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HammerSongSun 11-Mar-12 08:46 PM
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#155, "BattleRager Village - Upgrades"


          

Not so long ago, I upgraded the Village to reflect what I felt was a more well-rounded, feasible village based on some feedback, a hearty donation and Rager RP which was initiated by Ohbehb.

I would like to get some additional input that wouldn't require me to redesign the entire Village. This is your opportunity to have a say in something Battle: What would you like to see added to the Village both cosmetically and functionally?

  

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Reply RE: BattleRager Village - Upgrades, Kalageadon, 06-Apr-12 04:46 PM, #36
Reply RE: BattleRager Village - Upgrades, ORB, 09-Apr-12 02:45 PM, #37
Reply RE: BattleRager Village - Upgrades, Slack, 05-Apr-12 01:58 PM, #35
Reply Workshop of the Sapper Tinkerer, laxman, 15-Mar-12 10:58 AM, #18
Reply RE: Workshop of the Sapper Tinkerer, HammerSong, 15-Mar-12 06:38 PM, #24
Reply Trophy Room, laxman, 15-Mar-12 06:21 AM, #17
Reply RE: Trophy Room, HammerSong, 15-Mar-12 06:39 PM, #25
Reply Since you have your ideals about the Pillar, why not..., TMNS, 13-Mar-12 12:38 PM, #14
Reply RE: Since you have your ideals about the Pillar, why no..., HammerSong, 15-Mar-12 06:41 PM, #26
Reply The Tunnel Door, laxman, 13-Mar-12 10:17 AM, #7
Reply I like this too, TJHuron, 15-Mar-12 11:30 AM, #19
Reply I honestly have no clue what the original intent of add..., laxman, 15-Mar-12 01:52 PM, #20
Reply RE: The Tunnel Door, Daevryn, 15-Mar-12 02:54 PM, #21
Reply I am surprised by that, laxman, 15-Mar-12 03:22 PM, #22
     Reply RE: I am surprised by that, Daevryn, 15-Mar-12 04:03 PM, #23
          Reply RE: I am surprised by that, laxman, 15-Mar-12 09:15 PM, #33
Reply RE: The Tunnel Door, HammerSong, 15-Mar-12 06:44 PM, #27
Reply Maybe some additions in the rememberance hut?, lasentia, 13-Mar-12 10:02 AM, #5
Reply RE: Maybe some additions in the rememberance hut?, HammerSong, 15-Mar-12 06:46 PM, #28
Reply The Battle Healer, laxman, 13-Mar-12 09:57 AM, #4
Reply I agree. There should be some way for the healer to hea..., TJHuron, 13-Mar-12 10:50 AM, #9
Reply its more the RP of it, laxman, 13-Mar-12 10:54 AM, #10
Reply RE: I agree. There should be some way for the healer to..., Daevryn, 13-Mar-12 12:09 PM, #12
     Reply I gotta say..., TMNS, 13-Mar-12 12:36 PM, #13
     Reply Hah, no way!, TJHuron, 13-Mar-12 01:33 PM, #15
Reply RE: The Battle Healer, HammerSong, 15-Mar-12 06:47 PM, #29
Reply The BoltThrower, laxman, 13-Mar-12 09:53 AM, #3
Reply RE: The BoltThrower, HammerSong, 15-Mar-12 06:48 PM, #30
Reply RE: BattleRager Village - Upgrades, Knac, 13-Mar-12 09:42 AM, #2
Reply RE: BattleRager Village - Upgrades, HammerSong, 15-Mar-12 06:52 PM, #31
     Reply RE: BattleRager Village - Upgrades, Knac, 20-Mar-12 09:02 PM, #34
Reply The thing that jumps to my mind., Homard, 12-Mar-12 10:19 PM, #1
     Reply RE: The thing that jumps to my mind., Daevryn, 13-Mar-12 10:06 AM, #6
     Reply Having just played a non-flying Villager for 400+hours...., Homard, 13-Mar-12 10:28 AM, #8
          Reply RE: Having just played a non-flying Villager for 400+ho..., Daevryn, 13-Mar-12 12:08 PM, #11
               Reply The last change to quicksand was in 2009 (n/t), Zulghinlour, 13-Mar-12 09:08 PM, #16
     Reply RE: The thing that jumps to my mind., HammerSong, 15-Mar-12 06:54 PM, #32

KalageadonFri 06-Apr-12 04:46 PM
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#191, "RE: BattleRager Village - Upgrades"
In response to Reply #0


          

I'd like to see the pillar have multiple sides of inscription, it seems to me like it would make a good sense seeing as it is an Obelisk of sorts? I'd wish this because when I look at it the names go all the way off my screen. If this is already suggested then sorry for the repeat.

