For new characters reading about the class, though, it doesn't come across as "real Wayfarers are lone wolves but they taught the people of Sapience how to fight this way to protect themselves". From HELP WAYFARERS:
The other primary group of Wayfarers roams the continent of Sapience, independent of the politics of its four major city-states.
Loners by nature, the Wayfarers tend to avoid large settlements, scavenging what they need from the land. They venture into outlying towns solely for information and bounties. Scattered across the continents, they unite only to share stories, trade information, and warm themselves by the vigil fires in their camps and hideouts - then, they venture forth once more. They have never had a need for a central authority, eschewing the guild structure common upon the continent of Sapience.
I should say: I don't disagree with the idea that rogues don't directly contribute to the overall well-being of the game in the same way that org-affiliated players do, and therefore it's not in the administration's best interest to make it just as easy and pain-free as city/council life is.
That is an old thought that rogues would not contribute to the overall well-being of the game. Actually they can be quite good customers and conflict creators under right circumstances. The reason I did not gave an example earlier, because generally hurt feelings can follow through IRE games sometimes. In MKO rogue players were not ostracized after proving themselves just as influential and contributing to the community. Though it was a smaller game compared to Aetolia as playerbase, I can say.
Of course, it was not painless, being cityless and guildless is never painless. It takes dedication and strength to back your stuff up, if necessary with brutality. That makes you ostracized by half, liked by the other if you pull it well enough. And at the end of the day, becomes an integral part of the whole story. Of course, cities had all the protection, unique mechanics and all the frills. But the game itself did not leave rogues to die out. There were basic necessities such as tutors, a bank and a couple of stuff as well. Later on they added a nationality of Free Cities where that allowed people to join the town captures (which were smaller form of initiated sieges, PvP-on-demand rather) and convoy battles. But all those were gained over years of sticking to our RP and standing up firmly.
Now I do not say that I intend follow a roguish road in Aetolia, necessarily. Just stating a fact:
A game should offer as many tools as possible for its playerbase. It should always provide much for organizations yes, but it should not leave others in the extreme cold thoroughly. Endorsing organization RP is one thing, forcing it is another. If I may return back to my title idea? At this point I lost my care about it really. I did not know that would spell the end of Aetolia. Playerbase made me see the light and such. So I duly retract it.
But I still insist on perfume mechanics!
0
PhoeneciaThe Merchant of EsterportSomewhere in Attica
No one's really saying rogues are terrible or a detriment to the game. I was one for the longest time and enjoyed it. But as it stands, there really isn't a lot for rogues in Aetolia in great numbers. If you're rogue, you are pretty much completely unable to affect the world in the grand scheme of things. You can't participate in conflicts like lessers, majors, or Orrery (you can, but you reap no benefits from ylem perks), and some events are city vs city only.
It's not like the game actively craps on you for being rogue. It's just that the game, from what I've been told from an admin standpoint, just hasn't been built to cater to them. When the predominant conflicts Spirit vs Shadow, you're kind of forced to pick a side or else opt out. It sucks, and I hated it when I was rogue, but them's the breaks. Rogues just aren't that big a population to cater to, and neutrality is something the staff have tried to move the game away from.
Okay, time for another thread about rogues if this is going to continue. Otherwise, let's hit small things. I need this thread for low-hanging fruit to keep us Devs busy when we need a break.
We used to be able to do RANKINGS (name) to see where that person was in rankings without having to get the number off their honors. Can we have RANKINGS EXPERIENCE (name) do such? The other rankings as well, would be handy.
Can we get a gmcp value for being Sated in vitals, similar to the way everything else works?
Its so easy to lose sight that you're longer completely full, especially when you hunt a lot and lose hunger through vomiting quickly. Something along the lines of the following
fullness = "8"
8 sated 7 full 6 moderately hungry 5 hungry 4 parched 3/2/1 0 starving to death
We used to be able to do RANKINGS (name) to see where that person was in rankings without having to get the number off their honors. Can we have RANKINGS EXPERIENCE (name) do such? The other rankings as well, would be handy.
