Need for a change

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Greneth

Re: Need for a change

Post by Greneth » 21 Feb 2011 17:57

Kas wrote:Perhaps one of the more significant aspects that may be missing on the evil side is...the lack of tank-rotation and healing, two factors that dramatically increases the 'effective' hp of the main tank.
And I think thats well compensated by the damage Evils output as well as their solo abilities.

But hey Im all for equal opportunity. Make the Armies like the calians and tell me just how much fun you really have. Because ill tell you right now.. unless you love your guild. Your going to get bored as fuck.

BDA already get a rotation skill just not as powerful as the knights by far, as sometimes it doesnt work on bigger enemies and really can only be used with other BDA's.
Last edited by Greneth on 21 Feb 2011 18:07, edited 1 time in total.

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Cherek
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Re: Need for a change

Post by Cherek » 21 Feb 2011 17:57

Ilrahil:
I did not know you left them out on purpose, I dont know what they have so I couldnt add anything more on the goodie side since I could not think of anything more... I dont know any details about scops but you added one heal and "anti-undead" abilities. So we can call the evils ones "a number of PvP spells" and "stat-lowering ability" if you dont wanna get detailed there either.

But you can twist a list like this as you want, depending on what you decide to count. But evil has two spellcaster guilds, both with PvP abilities and the goodies one, and that one even call themselves neutral and are known to help evils out too sometimes. So no, I think evils win the spellcaster battle easily.

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Re: Need for a change

Post by Gub » 21 Feb 2011 18:10

Cherek wrote:Ilrahil:

Goodies
******
Rescue
Dragonfear resistance
1 powerful heal with no drawbacks
Drop brawls
Blind
Block
Soak damage
Powerful laymen stun
anti-undead spells

Evils
****
Dragons
Runeshield
Weak heal (Powerful version leaves one able to eat quite a lot more)
Extra "cover" special
Poison
Blind
Stun
Black breath / stat clud, probably the most powerful abilities in the game
Portals
Grind anywhere and get all EQ in the game thanks to their align
I count 5 good guilds and 3 evil guilds. Knowing that there are more good guilds than evil guilds, lists like this are going to depend on guild numbers. I'm not sure if Freya was asking for more evil guilds or a change in specials already available.

I don't think we need more guilds.

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Re: Need for a change

Post by Gub » 21 Feb 2011 18:10

Not counting magic guilds.

Alexi
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Re: Need for a change

Post by Alexi » 21 Feb 2011 18:16

Cherek wrote:Ilrahil:
I did not know you left them out on purpose, I dont know what they have so I couldnt add anything more on the goodie side since I could not think of anything more... I dont know any details about scops but you added one heal and "anti-undead" abilities. So we can call the evils ones "a number of PvP spells" and "stat-lowering ability" if you dont wanna get detailed there either.

But you can twist a list like this as you want, depending on what you decide to count. But evil has two spellcaster guilds, both with PvP abilities and the goodies one, and that one even call themselves neutral and are known to help evils out too sometimes. So no, I think evils win the spellcaster battle easily.
Just for the sake of keeping things straight. If a player/players choose to help out evil guilds, that doesn't make the guild "evil".

Guild Coding makes a guild Good or Evil. Just like I'm assuming the SCoP is a neutral guild, and could of been went to being a pro-evil guild supporter with a hatred of undead. Current Leadership has been a pro-good support so naturally they guild leaned in that way.

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Cherek
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Re: Need for a change

Post by Cherek » 21 Feb 2011 18:20

Alexi:

So you mean the only "real" goodie guilds are Rangers and Knights since its coded they cant kill goodies?

Calians could protect Calian and support evils if they wish, and Neidars could be hang with evils too, and Scops like you mentioned.

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Re: Need for a change

Post by Gub » 21 Feb 2011 18:23

Alexi wrote: Just for the sake of keeping things straight. If a player/players choose to help out evil guilds, that doesn't make the guild "evil".
Well thats a way of looking at it Alexi, but personally I think that clouds the issue more.

