 RE: BattleRager Village - Upgrades,
Kalageadon,
06-Apr-12 04:46 PM, #36
  RE: BattleRager Village - Upgrades,
ORB,
09-Apr-12 02:45 PM, #37
 RE: BattleRager Village - Upgrades,
Slack,
05-Apr-12 01:58 PM, #35
 Workshop of the Sapper Tinkerer,
laxman,
15-Mar-12 10:58 AM, #18
  RE: Workshop of the Sapper Tinkerer,
HammerSong ,
15-Mar-12 06:38 PM, #24
 Trophy Room,
laxman,
15-Mar-12 06:21 AM, #17
  RE: Trophy Room,
HammerSong ,
15-Mar-12 06:39 PM, #25
 Since you have your ideals about the Pillar, why not...,
TMNS,
13-Mar-12 12:38 PM, #14
  RE: Since you have your ideals about the Pillar, why no...,
HammerSong ,
15-Mar-12 06:41 PM, #26
 The Tunnel Door,
laxman,
13-Mar-12 10:17 AM, #7
  I like this too,
TJHuron,
15-Mar-12 11:30 AM, #19
   I honestly have no clue what the original intent of add...,
laxman,
15-Mar-12 01:52 PM, #20
  RE: The Tunnel Door,
Daevryn,
15-Mar-12 02:54 PM, #21
   I am surprised by that,
laxman,
15-Mar-12 03:22 PM, #22
  RE: I am surprised by that,
Daevryn,
15-Mar-12 04:03 PM, #23
  RE: I am surprised by that,
laxman,
15-Mar-12 09:15 PM, #33
  RE: The Tunnel Door,
HammerSong ,
15-Mar-12 06:44 PM, #27
 Maybe some additions in the rememberance hut?,
lasentia,
13-Mar-12 10:02 AM, #5
  RE: Maybe some additions in the rememberance hut?,
HammerSong ,
15-Mar-12 06:46 PM, #28
 The Battle Healer,
laxman,
13-Mar-12 09:57 AM, #4
  I agree. There should be some way for the healer to hea...,
TJHuron,
13-Mar-12 10:50 AM, #9
   its more the RP of it,
laxman,
13-Mar-12 10:54 AM, #10
   RE: I agree. There should be some way for the healer to...,
Daevryn,
13-Mar-12 12:09 PM, #12
  I gotta say...,
TMNS,
13-Mar-12 12:36 PM, #13
  Hah, no way!,
TJHuron,
13-Mar-12 01:33 PM, #15
  RE: The Battle Healer,
HammerSong ,
15-Mar-12 06:47 PM, #29
 The BoltThrower,
laxman,
13-Mar-12 09:53 AM, #3
  RE: The BoltThrower,
HammerSong ,
15-Mar-12 06:48 PM, #30
 RE: BattleRager Village - Upgrades,
Knac,
13-Mar-12 09:42 AM, #2
  RE: BattleRager Village - Upgrades,
HammerSong ,
15-Mar-12 06:52 PM, #31
 RE: BattleRager Village - Upgrades,
Knac,
20-Mar-12 09:02 PM, #34
 The thing that jumps to my mind.,
Homard,
12-Mar-12 10:19 PM, #1
 RE: The thing that jumps to my mind.,
Daevryn,
13-Mar-12 10:06 AM, #6
  Having just played a non-flying Villager for 400+hours....,
Homard,
13-Mar-12 10:28 AM, #8
 RE: Having just played a non-flying Villager for 400+ho...,
Daevryn,
13-Mar-12 12:08 PM, #11
 The last change to quicksand was in 2009 (n/t),
Zulghinlour,
13-Mar-12 09:08 PM, #16
 RE: The thing that jumps to my mind.,
HammerSong ,
15-Mar-12 06:54 PM, #32
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Kalageadon | Fri 06-Apr-12 04:46 PM |
Member since 23rd Oct 2003
1049 posts
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#191, "RE: BattleRager Village - Upgrades"
In response to Reply #0
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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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ORB | Mon 09-Apr-12 02:45 PM |
Member since 04th Mar 2003
993 posts
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#192, "RE: BattleRager Village - Upgrades"
In response to Reply #36
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Scroll 100 ftw. That which does not kill us, makes us stronger.