  

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ORBMon 09-Apr-12 02:45 PM
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#192, "RE: BattleRager Village - Upgrades"
In response to Reply #36


          

Scroll 100 ftw.

That which does not kill us,
makes us stronger.

  

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SlackThu 05-Apr-12 01:58 PM
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#190, "RE: BattleRager Village - Upgrades"
In response to Reply #0


  

          

I haven't played a rager in over 4yrs. I was just thinking about how to make village more attractive.

1. How about naming each room with the names of old (now gone) Battle IMMs? Or/And have a non-killable mob looking (with descriptions & armor) like them with some progs?

2. As I confessed earlier, I am not a serial villager. I don't know the names of the people on the pillar. Is it possible for the applicant to have some access to the pillar? The pillar is supposed to be for inspiration & learning, lets put it outside the village where others can look & get inspired to join.

3. In India, the doors are decorated with many pictures & paintings (on the wall). How about decorate the entrance of the village with skulls/heads of slain mages.

4. The village looks very clean as if the maid has been through with her cleaning. It would make the village look more grusome if there was bones & skeletons lying around.

______________________________________
Come to the Darkside...We got cookies

  

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laxmanThu 15-Mar-12 10:54 AM
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#173, "Workshop of the Sapper Tinkerer"
In response to Reply #0
Edited on Thu 15-Mar-12 10:58 AM

          

It would be kind of cool if there was a workshop for a sapper tinkerer in the village that could make some special items to help villagers out short term or are quirky.

Maybe send the villager to collect a couple of items and with them the tinkere makes a sapper gyrocopter that is a 150 lb item which a villager can use to fly for short time/distance. (so non flying villagers can access flying areas on rare occasion with lots of foresight and not have to wade into the gray area of getting communes/other cabal powers).

Other tinker ideas.
Battle Barge - Heavy boat that progs something in combat when fighting on water.

Fire Bomb - a little grenade that does very minor damage but can set rooms on fire.

Diggerydoo - One time use contraption that digs a pit like the invoker spell

Wierd Paste - Consumable that puts the ragers to sleep like the necro spell for a short duration and also applies the camp affect.

Spring Loaded Launcher - A "trap" that once someone or a group walks into the room vaults them into the air. Would only work outdoors for a single use(which could hit villagers or the person who placed it) and basically be like putting every member of the entering group through a vanish (same area teleport)

Quick-Plank - an item that can be deployed to cover quicksand. "deploying" the item would have like a 5 round lag put would create a path so that there is a chance new people walking in without flying don't get sucked into the sand. The idea is that a villager can cover up an un-defended quicksand pit or they can more or less sacrifice themselves(lagging yourself out badly in front of enemies) to give their allies a chance to make a run for it.

I know you want to push the whole tactics and use terrain stuff to the village and this could be an opportunity to give them tools to shape/create terrain somewhat. I would generally make the items really heavy or component parts difficult to gather so these are used as part of a strategy to address a specific instance instead of just generally being available like a prep whenever the occasion calls.

  

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HammerSongThu 15-Mar-12 06:38 PM
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#179, "RE: Workshop of the Sapper Tinkerer"
In response to Reply #18


          

Some of these are neat but Sappers are not part of the village. Furthermore, some of them don't make sense.

Keep in mind, I don't code. Anything code heavy is likely not to be introduced into the Village. This offer is specific to cosmetic modifications.

Some neat ideas that have been thought of in some capacity but remember, the idea of a skill is to try to make it unique to a class/cabal. Copying another skill won't make it very far.

  

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laxmanThu 15-Mar-12 06:19 AM
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#172, "Trophy Room"
In response to Reply #0
Edited on Thu 15-Mar-12 06:21 AM

          

This room could serve two functions. First it could house trophies which honor village moments in destroying note worthy foes (here lies the femur of ahtieli!).

