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BatMUD Forums > Ideas-wanted > Re: Nomad guild idea - Shaman

 
 
#1
13 Oct 2004 12:27
 
 
Shaman nomad guild must be one of the oldest, yet uncoded, ideas in Bat.

At least 2 other mortals have fully specsed the guild before you too...
Both of them also have years more experience playing batmud than you, no
offense.

 
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Kimvais
3y, 120d, 17h, 0m, 16s old
Level:
29
 
 
#2
13 Oct 2004 21:11
 
 
Kimvais wrote:
Shaman nomad guild must be one of the oldest, yet uncoded, ideas in Bat.

At least 2 other mortals have fully specsed the guild before you too...
Both of them also have years more experience playing batmud than you, no
offense.
Ah, the oldest uncoded idea. Illusionists? Bows and arrows? Samurai?
Necrom^H^H^H^H^H well there are a lot of them.

The main problem is that conjuring the spirits of nature sounds remarkably
like magic, and current nomads, well, they don't do that. Granted, it could be
possible to have some spellcasting in nomad, but I imagine the draw for this
would be small since barbarians are barely literate enough to spell "sp" let
alone use one.

What I'm saying is, this idea doesn't fit the current way backgrounds are
shaped up to be.

Shinarae Lluminus

 
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Shinarae
S a g e
1y, 100d, 10h, 38m, 48s old
Level:
150 [Wizard]
 
 
#3
13 Oct 2004 21:11
 
 
Quote:
Kimvais wrote:
Shaman nomad guild must be one of the oldest, yet uncoded, ideas in Bat.

At least 2 other mortals have fully specsed the guild before you too...
Both of them also have years more experience playing batmud than you, no
offense.
Ah, the oldest uncoded idea. Illusionists? Bows and arrows? Samurai?
Necrom^H^H^H^H^H well there are a lot of them.
Oldest uncoded? What have I been smoking, I thought I had mage/(shaman,conjurer) at some point here. Must\'ve been good stuff, I think I still remember my totem animals :-> (and damn, losing lots of exp when your pet animal goes to pet heaven hurt! training dodge on pets was expensive :p)
Quote:
The main problem is that conjuring the spirits of nature sounds remarkably
like magic, and current nomads, well, they don\'t do that. Granted, it could be
possible to have some spellcasting in nomad, but I imagine the draw for this
would be small since barbarians are barely literate enough to spell \"sp\" let
alone use one.
I don\'t personally see much point in making nomads (the last non-spellcasting bg) also hybrid bg.. if shamans were added as booster or pet guild, magical would be probably fitting home for them anyway.
What nomads could use are weapon masteries (for say, crimsos) and bit more specialized subguilds (I like squire/cavalier/knight \'tree\' for example, more stuff like that please! :->)

If it were up to me, I\'d like to have diversity of backgrounds actually increase and not decrease in comparison to each other, i.e. for example tune good/evil aligned more so that they\'d only work with their own kind (as it is, my priest career\'s pretty ridiculous as I mostly party with random magicals and nuns/tarmas in backrow).

Speaking of ideas..

nomad <> keep as-is, maybe add more flavor to guilds (and make crimsons useful somehow)

good/evil relig <> add nun-orgams to priests, Burgle\'s supposed to be bad-ass, why can\'t I make tarmas life hell (and yes, that\'d be hell of a downtune but do I care? :>)

magicals <> actually in balance from my point of view (sure, they rock, but only in parties, and even still have low hps etc)

civilized <> I think they\'re also pretty much in ok shape, but backrow bards could use some sort of uptune (what kind of? I don\'t know, but I haven\'t been in party with backrow bard in a while)

 
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Daerid
227d, 7h, 47m, 35s old
Level:
100