaders will not be pleased with members giving the group they belong to a bad name and that could ...
Yeah, there's that too. Some guild leaders will not be pleased with members giving the group they belong to a bad name and that could ...
- Mon Mar 26, 2018 4:18 am
- Forum: Mummers
- Topic: Hostility and Sigils
- Replies: 4
- Views: 5976
Re: Hostility and Sigils
Technically, yes, however I have no idea how the game handles guards reacting to that kind of thing since it's more of an obscure ability. A person generally wouldn't understand what you're doing to your target without some knowledge from a Mummer or by being a Mummer themselves due to how the ...
- Mon Mar 26, 2018 4:07 am
- Forum: Mummers
- Topic: Mummer Questions
- Replies: 2
- Views: 4511
Re: Mummer Questions
It does help at least one of your abilities by making the effects of Mind Fog on your victim greater. To my knowledge, there aren't any real abilities that go under "anthems" despite the ability saying they exist. It's more of a support ability that makes Mummers even more sought out for assistance ...
- Fri Jan 19, 2018 7:16 am
- Forum: Feature Requests and Suggestions
- Topic: Make all small sheathes closable by default.
- Replies: 14
- Views: 8521
Re: Make all small sheathes closable by default.
I'm personally of the mind that a skilled pickpocket would be able to open any closed sheath, backpack, or other container on a person without it being realized. So I would argue that there should be an ability to open other peoples closed containers.
Once we can permanently cut off someone else's ...
Once we can permanently cut off someone else's ...
- Fri Jan 19, 2018 12:17 am
- Forum: Feature Requests and Suggestions
- Topic: Make all small sheathes closable by default.
- Replies: 14
- Views: 8521
Re: Make all small sheathes closable by default.
Once more, very situational, as a clasp could be undone before the start of battle as well. The firearm is not always drawn before the fight, either, as such assumes everyone who uses a firearm in the open is wielding one capable of multiple shots.
As far as relying on players for other basic ...
As far as relying on players for other basic ...