The second is that there could be a trophy maker. You bring him something from your kill (perhaps the carve or a body part) and they will make you a trophy (ring, necklace, belt) from it that has a short crumble timer. Kind of like a toned down version of the trophy skill.

Maybe there is also a list in the room which displays which 3 villagers have the most mage kills (but without showing numbers or possibly even order). Maybe even just have it be the most mage kills per village path.

  

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HammerSongThu 15-Mar-12 06:39 PM
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#180, "RE: Trophy Room"
In response to Reply #17


          

This idea is kind of neat but would take some time to code. I'll add that to a list of ideas that I have which would require assistance.

  

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TMNSTue 13-Mar-12 12:38 PM
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#169, "Since you have your ideals about the Pillar, why not..."
In response to Reply #0


          

...add a room for the memorable villagers that didn't meet the criteria whether it was because they autoed, or IMM'd and deleted, or deleted with less than 7 CON (Bartis comes to mind), or just were generally great villagers.

I'm sure there are several people that would fall into this category and it would be nice if they didn't make the pillar that they were at least remembered.

  

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HammerSongThu 15-Mar-12 06:41 PM
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#181, "RE: Since you have your ideals about the Pillar, why no..."
In response to Reply #14


          

I think this idea would take away from the significance of making it on the Pillar. I do agree that certain Battle Immortals that are no longer in Asgaard should be added on the Pillar.

  

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laxmanTue 13-Mar-12 10:17 AM
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#162, "The Tunnel Door"
In response to Reply #0


          

Change the door from the shrine to the tunnel from being crawl only to a normal door. This makes ganging villagers in blood square harder and also serves as a tool for defenders to try and split up raiding groups temporarily.

Still allow the door to be opened and closed so ragers can use it tactically.

  

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TJHuronThu 15-Mar-12 11:30 AM
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#174, "I like this too"
In response to Reply #7


          

I've always liked the idea of the tunnel door, but, in practice I have rarely used it. Partially because it is a crawl through and because by the time your enemies know your in it they can easily head you off.

I think it would be cool, in addition to Laxman's suggestion, to add an a second arm of the tunnel, so you could come out in the village in different locations. This could make it useful for not only escape but defending the village. At least it might be worth discussing.

  

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laxmanThu 15-Mar-12 01:52 PM
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#175, "I honestly have no clue what the original intent of add..."
In response to Reply #19


          

If I recall correctly it wasn't even cave terrain until the most recent round of updates a few months ago.

The fact you have to crawl means it doesn't do anything while people are in combat.

Its useless as an escape hole because it just moves the choke point from blood square two rooms to the east for raiders. The tunnel path is longer then 2 rooms so you can't even win a foot race as a defender against the raiders.

Putting wilderness in the village is kinda nifty to help rangers in rites/circle oriented fights but if the goal of the raiders is to take the head and not kill the defenders...

I would almost say make the destructor spot a field so thieves/assassins can hide and rangers can camo there and still defend.

  

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DaevrynThu 15-Mar-12 02:54 PM
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#176, "RE: The Tunnel Door"
In response to Reply #7


          

I always saw that limitation being one of the things that made it fair.

There isn't really a scarier cabal than Battle to raid vs. opposition, even if its defenders do have to clear out on foot.

  

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laxmanThu 15-Mar-12 03:19 PM
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#177, "I am surprised by that"
In response to Reply #21
Edited on Thu 15-Mar-12 03:22 PM

          

Personally I would put outlander at the top of that list. Battle isn't even in the top 3.

Is this mostly because of the relative toughness level of the defeneders or do you thinkg the no-recall/teleport is really that good?


And in its current implementation do you see the tunnel as a useful strategic tool? In my own head the only times I see it being good are if you are a caverndwellling ranger or if you are coming to a raid late and the enemy is grouped at blood square to get around them to the shrine.

  

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DaevrynThu 15-Mar-12 04:01 PM
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#178, "RE: I am surprised by that"
In response to Reply #22
Edited on Thu 15-Mar-12 04:03 PM

          

>Personally I would put outlander at the top of that list.
>Battle isn't even in the top 3.
>
>Is this mostly because of the relative toughness level of the
>defeneders or do you thinkg the no-recall/teleport is really
>that good?