You can already do this: RANKINGS ARBRE
Rankings for Arbre ------------------ Overall: 25th with 130 points. Experience: 16th with 151 points. Explorers: 26th with 15744 points. Total minipets: 106th with 7 points. Unique minipets: 91st with 7 points. Total fame: 7th with 35 points. Total mounts: 295th with 2 points. Unique mounts: 154th with 2 points. Biggest fish: 23rd with 36989 points. Total fish: 3rd with 39185 points. Total styles: (unranked) Total figurines: (unranked) Total artifacts: 33rd with 57 points. Total pve deaths: 17th with 329 points. Total pvp deaths: (unranked) Total pve kills: 10th with 463482 points. Total pvp kills: 149th with 45 points. Total quests: 146th with 475 points. Unique quests: 10th with 130 points. Total relics: (unranked) Total assists: 76th with 421 points. Total sect duels: (unranked)
I have absolutely no recollection of who I killed (that's never good). I don't suppose there is a way for the system to give us more information on the source of the points? It is not a big deal at all I am just curious.
Typically In Game: JST (GMT+9) 6AM-8AM and 6PM-10PM
Message #877 Sent By: Lehar Received On: 3/26/2017/2:36 "(To Keroc): I think when you changed the say code, usage of $name in () got broken. say (glancing toward $person) doesn't work anymore, for instance."
Message #893 Sent By: Keroc Received On: 3/27/2017/2:24 "It existed but it never worked properly. It was the same as just using their name so I decided I would drop it. Would've taken too long to get it working fully."
Message #877 Sent By: Lehar Received On: 3/26/2017/2:36 "(To Keroc): I think when you changed the say code, usage of $name in () got broken. say (glancing toward $person) doesn't work anymore, for instance."
Message #893 Sent By: Keroc Received On: 3/27/2017/2:24 "It existed but it never worked properly. It was the same as just using their name so I decided I would drop it. Would've taken too long to get it working fully."
Message #877 Sent By: Lehar Received On: 3/26/2017/2:36 "(To Keroc): I think when you changed the say code, usage of $name in () got broken. say (glancing toward $person) doesn't work anymore, for instance."
Message #893 Sent By: Keroc Received On: 3/27/2017/2:24 "It existed but it never worked properly. It was the same as just using their name so I decided I would drop it. Would've taken too long to get it working fully."
i thought i was some mandela effect voodoo.
say (With a curt nod towards $Berenstein) Welcome to Spinesreach. H:8422 M:7869 E:27926 W:24773 [csdb e-] [hsp ema ftr] You can find no such target as 'Berenstein'.
Expand the bounty system some, either on a per-city basis or just one in Esterport - as it stands, if I go explode some Duiran novice, they either eat the death and swear revenge Soon(tm) or try to like, get a friend to come after me. The bounty system is nice and simple, it attaches a name and has relevant details, why not let it expand from beyond city only grievances to whatever interpersonal stuff is going on?
Arbre-Today at 7:27 PM
You're a vindictive lil unicorn ---------------------------
Lartus-Today at 7:16 PM
oh wait, toz is famous
Karhast-Today at 7:01 PM
You're a singularity of fucking awfulness Toz
--------------------------- Didi's voice resonates across the land, "Yay tox."
---------------------------
Ictinus — 11/01/2021
Block Toz
---------------------------
lim — Today at 10:38 PM
you disgust me
---------------------------
(Web): Bryn says, "Toz is why we can't have nice things."
Small idea, might flesh out some of the new Wayfarer lore.
Given the lore platform that Wayfaring has, having two or three NPC wayfarers that roam the realm, and maybe do something minor or have a quest attached to them, would be interesting to see IG.
Small idea, might flesh out some of the new Wayfarer lore.