Rhynox will argue that the Neidar are technically neutral and Greneth has already stated he views the Calians are neutral. I am unsure of the views on SS.

So were really only talking about Rangers, Knights, SS and Angmar, DA?

Oop looks like Cherek beat me to this statement.

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Re: Need for a change

Post by Alexi » 21 Feb 2011 18:41

Gub wrote:
Alexi wrote: Just for the sake of keeping things straight. If a player/players choose to help out evil guilds, that doesn't make the guild "evil".
Well thats a way of looking at it Alexi, but personally I think that clouds the issue more.

Rhynox will argue that the Neidar are technically neutral and Greneth has already stated he views the Calians are neutral. I am unsure of the views on SS.

So were really only talking about Rangers, Knights, SS and Angmar, DA?

Oop looks like Cherek beat me to this statement.

In my eyes, yes gentlemen we are. Angmarians are closely tied to Mordor, so they must be evil without a choice. Dragonarmies are tied with Tak, so yes they must be evil.

Like Rhynox argues, Reorx is a neutral god of Krynn, though he did somethings in the dragonlance series to make you think he's leaning more to the good side (creation of dragonlances) that doesn't mean HE IS GOOD.

Knights, Rangers, Archers of Qualinosti to me are the "good guilds" of Genesis.
Dragonarmies, PoT, The Society, Angmar are the 'evil guilds" of Genesis.

The rest has been leaning "good or evil" due to player perception or alliances of the councils to assist in other wars. Calians should be a neutral guild, their conflict resides inside of Calia with the Krougs. SCoP shouldn't aimlessly hunt down evil players, and should only have a beef with the undead. Councils should not be given the ability to dictate if a guild is "good or evil" that should be the Wziard who coded them. The problem with Genesis is the players have been given the ability to dictate to their guild members "You will have to act this way".

If there is no logical coding against someone from killing an evil player, then it shouldn't be enforced. Now the Calian who goes out and slays whatever he wants will have to keep in mind Knights and Rangers won't enjoy their company, but at least they are able to make that choice for themselves. Same goes for a Neidar who is the "Black Sheep" of the guild.

Far to long has the population of Genesis been able to control the desired roleplay of others, forcing people to chose "this guild or that" depending on their alignment. There are bad dwarves in the world, there probably are unsavory Calians who will die for their lands, but tend to be a bit on the shadowy side.


Give the players the power to create their characters under the guildlines of a guild, don't enforce your own ideas on them.

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Rhaegar
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Re: Need for a change

Post by Rhaegar » 21 Feb 2011 19:10

Calians neutral? They won't let their goblin members join the Red Fang racial guild (which is neutral), when you go below neutral your medallion breaks, you can't use your abilities etc.
The same goes for Neidar, you can be neutral as long as you stay on the positive side, otherwise forget about your special abilities...

I think that Neidars should be allowed to go evil if they wish so, but without the possibility of joining any strictly evil layman guilds like AA or Necromancers. The same could go for Calians, but if they were to be neutral they should only be able to join neutral layman guilds too (bye bye Militia).

And back on topic:
Let me stress this again, most players who have evil aligned chars tend to go firepower way instead of utility. How many evil Minstrels do you see? Manowar is probably the only one. Elemental Worshippers? Not too many either.
Why? Both of those guilds offer some very nice abilities, healing and stun included.
I fear no evil for I am fear incarnate.

Greneth

Re: Need for a change

Post by Greneth » 21 Feb 2011 20:32

I have never seeen any such rule, perhaps its hard coded? I've never gone for the red fang. Medallion breaks because calians are a good guild, that doesn't mean we share the same views as a ranger, what we do should be for the general good. So teaming with an army member to hunt knights? No.. but teaming with an army member to kill trolls? Why not.

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