Well, look at it this way: what's so scary about Outlander, the possibility of Insect Swarm? Everyone gets insect swarmed automatically just by walking into the Village.

(Not really, and I appreciate that there are ways that Swarm is a lot worse, but... )

Edit: Add in, there isn't really a cabalguardian that's in the league of the Destructor in terms of throwing out lag or preventing fleeing, which combos nicely with norecall/noteleport.

Maybe the Spirit is in the lag/cutoff race if you're gnome-sized, can't enlarge, and have no protective shield, e.g. you're a pincersvirf but so many characters just do not care about bearcharge.

>And in its current implementation do you see the tunnel as a
>useful strategic tool? In my own head the only times I see it
>being good are if you are a caverndwellling ranger or if you
>are coming to a raid late and the enemy is grouped at blood
>square to get around them to the shrine.

Yeah, I think it is. It might not be what you want it to be but in practice I've seen some pretty good use of it. People who have played a lot of Battle and who have really thought through all the situations can counter most of it but in practice that's not what happens 95% of the time.

  

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laxmanThu 15-Mar-12 09:13 PM
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#188, "RE: I am surprised by that"
In response to Reply #23
Edited on Thu 15-Mar-12 09:15 PM

          

Good point. Lag/cutoff didn't enter into my equation.

On the other hand unlike other cabal inners the destructor only progs against one person so only the tank has to worry about it. The rest of the raiders only have to worry about 1-2 hard melee hits a round and the defenders.

Outlander is scarier because you don't know who is there and they all likely have entangle and/or snare. Sure insects doesn't happen everytime but most builds still need to walk the fetish out and that can be deadly with trepidation against people who move faster then you and can drain your mv. Lots of times they won't be able to get back to defend because the tree is so remote but its the difficulty in gauging risk that makes it scary for me.

  

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HammerSongThu 15-Mar-12 06:44 PM
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#182, "RE: The Tunnel Door"
In response to Reply #7


          

It is still a pretty tactical and viable way away from the Destructor and very fair. This leads me to agree with Daevryn.

It also has to make sense to make a change like this and I'm not quite sure adding a door makes more tactical sense than having an escape tunnel.

  

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lasentiaTue 13-Mar-12 10:02 AM
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#160, "Maybe some additions in the rememberance hut?"
In response to Reply #0


          

I know the pillar lists names and their title, but maybe you could have something about those characters put in the hut of rememberance or something, might be a neat little addition. Cause I honestly have no idea who 80% of those characters were, if not more, and it would be nice to know how or why they got put up there. Course, I imagine this would be hard given some of those guys are probably really old and few if any current players might have even heard of them or know much about them.

Could be something like the pillar, but you enter Look Knacnar and you see maybe a paragraph or so about how he got on the Pillar.

Knacnar Bloodstomp (i think it was)- This one time commander of Battle did XYZ and exhibited traits XYZ, reknowned for his ability to XYZ. Maybe add any special notes like favored of Thror, slayer of liches, their Battle path (ber/scout/def). Not sure who would write those things, but maybe people on the pillar could submit something after they die or someone then living could write a memorial. (That said, I think this is a good idea for all the cabals, not just battle. I am not honestly sure which cabals have something similar, I know Outlander has the Bark- do any other cabals have similar things?)

I've always been a fan of characters getting a chance to leave a personal stamp on the game with their char, even if it is only something minor. Having a char name immortalized is awesome, but a little personal thing like that just makes it all the better. I know I like seeing small things like that, even managed to get one small thing put in with one of my characters.

  

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HammerSongThu 15-Mar-12 06:46 PM
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#183, "RE: Maybe some additions in the rememberance hut?"
In response to Reply #5


          

I like this, but it would have to be built slowly. That's quite a few characters to have to dig up items of significance on.

There was a significant amount of time spent trying to get all of the initial characters on the pillar based on Nep/Twist/BT and elder Imm memories. I can imagine this being the same amount of time commitment.