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laxman | Thu 15-Mar-12 10:54 AM |
Member since 18th Aug 2003
1867 posts
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#173, "Workshop of the Sapper Tinkerer"
In response to Reply #0
Edited on Thu 15-Mar-12 10:58 AM
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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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laxman | Thu 15-Mar-12 06:19 AM |
Member since 18th Aug 2003
1867 posts
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#172, "Trophy Room"
In response to Reply #0
Edited on Thu 15-Mar-12 06:21 AM
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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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TMNS | Tue 13-Mar-12 12:38 PM |
Member since 10th Jun 2009
2670 posts
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#169, "Since you have your ideals about the Pillar, why not..."
In response to Reply #0
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...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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laxman | Tue 13-Mar-12 10:17 AM |
Member since 18th Aug 2003
1867 posts
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#162, "The Tunnel Door"
In response to Reply #0
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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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TJHuron | Thu 15-Mar-12 11:30 AM |
Member since 28th Nov 2007
1132 posts
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#174, "I like this too"
In response to Reply #7
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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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laxman | Thu 15-Mar-12 01:52 PM |
Member since 18th Aug 2003
1867 posts
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#175, "I honestly have no clue what the original intent of add..."
In response to Reply #19
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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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Daevryn | Thu 15-Mar-12 02:54 PM |
Member since 13th Feb 2007
11117 posts
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#176, "RE: The Tunnel Door"
In response to Reply #7
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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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laxman | Thu 15-Mar-12 03:19 PM |
Member since 18th Aug 2003
1867 posts
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#177, "I am surprised by that"
In response to Reply #21
Edited on Thu 15-Mar-12 03:22 PM
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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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Daevryn | Thu 15-Mar-12 04:01 PM |
Member since 13th Feb 2007
11117 posts
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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
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>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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laxman | Thu 15-Mar-12 09:13 PM |
Member since 18th Aug 2003
1867 posts
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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
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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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lasentia | Tue 13-Mar-12 10:02 AM |
Member since 27th Apr 2010
987 posts
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#160, "Maybe some additions in the rememberance hut?"
In response to Reply #0
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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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laxman | Tue 13-Mar-12 09:57 AM |
Member since 18th Aug 2003
1867 posts
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#159, "The Battle Healer"
In response to Reply #0
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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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TJHuron | Tue 13-Mar-12 10:50 AM |
Member since 28th Nov 2007
1132 posts
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#164, "I agree. There should be some way for the healer to hea..."
In response to Reply #4
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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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laxman | Tue 13-Mar-12 10:54 AM |
Member since 18th Aug 2003
1867 posts
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#165, "its more the RP of it"
In response to Reply #9
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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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TJHuron | Tue 13-Mar-12 01:33 PM |
Member since 28th Nov 2007
1132 posts
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#170, "Hah, no way!"
In response to Reply #12
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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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laxman | Tue 13-Mar-12 09:53 AM |
Member since 18th Aug 2003
1867 posts
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#158, "The BoltThrower"
In response to Reply #0
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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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Knac | Tue 13-Mar-12 09:42 AM |
Member since 07th May 2010
203 posts
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#157, "RE: BattleRager Village - Upgrades"
In response to Reply #0
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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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HammerSong | Thu 15-Mar-12 06:52 PM |
Member since 04th Mar 2003
679 posts
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#186, "RE: BattleRager Village - Upgrades"
In response to Reply #2
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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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Knac | Tue 20-Mar-12 09:02 PM |
Member since 07th May 2010
203 posts
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#189, "RE: BattleRager Village - Upgrades"
In response to Reply #31
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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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Homard | Mon 12-Mar-12 10:19 PM |
Member since 10th Apr 2010
959 posts
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#156, "The thing that jumps to my mind."
In response to Reply #0
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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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Daevryn | Tue 13-Mar-12 10:06 AM |
Member since 13th Feb 2007
11117 posts
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#161, "RE: The thing that jumps to my mind."
In response to Reply #1
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> 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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Homard | Tue 13-Mar-12 10:28 AM |
Member since 10th Apr 2010
959 posts
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#163, "Having just played a non-flying Villager for 400+hours...."
In response to Reply #6
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I would have sworn that there was a noticeable difference between the first 200 and last 200 hours.
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Daevryn | Tue 13-Mar-12 12:08 PM |
Member since 13th Feb 2007
11117 posts
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#166, "RE: Having just played a non-flying Villager for 400+ho..."
In response to Reply #8
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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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Zulghinlour | Tue 13-Mar-12 09:08 PM |
Member since 04th Mar 2003
9792 posts
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#171, "The last change to quicksand was in 2009 (n/t)"
In response to Reply #11
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n/t So long, and thanks for all the fish!
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