Page 2 of 3

Re: Impending changes to 'quietstone' imbues

Posted: 22 Jul 2019 14:47
by Arman
Amberlee wrote:
Arman wrote:It wasn't so much the issue of eternally saving items, but that the quietstone offered blanket protection to all element types at the same level as those stones that provided one element protection (sweatstone etc) making the latter redundant.
Let's be honest.
The eternally saving items _IS_ a huge issue.
THE issue even.
Cot is working on a solution to the eternally saving items. Its basically a complete redesign of the equipment decay system.

Re: Impending changes to 'quietstone' imbues

Posted: 22 Jul 2019 14:50
by Amberlee
Yeah considering the latest changes to things like that, I am not overly optimistic about those changes.

Re: Impending changes to 'quietstone' imbues

Posted: 22 Jul 2019 14:56
by Raelle
back to quietstones -- this change makes my life a little harder but it's logical and I support it

Re: Impending changes to 'quietstone' imbues

Posted: 22 Jul 2019 15:00
by Draugor
Raelle wrote:back to quietstones -- this change makes my life a little harder but it's logical and I support it

Gief mirror shield tho eh? :D

Re: Impending changes to 'quietstone' imbues

Posted: 22 Jul 2019 15:14
by Raelle
Draugor wrote:
Raelle wrote:back to quietstones -- this change makes my life a little harder but it's logical and I support it

Gief mirror shield tho eh? :D
heheh
a beautiful item, too beautiful for this world

Re: Impending changes to 'quietstone' imbues

Posted: 30 Jul 2019 23:44
by Rincon
If you're implementing this change, then perhaps you should consider penalizing magic users for wearing full plate armours? In every RPG I know sorcerers basically can't cast spells while wearing heavy armour.

Should rogues be able to sneak, hide and backstab just as effectively while wearing heavy armours?

Re: Impending changes to 'quietstone' imbues

Posted: 31 Jul 2019 01:12
by Arman
Rincon wrote:If you're implementing this change, then perhaps you should consider penalizing magic users for wearing full plate armours? In every RPG I know sorcerers basically can't cast spells while wearing heavy armour.

Should rogues be able to sneak, hide and backstab just as effectively while wearing heavy armours?
The magic system is shared. Plate-wearing Paladins and clerics use the same system as robe wearing sorcerers. Armour could be introduced as a penalising factor (it already is with shields), and we have a better understanding of the benefit of armour as caid, but this sort of change isn't currently something on the cards. Plenty of other stuff that needs fixing first.

Re: Impending changes to 'quietstone' imbues

Posted: 01 Aug 2019 00:20
by gold bezie
agreed on that!

Re: Impending changes to 'quietstone' imbues

Posted: 01 Aug 2019 10:33
by Dhez
Arman wrote:
Rincon wrote:If you're implementing this change, then perhaps you should consider penalizing magic users for wearing full plate armours? In every RPG I know sorcerers basically can't cast spells while wearing heavy armour.

Should rogues be able to sneak, hide and backstab just as effectively while wearing heavy armours?
The magic system is shared. Plate-wearing Paladins and clerics use the same system as robe wearing sorcerers. Armour could be introduced as a penalising factor (it already is with shields), and we have a better understanding of the benefit of armour as caid, but this sort of change isn't currently something on the cards. Plenty of other stuff that needs fixing first.
Interesting idea. I'm curious about how it'd apply to every guild, though: would there be an armour penalty only for pure casters such sorcerers, clerics and mages since they're thematically robe wearing spellweavers, or would it also be a topic for non-fighter class guilds such as thieves, rangers, etc? Mechanically monks are fighters, but thematically a fully plate armoured monk wearing two shields and doing karate is funny. Same with fully armoured sneaking thieves and rangers.

I know that thematically it would make sense for the sorcerer to be behind a tank instead of up front taking hits, and that it's been an idea to have more interdependence between guilds in Genesis, but we will run into the problem of an MMO with a small amount of players (compared to graphical games) whose lore might be in conflict with making such mechanically viable teams. As an example, I suppose a wizard of high sorcery would benefit from teaming with someone like a knight, but they're very much against magic so that'd end there. Neidar? There's a distrust to magic there somewhat, no? Maybe the Neidar could turn a blind eye to that and place friendship above that distrust of magic but... What about black robed sorcerers? There are no viable tank guilds on the evil spectrum. So... That makes me think that penalizing armours for casters would punish them a lot unless, maybe... The case could be made for a certain evil tanking guild to become viable again?

Anyhow, obviously there are more pressing matters at hand and only so much time and manpower, but when the time comes to consider these changes I think most players would appreciate being able to present their point of view on what could go wrong so it's taken into consideration by the immortals before applying the change. We can prevent a lot of bad scenarios with some foresight and playtesting, getting feedback, discussing it, and so on. I understand the forums take a wrong turn where the cynicism and bad blood just starts oozing from every thread but I'm hopeful that if we could filter through all of that we could get some good reasons for and against such changes. Players being immersed in the game on a daily basis really do have good feedback to give on such things and even if we don't always agree there is still a chance to learn from one another and understand each others' points. Immortals could still take the Louis XIV stance and say "I shall see..." after hearing everyone's input on the matter.

Re: Impending changes to 'quietstone' imbues

Posted: 01 Aug 2019 20:23
by Johnny
Don't we have evil healers so teams can have a composition of tank/dps/healer? Or is the evil healer just garbage?