Download Game! Currently 129 players and visitors. Last logged in:WimpyLikuTuliCorrel

BatMUD Forums > Ideas-wanted > Re: Good vs. evil: the eternal battle

 
 
#1
11 Nov 2008 06:48
 
 
Does anyone remember that align mayhem event we had a while ago? How about the
results of that? While most of us thought it was extremely fun, it also was
horribly unbalanced. But when you think about it, you can't really blame the
event itself. When you compare the forces of good and evil and how the player
base is divided between them, you should realize that these two sides aren't
even remotely balanced. Sure there are quite equal number of players in both
religious backgrounds, but when you compare the numbers in guilds
concentrating on fighting and add in civs and nomads, you'll see where i'm
going with this.

G-relig desperately needs an offtank guild (paladin, maybe? or some sort of
inquisition, yeah, i'm totally ripping this off from stouby village area). It
really does. Align mayhem was supposed to be good versus evil, but it ended up
as g-relig versus rest, basically couple of die hards trying to enjoy the war
they had already lost. Evils were already rocking the event as it was planned
and that made it really easy for neutrals to pick their side. Align mayhem as
a (so far, hopefully not) one-time event isn't a reason big enough to
implement anything at all, but the balance sure is. So, let's say g-relig gets
an offtank guild, what should they have?

Weapons. Correct me if i'm wrong, but as far as i know, g-relig only has one
weapon class: bludgeons (no i'm not counting martial arts as weapons and i'm
not gonna). At least long blades and polearms are needed. Why should they get
those? Because civs, nomads and e-religs have them. And at the moment the best
way to effectively ruin otherwise a perfectly good weapon is to make it
require good align. This would change that, and maybe even encourage adding
align requirements to new and some already existing (cough, empyrean, cough)
weapons.

Mounts. Why should they get those? Because civs, nomads and e-religs have
them. Actually i think these should be given to templars so they wouldn't be
as left out as they currently are. And, that way you wouldn't have to put
everything in one guild.

Now here's da bomb: their own version of spawn. I know this suggestion causes
some coughing and gasping, but: civs, nomads and e-religs... This is a big
one, but it could require maxing the guild or some rep (faith?) gained or
whatever. And hey, check this out: 'gwho templar' and 'gwho disciple'. See?
Eh? Yeah yeah, not the best example but still quite good one.

Think about it, discuss about it and rate this.

 
Rating:
16
Votes:
23
 
 
Alakhai
1y, 14d, 17h, 43m, 51s old
Level:
93
 
 
#2
11 Nov 2008 06:47
 
 
That all sounds really cool and all, from the standpoint that new guilds in
general are pretty cool. However this begs the question, why exactly do the
backgrounds need to be equal? Discounting extremely rare events such as align
mayhem, does it really matter if the backgrounds are balanced? This isn't a
RPG, a guild is a guild is a guild, and interguild competition doesn't really
exist. There is no real drawback to having more players in one guild than
another, just play whatever guild suits you and don't worry about everyone
else.

Now, granted that evil relig has a number of shiny new powerful guilds, while
for the most part good's guilds are somewhat old and stuffy. New guilds would
of course rock, but they take several weeks of effort to create. Here are a few
"easy" dumb ideas to spice up goodrelig:

- Remove the superfluous spider guild from evilrelig and re-flavor it as a
goodrelig guild. This wouldn't be as hard as it sounds, with a tithe-based
theme.

- Allow goodrelig to join squire/knight, except do not allow them to train
axes.

- Do something about civfig. I mean, come on...

 
Rating:
-1
Votes:
11
 
 
Marvin
1y, 256d, 2h, 11m, 0s old
Level:
76
 
 
#3
11 Nov 2008 09:37
 
 
Marvin wrote:
That all sounds really cool and all, from the standpoint that new guilds in
general are pretty cool. However this begs the question, why exactly do the
backgrounds need to be equal? Discounting extremely rare events such as align
mayhem, does it really matter if the backgrounds are balanced? This isn't a
RPG, a guild is a guild is a guild, and interguild competition doesn't really
exist. There is no real drawback to having more players in one guild than
another, just play whatever guild suits you and don't worry about everyone
else.

Now, granted that evil relig has a number of shiny new powerful guilds, while
for the most part good's guilds are somewhat old and stuffy. New guilds would
of course rock, but they take several weeks of effort to create. Here are a few
"easy" dumb ideas to spice up goodrelig:

- Remove the superfluous spider guild from evilrelig and re-flavor it as a
goodrelig guild. This wouldn't be as hard as it sounds, with a tithe-based
theme.

- Allow goodrelig to join squire/knight, except do not allow them to train
axes.

- Do something about civfig. I mean, come on...
Now, all of that what you said is fine, except for one thing - why disallow
goodreligs to train axes? As you said, this isn't an rpg..

 
Rating:
4
Votes:
4
 
 
Saldas
2y, 53d, 3h, 28m, 21s old
Level:
90
 
 
#4
12 Nov 2008 19:18
 
 
Saldas wrote:
Marvin wrote:
That all sounds really cool and all, from the standpoint that new guilds in
general are pretty cool. However this begs the question, why exactly do the
backgrounds need to be equal? Discounting extremely rare events such as align
mayhem, does it really matter if the backgrounds are balanced? This isn't a
RPG, a guild is a guild is a guild, and interguild competition doesn't really
exist. There is no real drawback to having more players in one guild than
another, just play whatever guild suits you and don't worry about everyone
else.

Now, granted that evil relig has a number of shiny new powerful guilds, while
for the most part good's guilds are somewhat old and stuffy. New guilds would
of course rock, but they take several weeks of effort to create. Here are a few
"easy" dumb ideas to spice up goodrelig:

- Remove the superfluous spider guild from evilrelig and re-flavor it as a
goodrelig guild. This wouldn't be as hard as it sounds, with a tithe-based
theme.

- Allow goodrelig to join squire/knight, except do not allow them to train
axes.

- Do something about civfig. I mean, come on...
Now, all of that what you said is fine, except for one thing - why disallow
goodreligs to train axes? As you said, this isn't an rpg..
Yes please do this! I wanna be uber mounted warrior with spider demon and true
heal, and spawn! ONE MAN ARMY!

 
 
 
Ottie
1y, 89d, 2h, 33m, 20s old
Level:
90