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#65716, "Swashbuckler Edge"
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What are the prereqs for this edge?
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Dodge, flourish, a minimum CHA,
Twist,
09-Dec-16 01:22 PM, #8
RE: Dodge, flourish, a minimum CHA,
Bard (Anonymous),
09-Dec-16 01:45 PM, #9
RE: Dodge, flourish, a minimum CHA,
N b M,
09-Dec-16 02:22 PM, #10
Thats not far off the current system,
Destuvius,
09-Dec-16 05:48 PM, #11
RE: Thats not far off the current system,
N b M,
09-Dec-16 06:28 PM, #12
Its not quite that easy,
Destuvius,
09-Dec-16 06:41 PM, #13
RE: Its not quite that easy,
N b M,
09-Dec-16 07:30 PM, #14
RE: Its not quite that easy,
Destuvius,
09-Dec-16 07:35 PM, #15
RE: Its not quite that easy,
TJHuron,
10-Dec-16 09:08 AM, #17
RE: Its not quite that easy,
Destuvius,
10-Dec-16 12:27 PM, #18
RE: Its not quite that easy,
TJHuron,
10-Dec-16 04:24 PM, #19
RE: Its not quite that easy,
Umiron,
10-Dec-16 07:17 PM, #22
That's reasonable ,
TJHuron,
10-Dec-16 07:44 PM, #23
RE: Its not quite that easy,
N b M,
12-Dec-16 11:12 AM, #24
How this works in real life,
Kstatida,
12-Dec-16 12:19 PM, #25
RE: Its not quite that easy,
incognito,
10-Dec-16 04:38 PM, #20
I think thats a partially accurate statement,
Destuvius,
10-Dec-16 04:47 PM, #21
Why people quit their jobs,
Tac,
12-Dec-16 01:03 PM, #26
It's about motivation and motivation only,
Kstatida,
12-Dec-16 01:20 PM, #27
RE: Why people quit their jobs,
Jormyr,
12-Dec-16 01:51 PM, #28
This is a whole lot of nonsense,
Destuvius,
12-Dec-16 09:02 PM, #29
The answer is obvious, more edges.,
ice king,
09-Dec-16 09:22 PM, #16
I think flourish and maybe dodge,
laxman,
09-Dec-16 10:02 AM, #5
RE: I think flourish and maybe dodge,
Bard (Anonymous),
09-Dec-16 11:08 AM, #6
RE: Swashbuckler Edge,
Kstatida,
09-Dec-16 09:28 AM, #1
And a ton of EPs nt,
TJHuron,
09-Dec-16 09:32 AM, #2
RE: And a ton of EPs nt,
Bard (Anonymous),
09-Dec-16 09:35 AM, #4
RE: Swashbuckler Edge,
Bard (Anonymous),
09-Dec-16 09:33 AM, #3
It's among the most expensive bard edges,
lasentia,
09-Dec-16 12:23 PM, #7
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#65725, "RE: Dodge, flourish, a minimum CHA"
In response to Reply #8
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Thanks for this! I think I have 2 of the three of those so I will keep my eyes open. I have not ever had this edge so I think I might take it.
Do you think it is doable to get Swashbuckler and Erode Confidence or is that just to many edge points for any non-outstanding character? I mean I am shooting for Outstanding, but lets just say I am a slow start with it this time around.
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N b M | Fri 09-Dec-16 02:22 PM |
Member since 29th Sep 2005
444 posts
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#65726, "RE: Dodge, flourish, a minimum CHA"
In response to Reply #8
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To take JUST that one edge, maybe.
What is your opinion on the overall outlook for the number of edges a character should have?
I would think 100 hour hero should have 2 or 3 decently expensive edges and that number should scale with age and accomplishment, correct?
So a 300 hour hero who is decently average should have 4 or 5 decently expensive edges or two handfuls of cheaper ones right?
Does that seem acceptable or is that pushing over rewarding?
