Go back to previous topic
Forum Name Gameplay
Topic subjectCabal power ideas for Nexus and Herald
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=29481
29481, Cabal power ideas for Nexus and Herald
Posted by Tarleton on Wed 31-Dec-69 07:00 PM
I'm not putting this on the Santa Zulgh board because it's not specific enough and it's more than one idea. And I know it isn't wise to upset Santa Zulgh.

Basically, I think both of these cabals could use a bit of help, power-wise.

See the below posts, for separate discussion.
29482, HERALD
Posted by Tarleton on Wed 31-Dec-69 07:00 PM
I always had a soft spot for Heralds. But just sitting around in the Inn and chatting with one or two people and pouring drinks can't be as fun now as it was in past, and busier, times.

Someone had suggested semi-recently that Heralds need to be "refocused." I agree.

Heralds should be entertainers, sure, but also gatherers of knowledge. They should be the journalists, historians and famed explorers of Thera.

I propose a power or two that would be very useful in exploring, but not in PK:

- Campfire (level 35): Heralds can create a campfire in many places that's perfect for taletelling, keeping warm and relaxing. The fire increases regeneration rates and raises morale for everyone in the room who rests or sleeps and has not fought a player recently. It is drastically more effective in explore areas, where adventurers are especially far from home and have a greater appreciation for the comfort. It also allows the Herald to use the storytelling power in the room.

- Wisdom of Ages (level 40): As the keepers of Thera's biggest library, the Celestial Lyceum, Heralds often know more than even they think they do. By translating magical utterances and watching movements, Heralds can recognize spells and communes non-adventurers are casting or communing in their presence. This sometimes allows the Herald to avoid them, if they are the target. Also, using their vast knowledge, Heralds and their groupmates who have not recently fought a player will use lore and magical items to much greater effect, especially in explore areas.

- Epic Feats (level 51): Adventurers often take pride in achieving great feats. To achieve one in the presence of a Herald, however, could put one's name in the history books. This added thrill allows the party to resist creatures' fear, mental and paralysis affects and causes wounded adventurers in the Herald's group to fight on even harder against creatures of great power.
29492, RE: HERALD
Posted by Enlilth on Wed 31-Dec-69 07:00 PM
I dig these ideas. It's so much better than the ideas I'd had for powers.
29499, RE: HERALD
Posted by Pendragon_Surtr on Wed 31-Dec-69 07:00 PM
>I dig these ideas. It's so much better than the ideas I'd had
>for powers.

But I liked your idea to give Herald the slay power, that will teach all those naysayers that think Herald can't PK their way out of a wet paper bag!
29493, I like these.
Posted by Splntrd1 on Wed 31-Dec-69 07:00 PM
I think Campfire's great; I suggested an almost identical power for them a short while back.

Even just the addition of campfire would improve the utility and relevance of the cabal immensely.
29494, RE: HERALD
Posted by Iunna on Wed 31-Dec-69 07:00 PM
>Heralds should be entertainers, sure, but also gatherers of
>knowledge. They should be the journalists, historians and
>famed explorers of Thera.

They are. Most people just don't play the alternative kind.
29496, There's a reason for that.
Posted by Splntrd1 on Wed 31-Dec-69 07:00 PM
No offense to you, thanks for coming back, but for a very long time Herald's leadership has appeared disinterested and aloof. People generally don't like to take on risks or challenges when they don't think they'll be acknowledged for it.

Basically, when you play a Herald you get costs:
1) responsibilites (be around for events, hold them occasionally, play nice, enrich)
2) restrictions (can't be evil, can't participate in the cabal wars, can't be too murder-happy)

For the following benefits:
1) a safe place to chill (the Inn, which I could have anyway)
2) cabal powers (which don't help me do anything but roleplay)
3) friends (which I could have anywhere else)
4) lots of Imm XP (Which, if I'm the kind of guy who plays risky and inventive characters, I could get from any other cabal. I would also have a greater chance to gain more Imm XP from other cabals, since more Imms will be watching.)

The costs are pretty good compared to the other cabals, but the benefits seem extremely lackluster when you compare them to what's in store for you if you play most other cabals. There's no reason to play a "risky" or "alternative" role in Herald as opposed to literally any place else.

Then again, an "average" character will probably do better in Herald than anywhere else. So it makes sense that Herald attracts average or uninventive role ideas (even if their players are exceptional), and specifically doesn't attract the other kind.
29498, RE: There's a reason for that.
Posted by Asyguest on Wed 31-Dec-69 07:00 PM
I wouldn't compare Herald to other cabals using those metrics. Most Heralds don't join for the benefits, per se, other than it's the primary outlet for "serious RP".

I think the problem is that more often than not the "current crop" of Heralds tend to be the floofi, annoying, note-spammers who nobody wants to be around. Unfortunately, even a serious knowledge-seeking Herald historian is required to be pals with said annoying person. The cabal just seem to repel the kinds of Heralds I really like, and would love to play if I wasn't forced to interact with the kind of Heralds I really, really, really hate.
29500, RE: There's a reason for that.
Posted by Splntrd1 on Wed 31-Dec-69 07:00 PM
But don't you agree that a serious roleplayer in any other cabal is probably going to reap more rewards for his efforts? Even if that's not what his goals are or what he's interested in, it's still a strong incentive, and that's what Herald lacks. Herald doesn't provide any incentive for anyone with above-average skills to join and stick it out for the long-term.
29501, RE: There's a reason for that.
Posted by Asyguest on Wed 31-Dec-69 07:00 PM
Yeah, Herald doesn't provide any really incentive other than "the fun of it". You can definitely accomplish as much in any other cabal.