  

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laxmanTue 13-Mar-12 09:57 AM
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#159, "The Battle Healer"
In response to Reply #0


          

Change the healer to a defender or bard. With the following heal commands.

Heal Poultice: covers plague/poison
Heal greasify: Covers an item with enough grease that you can remove/drop it for a short duration (replaces uncurse)
Heal remedy: General chance to cure illnesses like influenze

Instead of the prog for random cure critical, bless, armor, and cure poison the bard instead randomly sings the armor and bless songs.

  

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TJHuronTue 13-Mar-12 10:50 AM
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#164, "I agree. There should be some way for the healer to hea..."
In response to Reply #4


          

There is nothing worse than raiding Scions and getting slapped by a 20 hour weakness by the Archmage with no defender around.

  

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laxmanTue 13-Mar-12 10:54 AM
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#165, "its more the RP of it"
In response to Reply #9


          

While yes a rager can recieve prayers from a priest of their god in the shrine of their god if anyone actually did this it would be likely not be met with praise.

With the introduction of edges I also think the general need of healers spaced out for villagers has diminished (seasoned traveler FTW).

  

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DaevrynTue 13-Mar-12 12:09 PM
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#167, "RE: I agree. There should be some way for the healer to..."
In response to Reply #9


          

Maybe you should pick defender next time.

  

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TMNSTue 13-Mar-12 12:36 PM
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#168, "I gotta say..."
In response to Reply #12


          

...that skill is so much better at 100% than it is at 90%

I didn't even realize how awesome it was until I hit 100%.

  

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TJHuronTue 13-Mar-12 01:33 PM
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#170, "Hah, no way!"
In response to Reply #12


          

I'm actually thinking of changing my handle to zerker4life!

Kidding, I've played a few defenders and had a great time with them. It's a shame that one of them I felt had a lot of promise got lost in the purge.

  

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HammerSongThu 15-Mar-12 06:47 PM
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#184, "RE: The Battle Healer"
In response to Reply #4


          

Twist and I came up with an idea that trumps this. It's pretty damn neat if I can get it off the ground.

Stay tuned!

  

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laxmanTue 13-Mar-12 09:53 AM
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#158, "The BoltThrower"
In response to Reply #0


          

The BoltThrower
A item placed in the village somewhere that a villager can USE. using it will launch the villager into the ruins (random room) and the landing withh cause them to take some heavy damage (DEVA-OBLIT) and possibly cause a boneshatter affect.

Maybe if you happen to land in a room with another PC in it you land on top of them doing damage to both of you and bash lag to them.

  

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HammerSongThu 15-Mar-12 06:48 PM
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#185, "RE: The BoltThrower"
In response to Reply #3


          

This doesn't really make much sense. Siege weapons (trust me I've tried) don't really have much of a place in the game. Albeit, Scar managed to make a neat Siege weapon in Hamsah work pretty well.

  

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KnacTue 13-Mar-12 09:42 AM
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#157, "RE: BattleRager Village - Upgrades"
In response to Reply #0


          

1) Exotic weapons from Grime
2) It would be cool to have a hut for good align, neutrals, and evil (maybe a pool of blood for the evils)
3) Not just for villagers, but for other cabals - maybe a gambling system where you can gamble for only stuff? As it stands, the Village doesn't have much use for gambling - in fact, they don't have much use for money.
4) Elemental damage weapons (dunno if it would be OP)? Doesn't have to be strong - on Grime's level maybe
5) A 'shrine' or statues to each God of War?
6) A story-telling hut (dunno if there is one)
7) I really like the old Village place north of Arkham - some cosmetics like that would be neat.
8) Dunno if these are in - a helpfile for each Village only edges
9) Sparring weapons? I know we have practice weapons, but given that your approach on the Village is 'students of warfare'..
10) Books/lores that Villagers can write/submit (like herald)
11) Items (maybe through 'use book') that gives + morale.

  

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HammerSongThu 15-Mar-12 06:52 PM
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#186, "RE: BattleRager Village - Upgrades"
In response to Reply #2


          

1) Exotic weapons from Grime

- Great simple suggestion.

2) It would be cool to have a hut for good align, neutrals, and evil (maybe a pool of blood for the evils)

- Any particular reason? We've already got huts split up by battle faction.