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N b M | Fri 09-Dec-16 06:28 PM |
Member since 29th Sep 2005
444 posts
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#65728, "RE: Thats not far off the current system"
In response to Reply #11
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So in the old system a high profile character who was long lived had roughly 20, to include quite a few expensive edges. This is a bit excessive, on that we can agree. Would half that be excessive?
I honestly don't think so. 10 edges for a "high profile" long lived character seems pretty reasonable right?
Would that put the 4-5 decent edges for your standard average character on target?
Keep in mind the amount of code changes to make skills/spells/sups not be as effective without the slew edges designed for each.
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N b M | Fri 09-Dec-16 07:30 PM |
Member since 29th Sep 2005
444 posts
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#65731, "RE: Its not quite that easy"
In response to Reply #13
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So a few edges need their costs increased to reflect their impact
One specific edge (maybe more) needs it's effectiveness toned done
And certain edges for certain classes that have no noticeable impact need their costs dropped as they aren't that effective
Considering we have years of data to pull from it shouldn't be that hard to sort it out.
I'd offer to put in the necessary time and effort if there was at least some promise of action.
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TJHuron | Sat 10-Dec-16 09:08 AM |
Member since 28th Nov 2007
1132 posts
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#65735, "RE: Its not quite that easy"
In response to Reply #15
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So... that's kind of like telling someone. You want to be a doctor? Go to medical school! It requires a lot of time and work.
Nobody wants to wait a few years for NbM to imm and reform edges 😉
I personally feel like we are maybe a bit short on edges but that is probably because I am used to getting 10+ edges on a character. I agree with him that the less effective edges should be less expensive in the current environment.
My current has a lot of unspent EPs and I still can't take the most expensive edge. That's telling to me.
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TJHuron | Sat 10-Dec-16 04:24 PM |
Member since 28th Nov 2007
1132 posts
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#65740, "RE: Its not quite that easy"
In response to Reply #18
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Yeah sorry. I worded that poorly. I was super hungover this AM and trying to get ready to go pheasant hunting in -15 weather. Probably would have been better saying oh you want to make someone feel better? Go to med school... get your point about quacks though.
I guess my point is that it just takes so long to imm. Not saying the staff would have me but I've never even wanted to apply because of the lengthy initiation period. It makes it hard to join to address a problem of today knowing you can't do anything about it for over a year.
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Umiron | Sat 10-Dec-16 07:17 PM |
Member since 29th May 2017
1499 posts
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#65744, "RE: Its not quite that easy"
In response to Reply #19
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One way to look at it is that that first year or so is how you prove yourself and earn some equity and ultimately a voice on staff. If it were as simple as applying and then overnight (or trivially soon) having the access and authority to "address a problem" (as you see it), then remember that it would be equally painless for everyone else to affect the direction of the game too, sometimes opposite to the way you think is best.
Part of how the staff as traditionally handled that is by empowering the people who demonstrate a commitment to the game beyond showing up and saying some aspect of the game sucks and insisting they be given the power to change it.
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TJHuron | Sat 10-Dec-16 07:44 PM |
Member since 28th Nov 2007
1132 posts
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#65745, "That's reasonable "
In response to Reply #22
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And if I'm being honest with myself, imming to change one part of the game you think sucks probably isn't a great reason to imm in the first place. One should imm out of a desire to make the game better overall, and in many areas.
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N b M | Mon 12-Dec-16 11:12 AM |
Member since 29th Sep 2005
444 posts
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#65757, "RE: Its not quite that easy"
In response to Reply #22
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And here is where I see a historical issue that we have always had. I am only opening a discussion and OFFERING to put in the effort to collect as much big data as possible to further the discussion. I am offering to do this as long as you guys are open to the idea of JUST LISTENING!
Traditionally the playerbase has been completely closed off from having input (sans santa zulg). Where this is negative is that despite how decent someones idea is (not me, but a lot of players have offered really really good input in the past), it is largely ignored except during the santa zulg window.