Given the lore platform that Wayfaring has, having two or three NPC wayfarers that roam the realm, and maybe do something minor or have a quest attached to them, would be interesting to see IG.
To piggyback, a good reference for this is the wandering Tekura masters that give out style scrolls. There's precedence, and there could be some nice cosmetic rewards for players who make the effort.
A low, sultry voice resounds within the depths of your mind, "I look forward to seeing your descent."
Might be a bit much, but as long as you're looking into it...maybe (and please don't use this as a straight example) 'You cast your hook from (X) into the (Y) waters' or something of the sort, where X is rod, Y is fishing hole type?
Comments
Loners by nature, the Wayfarers tend to avoid large settlements, scavenging what they need from the land. They
venture into outlying towns solely for information and bounties. Scattered across the continents, they unite
only to share stories, trade information, and warm themselves by the vigil fires in their camps and hideouts -
then, they venture forth once more. They have never had a need for a central authority, eschewing the guild
structure common upon the continent of Sapience.
Of course, it was not painless, being cityless and guildless is never painless. It takes dedication and strength to back your stuff up, if necessary with brutality. That makes you ostracized by half, liked by the other if you pull it well enough. And at the end of the day, becomes an integral part of the whole story. Of course, cities had all the protection, unique mechanics and all the frills. But the game itself did not leave rogues to die out. There were basic necessities such as tutors, a bank and a couple of stuff as well. Later on they added a nationality of Free Cities where that allowed people to join the town captures (which were smaller form of initiated sieges, PvP-on-demand rather) and convoy battles. But all those were gained over years of sticking to our RP and standing up firmly.
Now I do not say that I intend follow a roguish road in Aetolia, necessarily. Just stating a fact:
A game should offer as many tools as possible for its playerbase. It should always provide much for organizations yes, but it should not leave others in the extreme cold thoroughly. Endorsing organization RP is one thing, forcing it is another. If I may return back to my title idea? At this point I lost my care about it really. I did not know that would spell the end of Aetolia. Playerbase made me see the light and such. So I duly retract it.
But I still insist on perfume mechanics!
It's not like the game actively craps on you for being rogue. It's just that the game, from what I've been told from an admin standpoint, just hasn't been built to cater to them. When the predominant conflicts Spirit vs Shadow, you're kind of forced to pick a side or else opt out. It sucks, and I hated it when I was rogue, but them's the breaks. Rogues just aren't that big a population to cater to, and neutrality is something the staff have tried to move the game away from.
Its so easy to lose sight that you're longer completely full, especially when you hunt a lot and lose hunger through vomiting quickly. Something along the lines of the following
fullness = "8"
8 sated
7 full
6 moderately hungry
5 hungry
4 parched
3/2/1
0 starving to death
I have absolutely no recollection of who I killed (that's never good). I don't suppose there is a way for the system to give us more information on the source of the points? It is not a big deal at all I am just curious.
Where's the craps? You can't build a casino without craps.
Cute-Kelli by @Sessizlik.
"(To Keroc): I think when you changed the say code, usage of $name in () got broken. say (glancing
toward $person) doesn't work anymore, for instance."
Message #893 Sent By: Keroc Received On: 3/27/2017/2:24
"It existed but it never worked properly. It was the same as just using their name so I decided I
would drop it. Would've taken too long to get it working fully."
i thought i was some mandela effect voodoo.
H:8422 M:7869 E:27926 W:24773 [csdb e-] [hsp ema ftr]
You can find no such target as 'Berenstein'.
Given the lore platform that Wayfaring has, having two or three NPC wayfarers that roam the realm, and maybe do something minor or have a quest attached to them, would be interesting to see IG.
Since its been out a few months now, Any chance to have a ONE time use artifact to switch from Apothecary to Herbalism, Or Herbalism to Apothecary..
This would just be a ONE time use artifact like the gender change, rebirth etc.
Also, it'd be nice if the artifact vases bought from the SGS didn't reset to you and could be set down like the deposit box or tip jar artifacts.
Hi.