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Secret Society Recode

Posted: 29 Feb 2016 18:37
by Mirandus
Greetings Forum Folks,

I, along with Carnak and Arman, will be taking on the task of trying to bring
the Secret Society into the new balance world. What is important to
know about this guild is that it is thematically a pretty much perfect guild.
The theme of it, the story, the emotes, all of that will remain untouched.
There is no point playing around with perfection. So, I want to say this:

Kudos to Gwyneth who originally coded this guild and did, what I think,
is a phenomenal job. As someone who played a Kender for much of my Genesis
career, I take my hat off to you for giving me the place to bring my RP
to life.

Now, I wanted to bring this to the Forums to get a bit of an idea on
what some of you, who have been members of the guild, see as being the
biggest concerns. First let me lay out essentially my plan:

1. Improve the abilities the SS already has. Specifically their ability
to dodge hits. Kender are the most elusive creatures in Krynn and are
so sly and dexterious that they can avoid pretty much any swing. I want
to make Kender be the best at avoiding hits out of any other guild in
the realms.

2. While Kender aren't exactly the most powerful fighters in the realms,
they are pretty ingenious. Making them be at least somewhat useful as
a backline teammate will also be something we are looking at. Using the
skills they already have available to them.

3. Hoopaks are the Kender's weapon of choice. As such, they should be
better at fighting with hoopaks than any other weapon. This is something
that will be incorporated.

Given these basic concepts, please give me your feedback on what you
noticed as a player in the guild.

Re: Secret Society Recode

Posted: 29 Feb 2016 18:46
by Draugor
Make a new weapon skill. Hoopaks :P Its a retarded weapon to have as a polearm -.- Its more of a ranged weapon ffs :P

Also, no thoughts on recoding a slightly more alive guild where members are pissed that nothing has happened despite the recode having started and stopped a few times? :P

Re: Secret Society Recode

Posted: 29 Feb 2016 19:30
by Mirandus
Draugor wrote:Make a new weapon skill. Hoopaks :P Its a retarded weapon to have as a polearm -.- Its more of a ranged weapon ffs :P

Also, no thoughts on recoding a slightly more alive guild where members are pissed that nothing has happened despite the recode having started and stopped a few times? :P
Thanks for that feedback Draugor.

As for your comment, It's easier for me to be excited about coding something I'm interested in :) Also, many other guilds have recodes started, it's more complicated to step in halfway. I'd like SS to be one of those more alive guilds and I think this might just be the spark they need.

Re: Secret Society Recode

Posted: 29 Feb 2016 19:33
by Ody
Mirandus wrote:
Draugor wrote:Make a new weapon skill. Hoopaks :P Its a retarded weapon to have as a polearm -.- Its more of a ranged weapon ffs :P

Also, no thoughts on recoding a slightly more alive guild where members are pissed that nothing has happened despite the recode having started and stopped a few times? :P
Thanks for that feedback Draugor.

As for your comment, It's easier for me to be excited about coding something I'm interested in :) Also, many other guilds have recodes started, it's more complicated to step in halfway. I'd like SS to be one of those more alive guilds and I think this might just be the spark they need.
I have a kender. I think they're great fun and I can't wait for this recode. Thanks for getting the ball rolling Mirandus.

Re: Secret Society Recode

Posted: 29 Feb 2016 20:14
by Chanele
I think a big part why SS is empty is the lack of recode, it will be interesting to see how this will change after your effort.

Love the idea of keeping the theme and concept, I have had a member of the guild and it was fun. A boost in fighting capabilities is needed and also a wider range of weapon choices. Today its either lousy quality or extremely good and hard to get, something in between would be nice.

Any thoughts of making it both occupational and layman? I found it hard to add a layman branch that really felt kenderish.

How much can we speak of specific abilities here?

Re: Secret Society Recode

Posted: 29 Feb 2016 20:36
by Ody
Chanele wrote:I think a big part why SS is empty is the lack of recode, it will be interesting to see how this will change after your effort.

