I was AA in the 90'sZugzug wrote: In fact, if the EW guild were not coded to be controlled by a tight group of goodie friends who still remember how we pulped them in the 90's

I was AA in the 90'sZugzug wrote: In fact, if the EW guild were not coded to be controlled by a tight group of goodie friends who still remember how we pulped them in the 90's
Gotta say yeah, this is a head-scratcher for sure. Would love to peek behind the curtain on this one.Draugor wrote:Heraldspeed ONLY working when mounted... the hell are people smoking in the wizzranks? -.-
Actually the council of EW was once I (DA), Ruben (DA), Amberlee (?), Guinevere (DO) and then I think it was Remo as the Focus who wasn't around much. Looking at those, it's not exactly what could be considered 'goodies'. So it wasn't coded to be controlled by a tight group of goodie friends.Zugzug wrote:In fact, if the EW guild were not coded to be controlled by a tight group of goodie friends who still remember how we pulped them in the 90's, and didn't have a council/rules that would be enforced over the occupation guild rules - then there would be no need for warlocks (I do, personally find the theme of warlocks to be much more suitable).
Seeing I recoded the Heralds I can tell you. Lots of reasons.Draugor wrote:Warlocks where more a counter to EW and the old and corrupt system and quite heavy bias (telling someone flat out that they wont be allowed to join on any char kinda tells you alot, no not meOdy wrote:
There are other ways to quantify power. Does the Warlock guild punish you for using your spells? Or punish you for being in an area for too long? The heralds do. Does the Warlock guild punish you for using spells on the wrong people? Heralds do. Does one of the most useful warlock spells break just because you dismount your horse? Heralds do.
Warlocks > Heralds when it comes to power simply because of the way herald spells function.) there, it also counters heralds at the same time
And Heraldspeed ONLY working when mounted... the hell are people smoking in the wizzranks? -.-
Arman wrote:Seeing I recoded the Heralds I can tell you. Lots of reasons.Draugor wrote:Warlocks where more a counter to EW and the old and corrupt system and quite heavy bias (telling someone flat out that they wont be allowed to join on any char kinda tells you alot, no not meOdy wrote:
There are other ways to quantify power. Does the Warlock guild punish you for using your spells? Or punish you for being in an area for too long? The heralds do. Does the Warlock guild punish you for using spells on the wrong people? Heralds do. Does one of the most useful warlock spells break just because you dismount your horse? Heralds do.
Warlocks > Heralds when it comes to power simply because of the way herald spells function.) there, it also counters heralds at the same time
And Heraldspeed ONLY working when mounted... the hell are people smoking in the wizzranks? -.-
Lore and thematics are a big one. Read your help files... it isn't your speed you are boosting, its your mount. Also potentially being the best quickness spell in the game it needs a catch. Power vs convenience.
But it is a good point you raise Draugor... maybe I should go back and look at the Warlocks and make sure some similar balancing features are included... (kidding)
If it was the only beneficial ability the Heralds had I may agree with you. But it isn't. I disagree that it is bad game design... a core aspect of magic guilds - which I have banged on forever - is that there is a cost for the power and ability versatility. You either don't care to listen, or seem to have an entitlement complex where you feel layman magic guilds should have everything with no disadvantages.Amberlee wrote:Arman wrote:Seeing I recoded the Heralds I can tell you. Lots of reasons.Draugor wrote: Warlocks where more a counter to EW and the old and corrupt system and quite heavy bias (telling someone flat out that they wont be allowed to join on any char kinda tells you alot, no not me) there, it also counters heralds at the same time
And Heraldspeed ONLY working when mounted... the hell are people smoking in the wizzranks? -.-
Lore and thematics are a big one. Read your help files... it isn't your speed you are boosting, its your mount. Also potentially being the best quickness spell in the game it needs a catch. Power vs convenience.
But it is a good point you raise Draugor... maybe I should go back and look at the Warlocks and make sure some similar balancing features are included... (kidding)
Here is a reality check though.
You can only use it in 1 of the really big grinders for goodies.
And 1 of the mid grinders.
So you basically exclude it's use in 80% of the game.
Which is just bad game design, and thematics should never be an excuse to make something so unusable.
Rather have it nerfed powerwise then and actually usable.
Neutral guilds are still viable 'option for evils'Draugor wrote: Blademasters and minos are 100% neutral. Calians also have no problems with minos, seen a few of em in therePirates are neutral aswell alignwise, neidar for instance accept them for guildreference. THieves can be good but they get a cut in skills unless that thanged during the recode. So you're very much wrong on quite a few of the "evil" ones
The issue becomes he has she has and EW set the bar so high that anything else fails to measure up. I look at Warlocks now and it's costing people platinum coins left and right while an EW spell component is extremely common and littered all over the moors right next to their guild hall for the same spell. So while I agree with your line of thinking that drawbacks should be in place it's really hard to justify as long as one of the most controversial magical laymans for over the past decade has literally had none. And that's not crying it's just a simple factual comparison.Arman wrote:
If it was the only beneficial ability the Heralds had I may agree with you. But it isn't. I disagree that it is bad game design... a core aspect of magic guilds - which I have banged on forever - is that there is a cost for the power and ability versatility. You either don't care to listen, or seem to have an entitlement complex where you feel layman magic guilds should have everything with no disadvantages.
I don't have that entitlement.Arman wrote:
If it was the only beneficial ability the Heralds had I may agree with you. But it isn't. I disagree that it is bad game design... a core aspect of magic guilds - which I have banged on forever - is that there is a cost for the power and ability versatility. You either don't care to listen, or seem to have an entitlement complex where you feel layman magic guilds should have everything with no disadvantages.