I'm not trying to grab power or control, I am just offering to put in effort free of charge as long as it isn't systematically ignored. No one on staff has to implement anything or even agree with it, I'm just requesting to NOT BE IGNORED before putting in the effort.
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Kstatida | Mon 12-Dec-16 12:19 PM |
Member since 12th Feb 2015
2214 posts
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#65758, "How this works in real life"
In response to Reply #24
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All proposals and ideas from the low level are straight up ignored. Because the amount of ####ty and useless ideas is 99,99999% of all the ideas.
In order to be implemented, the idea should pass a certain filter, and that filter is - someone with authority and/or power should start lobbying it so that others pay attention. So if you want things implemented, you should first persuade someone with authority and/or power. If you can do that - chances are your idea is sane.
That mechanism is not ideal. Some brilliant ideas die ultimately (screw them we don't need losers anyway). But authorities can't serve as initial filter because that would paralyze their other work.
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incognito | Sat 10-Dec-16 04:38 PM |
Member since 04th Mar 2003
4495 posts
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#65742, "RE: Its not quite that easy"
In response to Reply #15
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The problem with that is you would remove a great player from the who list. I think part of cf's numbers issue started when a number of key players stopped playing to imm.
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Tac | Mon 12-Dec-16 01:03 PM |
Member since 15th Nov 2005
2050 posts
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#65759, "Why people quit their jobs"
In response to Reply #21
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In general, people leave their jobs because they don’t like their boss, don’t see opportunities for promotion or growth, or are offered a better gig (and often higher pay); these reasons have held steady for years.
Directly lifted from here: https://hbr.org/2016/09/why-people-quit-their-jobs but research supports these.
Why Volunteer's quit is a lot harder to find good research on, and I'm not particularly qualified to sort good research from bad (the job thing is basically universal at this point). I actually wish Valg was around to sort out good data on this stuff.
The lack of positive feedback I've seen in a couple of places, nowhere is that attributed to the subjects (in this case players) of the volunteer service, but instead to the volunteer organization (in this case Imm Staff).
Being able to have an impact as a volunteer is also something I saw in multiple places. Because, honestly, who wants to volunteer for a year before you can actually do anything you'd consider a positive contribution? The Imm process seems designed to make it so you have to spend a year before you can contribute meaningfully, and even then perhaps your voice will be ignored or marginalized.
I, for one, would very much like to contribute to CF. I have skills and abilities that CF's staff is sorely lacking. But since I didn't Imm 10-15 years ago when the bar was much lower I have a mountain of work in front of me that I'm not interested in doing (and probably not overly skilled in) before I could move to the piece that is interesting and that I am skilled. It's hard not to quit that volunteer effort before it even starts.
Perhaps, instead of blaming the players for why Imms quit, or aren't happy doing the thing they volunteered for, you should call up Valg, have him do some research, find the things that actually cause volunteers to quit, and address them internally. Maybe, just maybe, the Imm-ing process is not designed for success. Perhaps you've put too much into vetting candidates with certain criteria and not in attracting ones with skills you need. Then again, perhaps your current process is good, and everything is going well and the current lack of coding ability/interest amongst staff is simply a matter of bad luck/timing. I obviously don't believe that, but I'm open to the possibility of being wrong. Blaming the playerbase has been popular for 20 years, but isn't overly effective at getting the playerbase to change their behavior though, so maybe a different tactic is required.
I've probably ruined my chances of Imming anytime soon, but then I'm barely logging in anyway since I've gotten zero response to my application over weeks, and if a volunteer organization can't be bother to process my application, obviously they aren't really looking for volunteers.
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Kstatida | Mon 12-Dec-16 01:20 PM |
Member since 12th Feb 2015
2214 posts
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#65760, "It's about motivation and motivation only"
In response to Reply #26
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You either have it (and in this case you don't really consider those "obstacles" hard, or you could do it "just for fun", and when you realize that it's not that easy, you just say "nah" and don't attempt.
