Re: Magic and Grandfathering 03/05/2010 02:41 PM CST
>>>And if they based CL damage off of a new magic skill called Area of Effect Magic and gave you a year to train it up via some other spell, that would be ok?

>The difference is, a new magic skill called Area of Effect won't cripple WM from using every last one of their self buffs. In the case of Barbarians, a new Inner Fire skill MUST be grandfathered or every last dance and berserk will become useless for a Barbarian.

Yeah, I'm not arguing against grandfathering the Dance Moves skill, I'm not sure why you have that idea.
Reply
Re: Magic and Grandfathering 03/05/2010 02:44 PM CST
That's weird, because Zeyurn's post on the NEW exp system wasn't untill 5.13.09. Thx.


Death Dealer Adakin of Prime
WorldsBestMagic Kastr of TF

"The Key To Immortality Is Living A Life Worth Remembering."

"Killing Time Murders Opportunities."
Reply
Re: Magic and Grandfathering 03/05/2010 02:48 PM CST
Yup, apparently I fail at research.

It still wouldn't have been that hard.


- Mazrian

The Flying Company

The Public Stat Data Project
http://spreadsheets.google.com/ccc?key=0AkqoUyrmvlKNdGlpeHZacEdldi1Ob2h3M1I5TXpCZVE&hl=en

Reply
Re: Magic and Grandfathering 03/05/2010 02:50 PM CST
>It still wouldn't have been that hard.

Yeah, it isn't hard at all for you if it's someone in another guild that has to do the backtraining.

I mean, are you saying it isn't hard to backtrain any tert skill to any rank? What's your point exactly?
Reply
Re: Magic and Grandfathering 03/05/2010 02:58 PM CST
It took Taghz, who I'm going to presume started his TM training very shortly after we got the AP spells, over 2 years to get it to over 500. My guess is roughly 300 ranks his first year, 200 the second. That's still not a 400. Regardless, I'm not bothered by the changes anymore, just the people who think it wasn't that big of a deal.

What was the last skill that made you forgo at-level training and train something up from scratch. It can't because of a player made choice, one that was not there for you before, but there now, and you need it to perform something you were used to doing.


Death Dealer Adakin of Prime
WorldsBestMagic Kastr of TF

"The Key To Immortality Is Living A Life Worth Remembering."

"Killing Time Murders Opportunities."
Reply
Re: Magic and Grandfathering 03/05/2010 03:06 PM CST
>>Yeah, I'm not arguing against grandfathering the Dance Moves skill, I'm not sure why you have that idea.

I never implied that you were against grandfathering at all, just laying out the difference between THIS situation and the TM/Paladin/Ranger situation.

I'm of the mind that a change (even if it's negative, it happens all the time) should not automatically require grandfathering. Especially if it is done for game balance. Especially if it is done with a development goal in mind. Especially if the actual change does not destroy the guild's functioning. The comments and actions of past GMs are unfortunate but irrelevant at this point.

The fact that the GMs gave notice of the change and provided a year for Rangers/Paladins to train up the skill as well as replaced those spells with some good disablers makes the entire thing not worth crying about for the next 20 years. No, the year may not allow you to use TM at level, but overall I didn't see Paladins nor Rangers lose any effectiveness except for some OP abilities. It's not like these guilds were blasting away enemies with TM in the first place, so the net loss is only for those lethal stat based abilities.

It was hard to take this stance before when such changes were actually in progress, but now that the dust has settled I see that Rangers/Paladins aren't broken as people made it seem like they would be. I guess that's where we disagree.





Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.

-GM Abasha
Reply
Re: Magic and Grandfathering 03/05/2010 03:09 PM CST
>>Yeah, it isn't hard at all for you if it's someone in another guild that has to do the back training.<<

I've done plenty of back training with Maz. Shield, hiding, stalking, and others - and all of that before new exp. I know how to do it and I know what the issues are.

>>I mean, are you saying it isn't hard to backtrain any tert skill to any rank? What's your point exactly?<<

Don't go all George on me. Back training is not rocket science and it's not some monumental task. It just takes time and ingenuity.