Love the idea of keeping the theme and concept, I have had a member of the guild and it was fun. A boost in fighting capabilities is needed and also a wider range of weapon choices. Today its either lousy quality or extremely good and hard to get, something in between would be nice.

Any thoughts of making it both occupational and layman? I found it hard to add a layman branch that really felt kenderish.

How much can we speak of specific abilities here?
No layman guild really seems 'Kenderish' that's why all of them are Militia.

Re: Secret Society Recode

Posted: 29 Feb 2016 20:44
by Mirandus
Interesting idea Chanele,

I agree, there aren't many "Kendery" layman guilds. Though when you do code an Occ/Lay guild, it does remove some of the customization or roleplay opportunities. Still, it is worth considering and I'll chat with the other folks about it.

I think we are safe to talk about the abilities in general. We don't want to be giving away too much about them. There are some aspects of the SS that I think are largely unknown to those who have never played a Kender. So, let's keep it to the broad abilities they have. I like openness and transparency so long as we don't ruin some of the fun.

So, Dodge, Taunt, Sling, I think those are all on the table to chat about. But let's keep it mostly there.

Re: Secret Society Recode

Posted: 29 Feb 2016 20:44
by Draugor
Mirandus wrote:
Draugor wrote:Make a new weapon skill. Hoopaks :P Its a retarded weapon to have as a polearm -.- Its more of a ranged weapon ffs :P

Also, no thoughts on recoding a slightly more alive guild where members are pissed that nothing has happened despite the recode having started and stopped a few times? :P
Thanks for that feedback Draugor.

As for your comment, It's easier for me to be excited about coding something I'm interested in :) Also, many other guilds have recodes started, it's more complicated to step in halfway. I'd like SS to be one of those more alive guilds and I think this might just be the spark they need.

MMkay, still tho, dont have hoopaks as a polearm weapon >.< Its stupid, hoopaks should be SS exclusive since its a VERY unique and specific weapon :P Its not even remotely a polearm, neither are staves, but then again, noone uses staves are there are none that are worth using

Re: Secret Society Recode

Posted: 29 Feb 2016 22:58
by Kvator
Ody wrote:No layman guild really seems 'Kenderish' that's why all of them are Militia.
I was EW and Pirate kender.

I've never been a power player though :)

Dodge:

Making dodge even better - nah I don't like it, don't think kenders should be 'tanks' (and current dodge is already pretty strong). I would even say this:
- nerf it
BUT
- make it passive (like stagger for example) and let it work together with sling
So kenders won't be 'tanks' but they will have nice handy feature that can make difference when things will go wrong.

Sling:

- Definately boost it.
- And maybe synergize it with taunt? So when enemy is taunted he gets more dmg...

Taunt:

...but make taunt harder to hit! (let's use this intelligence!)
- And consider stopping this feature when enemy is attacking you sometimes after it (or not?)

Hide/sneak/borrow etc

- Consider making some guild bonuses to these since nowadays everyone have super huge awareness!
- Moderated this one. Not sure how many people know about it, and it's fun to keep some things a secret!

Hoopaks:

- Some new decent weapons will be fine, but maybe just improve alteration (weapons specials will remain afterwards or something like this)

That's it for now,

cheers

Re: Secret Society Recode

Posted: 29 Feb 2016 23:41
by Mirandus
Thanks for the feedback,

Draugor, I have plans with hoopaks, but I don't see myself limiting a guild to using only a specific type of weapon when there are so few decent ones. Allowing Kender to at least have access to polearms makes sense.

Kvator, I appreciate the feedback. I think when I imagine Kender I seem them jumping all over the place. I understand the "not tanks" piece, but they certainly aren't fighters or damage dealers. They are evasive, nimble, and quick. It's VERY hard to catch or hit a kender and even harder to keep them locked up. Great thoughts on the alteration, I think I agree largely. Either that or finding a way to make hoopaks more appealing. All in all, I like it.

All of this I'll certainly consider and I do appreciate it, but ultimately I'll be making the final decisions with the Carnak and Arman and so while this all helps, a lot, I may disagree in some instances.

Keep the feedback coming. I may not have your idea in my vision but I know even those things I don't agree with certainly help and make me think.