Thing with middle-agers (and most of us are) as opposed to teenagers (as most of us were), is that most of us were willing to pile up hours and months of work to become imms in the past (at least I did so in the other MUD), but most of us find it nearly impossible to do so now because RL (no free time sorry, I'm gonna go get my kids from school) and higher self-esteem (because we're being paid tons of money and are otherwise accomplished people right?).
So even if the bar itself didn't become lower or higher, we ourselves (by becoming older) have less and less ability to jump over it.
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Jormyr | Mon 12-Dec-16 01:51 PM |
Member since 31st Dec 2014
423 posts
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#65761, "RE: Why people quit their jobs"
In response to Reply #26
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>I've probably ruined my chances of Imming anytime soon, but >then I'm barely logging in anyway since I've gotten zero >response to my application over weeks, and if a volunteer >organization can't be bother to process my application, >obviously they aren't really looking for volunteers.
Until this comment, I would have said I'm relatively certain we've responded to every application to Immort. If we've missed something, feel free to send a new note or e-mail and we can hunt it down.
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ice king | Fri 09-Dec-16 09:22 PM |
Member since 08th Nov 2016
162 posts
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#65733, "The answer is obvious, more edges."
In response to Reply #13
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I don't mean give all players more edge points, I mean more edges as in new edges to balance it out. So basically warriors and assassins gain a LOT of power with just 5 edges, but other classes not so much. Let's make some new edges so that any <class> is equally(best possible of course) more powerful once they have 5 edges.
MORE EDGES! I'm only partially kidding, I really think the whole edge system could use some tune-ups. Like the master edges for assassins, there needs to be something like that for every class, or something of equal power increase.
I know it's very unlikely anyone has the time for something like that, I'm just spitballing.
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laxman | Fri 09-Dec-16 10:02 AM |
Member since 18th Aug 2003
1867 posts
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#65721, "I think flourish and maybe dodge"
In response to Reply #0
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Maybe evade... It's also pretty expensive and you need to be somewhat high level.
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#65722, "RE: I think flourish and maybe dodge"
In response to Reply #5
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Do you think it is so expensive that it could be a "one and done" type edge, where If I get it I may never get another edge because the cost is so high?
Or an edge that I may only get much later in life if I save all my edge points? (old age or longer I mean)
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Kstatida | Fri 09-Dec-16 09:28 AM |
Member since 12th Feb 2015
2214 posts
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#65717, "RE: Swashbuckler Edge"
In response to Reply #0
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What does "discuss guildmaster prereq swashbuckler" say?
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TJHuron | Fri 09-Dec-16 09:32 AM |
Member since 28th Nov 2007
1132 posts
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#65718, "And a ton of EPs nt"
In response to Reply #1
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#65720, "RE: And a ton of EPs nt"
In response to Reply #2
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It is very expensive? I thought that was the case. I seem to remember hearing about this edge several years ago, but nothing else from that point till now.
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#65719, "RE: Swashbuckler Edge"
In response to Reply #1
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No idea right now. At work and just looking over some choices and options. I can discuss it with the guildmaster when I log in next. I was just wondering was all.
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lasentia | Fri 09-Dec-16 12:23 PM |
Member since 27th Apr 2010
987 posts
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#65723, "It's among the most expensive bard edges"
In response to Reply #3
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Frightful fiend is by far the most expensive, but swashbuckler is certainly high up in terms of EP cost.
So really only worth taking as a human. Maybe a halfie, but I'd probably forego it for a 2 dex bump in favor of 2 other more moderate edges.
It's not a permanent 23 dex replacement either, dex maledicts could still hurt you even if charisma is maxed. Daev stated a while back it adds to dex capped by charisma, but if you have 3 dex, you won't keep dodging and evading as if you still had 23. You will be better off for having it in all cases though.
So don't negate dex stat coverage if you take the edge.
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