- Mazrian

The Flying Company

The Public Stat Data Project
http://spreadsheets.google.com/ccc?key=0AkqoUyrmvlKNdGlpeHZacEdldi1Ob2h3M1I5TXpCZVE&hl=en

Reply
Re: Magic and Grandfathering 03/05/2010 03:09 PM CST
<<and you need it to perform something you were used to doing.>>

If you were unable to kill things after those spells lost their lethality that's a personal training problem rather than a mechanics problem.

Even if they'd been converted to TM and ranks had been grandfathered in they would have been less effective than they were, I think.



Zrxa says, "Vashir is a bad man."
Reply
Re: Magic and Grandfathering 03/05/2010 03:14 PM CST
>>If you were unable to kill things after those spells lost their lethality that's a personal training problem rather than a mechanics problem

Either I wasn't clear or you missed the point. I'm talking about magical damage only, which is what I thought this thread was about... I had the ability to kill with a spell, (aka I was used to doing that, and told we won't need TM for that) the change was made, I could now not do that. Hope that helps.

No personal training problems here.

Death Dealer Adakin of Prime
WorldsBestMagic Kastr of TF

"The Key To Immortality Is Living A Life Worth Remembering."

"Killing Time Murders Opportunities."
Reply
Re: Magic and Grandfathering 03/05/2010 03:18 PM CST
>>I had the ability to kill with a spell, (aka I was used to doing that, and told we won't need TM for that) the change was made, I could now not do that. Hope that helps.

I get your point... I just don't think you (general you) should expect compensation (in the form of grandfathering) from GMs who had nothing to do with what previous GMs told you. That's why I say it's unfortunate... but I don't think anyone got screwed over here. I think it's pretty obvious that the current GMs felt it was unfortunate as well or they wouldn't have even given you guys a year to train TM.





Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.

-GM Abasha
Reply
Re: Magic and Grandfathering 03/05/2010 03:27 PM CST
It wasn't a full screwing because they did give us a heads up, but it was still there. I was probaly irate over this for the first few months then got over it. I enjoy the game either way. IMO was a poor business decision.

Death Dealer Adakin of Prime
WorldsBestMagic Kastr of TF

"The Key To Immortality Is Living A Life Worth Remembering."

"Killing Time Murders Opportunities."
Reply
Re: Magic and Grandfathering 03/05/2010 03:36 PM CST
<<Either I wasn't clear or you missed the point. I'm talking about magical damage only, which is what I thought this thread was about...>>

The thread was started with someone saying they were bothered that Barbarians and Thieves were getting things grandfathered when Rangers and Paladins did not.

The situations are not comparable. The only way you can really say Rangers and Paladins were screwed specifically by that change is if you ignore the bigger picture.

I'm pretty sure everyone agrees that not giving them access to TM was a bad idea, but it's about a decade late for that debate.



Zrxa says, "Vashir is a bad man."
Reply
Re: Magic and Grandfathering ::NUDGE:: 03/05/2010 03:42 PM CST

Hi there.


The bickering is done. Take it elsewhere.





Annwyl
Message Board Supervisor

If you've questions or comments, take it to e-mail by writing me at DR-Annwyl@play.net.
Reply
Re: Magic and Grandfathering 03/05/2010 03:44 PM CST

The question at the moment is the following:


>>What do you want out of the Ranger spellbook right now? Assume that Magic 3.0 will take care of TM issues by itself, where do you want the spellbook to grow past that?

>>-Armifer



Annwyl
Message Board Supervisor

If you've questions or comments, take it to e-mail by writing me at DR-Annwyl@play.net.
Reply
Re: Magic and Grandfathering 03/05/2010 03:49 PM CST
Complaining and arguing isn't going to help any guild involved in the TM debate at this point.
However, a very capable GM just asked us what we would like to see looked at in the way of spells. I feel that we should move the TM debate to the dead horse folder, because everyone who doesn't agree with me is wrong anyway, and focus on presenting the ideas we've had for the ranger spell book over the last 10 years.

I only have one idea that I've given a lot of thought to recently but there are TONS of posts concerning ideas. I'll try to go back over some of those posts this week.

Ability that increases spawn in the area... I know Bards just got this ability but I feel that it does and always has fallen in the ranger sphere of influence.

Armifier, are we talking ANY dev or JUST the spell book? There are a lot of things like critter special attacks, companions, critter stealing, that could use some love. Also, there are a lot of abilities that other guilds have that do fall within our sphere of influence to one degree or another. It seems to me that while every guild can't have all the abilities... the game is limited to how many useful actions can really exist.
Reply
Re: Magic and Grandfathering 03/05/2010 04:00 PM CST
This is partially a question for a Paladin, but also a question for a Ranger (the latter's folder we are in).