3) Not just for villagers, but for other cabals - maybe a gambling system where you can gamble for only stuff? As it stands, the Village doesn't have much use for gambling - in fact, they don't have much use for money.

- Interesting.

4) Elemental damage weapons (dunno if it would be OP)? Doesn't have to be strong - on Grime's level maybe

- Doesn't make much sense. However, I do think it would be cool if Scar/Daevryn coded up something that allowed for inherent "unique" imbues based on someone's ability to forge/magic/the use of jewels.

5) A 'shrine' or statues to each God of War?

- Very viable.

6) A story-telling hut (dunno if there is one)

- Why not use the Circle, have a lil scrap while you're at it!

7) I really like the old Village place north of Arkham - some cosmetics like that would be neat.

- Viable, it would have to be discussed with other imms as it would affect cabal dynamics/proximity.

8) Dunno if these are in - a helpfile for each Village only edges

9) Sparring weapons? I know we have practice weapons, but given that your approach on the Village is 'students of warfare'..

- Go grab em from Balator?

10) Books/lores that Villagers can write/submit (like herald)

- Hell no. The accents would mangle this.

11) Items (maybe through 'use book') that gives + morale.

- See above.

  

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KnacTue 20-Mar-12 09:02 PM
Member since 07th May 2010
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#189, "RE: BattleRager Village - Upgrades"
In response to Reply #31


          

Also, I was thinking, what about a skill that lets villagers climb places that can only be reached through flying (Talshidar caverns, Arial City, etc.) It can be a 3 round movement with strong disadvantages if you fail (Moudrilar's monastery comes to mind).

Alternatively, maybe an item (like a climbing rope) that can fit the purpose?

2) Because, at the very least, the dichotomy between good and evil is strong. I suppose it's not a biggie since the other cabals don't have this.

  

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HomardMon 12-Mar-12 10:19 PM
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#156, "The thing that jumps to my mind."
In response to Reply #0


          

I'd like to be able to pay the healer for a bless.

Other than that I have mixed feelings about the wilderness at the Giant. I'm mostly okay with it now, but before quicksand got toned down it pretty much turned the Village into a deathtrap for me, especially if it was the manticore with an invoker who came.

It's tempting to ask for a no-magic/no-cabal powers room, but that might be a little OP and lead to even more whip specs.

So, for the time being I'm content to ask for the ability to trade some coin for a bless, rather than having to wait around.

  

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DaevrynTue 13-Mar-12 10:06 AM
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#161, "RE: The thing that jumps to my mind."
In response to Reply #1


          

> but before quicksand got toned down

You know, I don't actually think it was.

It's possible Zulg did it and didn't tell me, but I doubt it.

  

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HomardTue 13-Mar-12 10:28 AM
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#163, "Having just played a non-flying Villager for 400+hours...."
In response to Reply #6


          

I would have sworn that there was a noticeable difference between the first 200 and last 200 hours.

  

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DaevrynTue 13-Mar-12 12:08 PM
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#166, "RE: Having just played a non-flying Villager for 400+ho..."
In response to Reply #8


          

It's definitely not something I've touched, say, this year or last year. Much further back than that and my memory becomes unreliable.

  

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ZulghinlourTue 13-Mar-12 09:08 PM
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#171, "The last change to quicksand was in 2009 (n/t)"
In response to Reply #11


          

n/t

So long, and thanks for all the fish!

  

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HammerSongThu 15-Mar-12 06:54 PM
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#187, "RE: The thing that jumps to my mind."
In response to Reply #1


          

I'd like to be able to pay the healer for a bless.

- I'm personally not much of a fan of the healer being in the Village at all. BattleRagers are supposed to be 'wary' of priests. Paying one openly is still a little foreign to me.

Other than that I have mixed feelings about the wilderness at the Giant. I'm mostly okay with it now, but before quicksand got toned down it pretty much turned the Village into a deathtrap for me, especially if it was the manticore with an invoker who came.

- Yeah, this is a cosmetic I might consider changing again. Would love to have one of my neat little scout ideas address the Quicksand issue entirely!

It's tempting to ask for a no-magic/no-cabal powers room, but that might be a little OP and lead to even more whip specs.

- That would be OP.

  

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