That said, many Heralds get some pretty buff rewards over time that make them nasty in PK, probably because their patrons know that isn't their intent. Legacies, quest forms, etc. all seem fairly common among the (rare) long lived Herald.
29502, RE: There's a reason for that.
Posted by Bezzilan on Wed 31-Dec-69 07:00 PM
>No offense to you, thanks for coming back, but for a very
>long time Herald's leadership has appeared disinterested and
>aloof. People generally don't like to take on risks or
>challenges when they don't think they'll be acknowledged for
>it.
>
>Basically, when you play a Herald you get costs:
>1) responsibilites (be around for events, hold them
>occasionally, play nice, enrich)

Except nobody ever holds events. In Bezzilan's entire life, nobody else ever held a single event. Not one.

>2) restrictions (can't be evil, can't participate in the cabal
>wars, can't be too murder-happy)
>
>For the following benefits:
>1) a safe place to chill (the Inn, which I could have anyway)
>2) cabal powers (which don't help me do anything but
>roleplay)

I do not understand why Heralds aren't given all or at least more than one herald power. What is overpowered or exploitable about being able to tell tales AND mix unique drink names? Which they can only do in the Inn itself or a few select other places in the entire game? Makes no sense to me.

>3) friends (which I could have anywhere else)
>4) lots of Imm XP (Which, if I'm the kind of guy who plays
>risky and inventive characters, I could get from any other
>cabal. I would also have a greater chance to gain more Imm XP
>from other cabals, since more Imms will be watching.)

Actually, I got pretty much zero imm xp. Received a bit after two events - I held six in three months. Never did Rayihn give an xp to me at all after any of our talks or anything I ever did. Ditto Iunna. Though Iunna can't separate ooc from ic anymore, with me at least, as the pbf and things she said in game make clear. I suppose that's why she gave zero xp in almost 500 hours. And her being semi dormant of course, to be fair. Point being, don't assume Heralds, even long lived age dying ones, get imm xp.
>
>The costs are pretty good compared to the other cabals, but
>the benefits seem extremely lackluster when you compare them
>to what's in store for you if you play most other cabals.
>There's no reason to play a "risky" or "alternative" role in
>Herald as opposed to literally any place else.

You're right.

>
>Then again, an "average" character will probably do better in
>Herald than anywhere else. So it makes sense that Herald
>attracts average or uninventive role ideas (even if their
>players are exceptional), and specifically doesn't attract the
>other kind.

I tried. But for whatever reason got almost nowhere in that regard. Even the tattoo came begrudgingly from the pbf comment. Did he deserve heaps? Probably not. But lots of little cool things were never mentioned or back-patted, and for all the times you've heard it said that long lived chars get rewarded, etc., well, not always. Don't go into it thinking even if you are famous and a well known character that you'll get anything from the imms. If you aren't going to enjoy the character for itself, don't play it.
29510, Or they dont get inducted...
Posted by Rodriguez on Wed 31-Dec-69 07:00 PM
When I had an interview with Rioko you made it pretty clear to me that the entertainment and event part is a must and exploring and story telling alone is not enough to become a herald.

At least thats how it came across back then.
29495, These are awesome (text)
Posted by Lightmaged on Wed 31-Dec-69 07:00 PM
It would make Heralds more than just inn-sitting mudsexors. Focusing on knowledge, exploration, and comraderie, they would be sought after for their entertainment value and companionship for 'epic ventures'.

I hope they consider some changes. The current Herald presence is beyond gay.
29527, Well.
Posted by Iunna on Wed 31-Dec-69 07:00 PM
We've been working on Herald revampage for a while now, but nobody
(including myself, honestly) has the time or really cares to follow through
with it. Until that happens, it is what it is.
29572, RE: Well.
Posted by asylumius on Wed 31-Dec-69 07:00 PM
Any hints as to in what direction this revamp might take Herald? It might just motivate people to play Heralds, and that might motivate nobody to work on it. Or maybe it would have the opposite effect.
29577, I think this is interesting, FWIW. (n/t)
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
.
29578, Interesting enough to code?
Posted by Tarleton on Wed 31-Dec-69 07:00 PM
I have zero experience with the modern CF code. I also don't have the gall to demand that someone else do potentially hours of work for free.

So I'll just provide two arguments, hoping they're enough to woo you or another coder:

1) I would imagine none of these would be *too* tough to implement. Most of them are just variations on existing skills, affects or legacies.

2) These simple skills would also amount to a Herald mini-revamp and take it in a direction everyone seems to wish it would go. I'd love to see some super-elite players in Herald, organizing or leading explore groups and becoming respected and in-demand allies. Besides, the campfire power alone would just be mega-cool.

So, uhm... permission to call you Santa Daev?
29585, Maybe!
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
I don't make every decision unilaterally...
29484, NEXUS
Posted by Tarleton on Wed 31-Dec-69 07:00 PM
OK, this might not be as well thought-out or feasible as the Herald powers, but here's an idea I've liked for a while.

Avatar of Balance: When fighting against an enemy representing one or more forces that tip the Balance, Nexuns can draw upon the opposing powers to deal a powerful blow or inflict a malediction.

(Not sure if it should be a passive affect, called affect or targeted power... That's above my paygrade.)

If Light tips, for instance, and the Nexun is fighting a paladin, you might randomly cast "unholy word" or something else evil-ish. Darkness tips? Maybe wrath or holy light, etc.

Chaos and order? Maybe chromatic fire and/or subjugate or weak manacles or something.

The frequency and power would depend heavily on how un-balanced Thera is. If it is in perfect balance, then this does nothing. If Thera is moderately to severely unbalanced, it could actually hurt and maledict the Nexun.

Like? Don't like? Discuss!
29485, Love the Herald ideas. Nexus ones...meh. NT
Posted by TMNS_lazy on Wed 31-Dec-69 07:00 PM
NT