So with this magic, when was magic spells brought into the Ranger Guild. I played back over a decade ago, and a lot of things are very fussy for the exacts of back in those days.

So once again. When did Rangers have spells. I do not think that they did when they first came out (the games release). As I recall, and once again this is fussy memory, they were magic tertiary because they had no magic.

Which I believe was somewhat true for the Paladins, though I think they had some top of Soul Power thing (However I totally never played them, though had a few Paladin friends).

So the less winded version of my question is:

When did Paladins and when did Rangers get magic (spells) into their abilities.

_____________________________________
Seriously, there's no reason to ever go that high aside from sheer laziness. Or a bug that lodges 23982 pieces of shrapnel in you, but...er...yeah.

- GM Dartenian
Reply
Re: Magic and Grandfathering 03/05/2010 04:04 PM CST
>>Armifier, are we talking ANY dev or JUST the spell book? There are a lot of things like critter special attacks, companions, critter stealing, that could use some love.

Speaking for myself, I can only meaningfully talk about Ranger development through the lens of the magic system. Audacia and Zeyurn are the people that you need to have a conversation with when it comes to other guild abilities -- and Audacia has already started one about beseeches.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
Reply
Re: Magic and Grandfathering 03/05/2010 06:50 PM CST
What i want, is more defensive spells.

A shield creation/boost spell.

A sanctuary type spell.

A spell that does something really neat when a ranger is advanced.

A spell that does something like slow blood loss, restores vit over time so a ranger can live long enough to have his herbs work. Purges infections and poisons at some mana ratio or pm skill to mana ratio.

A spell that summons spawns that defends those in your groups from being engaged and attacked. Like little living tree shields that block attacks for a period of time. Can be dependent on PM too.. 1 attack for every 150 ranks of PM, which would be divided amongst how many people were in your group. Their defensive abilities would be based on the casters Charisma/Evasion!




The Dragon priest hisses, "We'd have won, too, if it weren't for thossse meddling kidsss."
>
Reply
Re: Magic and Grandfathering 03/05/2010 07:25 PM CST
>>Actually four out of the twelve spells or so available at the time were damaging spells. So... Damage was a major focus of Ranger magic.

A couple rebuttals:

1) I'd define "major focus" differently than you. Rangers are magicians, but they are magic tertiary; as magicians go, they are among the least magically-inclined, more akin to nature-loving Thieves with magic than they are stealth-loving Warrior Mages. (Note: obviously neither are close, but my point is they are a survival guild first and a magic guild a distance second, if not third or fourth). Even then, a fair portion of the magic is to boost their survival skills, and not kill stuff.

4 of 12 spells = 1/4 of the spells, though you also have to include stuff like Ranger bonus, survival "perks," beseeches, etc. Regardless of your feelings on some of these things, they represent Ranger abilities, so whereas you might see 4/12 spells, I see like 4 abilities out of 30+ being geared towards magical damage. I wouldn't call that a heavy focus.

2) Let's just assume your definition of focus and include only primary ability sets, that being spells for Rangers and dances and berserks for Barbarians.

Rangers: 4/12 spells = 30% argument for grandfathering TM
Barbarians: 18/18 (8 dances plus 10 berserks) = 100% argument for grandfathering Warding

30% != 100%

The two are separated by a 70% degree of difference. I can, again, respect the argument for having grandfathered Ranger ranks at the time, but I want to stress the degree of difference between nerfing Ranger damage-spells and nerfing all of a Barbarian's primary abilities. The two arguments are not analogous.


"Limited in nature yet infinite in desire - men are like fallen gods."
- Alphonse de Lamartine
Reply
Re: Magic and Grandfathering 03/05/2010 07:26 PM CST
Double post because the computer I am using does not have a copy/paste function:

I realize 4/12= 1/3, not 1/4!


"Limited in nature yet infinite in desire - men are like fallen gods."
- Alphonse de Lamartine
Reply
Re: Magic and Grandfathering 03/05/2010 08:58 PM CST
All i gotta say is backtraining anything is way way way easier then its ever been,give me a break,I do it all the time.Paladins got a better argument here anyway,they cant do half the things a Ranger can,god
Reply
Re: Magic and Grandfathering 03/05/2010 11:29 PM CST
>All i gotta say is backtraining anything is way way way easier then its ever been,give me a break,I do it all the time.Paladins got a better argument here anyway,they cant do half the things a Ranger can,god

Yes, because decisions like this should be made based on a random person's perception of the overall quality of the guild. Once again, it has nothing to do with how OP previous or current abilities are.

And DIMINISHEDANGEL, I can't help but laugh at how you're trying to assign a percentage value to how important this was to the ranger guild. It's ridiculous.
Reply
Re: Magic and Grandfathering 03/06/2010 08:47 AM CST
>What do you want out of the Ranger spellbook right now? Assume that Magic 3.0 will take care of TM issues by itself, where do you want the spellbook to grow past that?

Have the spells that are broken or not really useful fixed, eliminated, or replaced. I'm looking at swarm, blend, AF, etc. here.

Get our AoE disabler/AoE TM (undergrowth spells). I'm most concerned about the AoE disabler given the direction engagement is going in, though I desperately want some sort of fun AoE TM given all the effort I've put into TM in the last two years and enrage undergrowth really sounded awesome.

Get our anti-undead TM spell (POS) back.

Our boosters and disablers are pretty good. I still wish HB lasted longer / didn't have 900,000 ways to break it near instantly, but oh well. I'd like these to either stay as good or get better. The only thing I can think of here is wanting a disarming spell. Given the combat changes this won't be so much an impact down the road, but it will still be useful.

I'd like to see more utility spells. Something like Lirisa's Arrows spell where we can create magical arrows that we can determine are blunt, puncture, or slice oriented and our TM skill determines how good the arrow is. I'd like to see some sort of animalistic spell that aids us in brawling by essentially adding some brawling toys to us for the duration of the spell. Maybe something that plays on our STW animal for what it does?

Something that improves our armor increase protection, lower hindrance, or both. I know SOP needs to be fixed as part of this and we need to get some sort of additional layered defense to help take up the slack. Having a spell that replaces the save-my-behind use of blend would be nice.

I'd like to see more of our spells replacable. While most of the time this doesn't impact me, it would be really handy during invasions.

-pete
Reply
Re: Magic and Grandfathering 03/06/2010 12:20 PM CST
I was just thinking that with the way Necro's have their undead critters... perhaps we could change AF critters to be more manageable like their constructs? i really haven't been paying attention to how Necro blah blah works.

If retreating is going to not be easy... I'd like to have some way to keep critters off me when I need, especially as a bow user.

our use of nature against undead would be nice to have.

arrows that explode!

this one is sort of a random question... I had once heard that you (Armifer) wanted to move away from disablers that lasted more then 10 seconds or so long... can I ask what's up with The cleric spell that gives a 25-35 second round time? can we get our HB to last that long? ::grins evilly:

~Purnay
"The object of war is not to die for your country, but to make the other bastard die for his."
Reply
Re: Magic and Grandfathering 03/06/2010 12:35 PM CST
HB's top duration is over 40 seconds.

-Z
Reply
Re: Magic and Grandfathering 03/06/2010 12:46 PM CST
>>I had once heard that you (Armifer) wanted to move away from disablers that lasted more then 10 seconds or so long...

Guys, I heard Armifer say that TM should take 30 minutes to lock and raccoons should give people rabies!

No. I have mentioned before that an order from The Bosses is that disabler durations across the game will be going down. I have not put a number to it, nor do I especially like that number.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
Reply
Re: Magic and Grandfathering 03/06/2010 02:04 PM CST
3 GM posts in a row and all addressing a concern or question... this is going to spoil us.

Amifier ~ So that means you'd consider the change to magic secondary for the ranger and paladin guilds? I mean, you've already taken on rewriting the magic code... how much more hellish could it be ;)

Z~ What's the cast req for 40 seconds though? I wouldn't mind a non-pvp solution that allowed us to keep a critter in range without tanking our mana pool... though, I'm hoping the new arcana model might provide a solution there.

Reply
Re: Magic and Grandfathering 03/06/2010 02:13 PM CST
>>Amifier ~ So that means you'd consider the change to magic secondary for the ranger and paladin guilds? I mean, you've already taken on rewriting the magic code... how much more hellish could it be ;)

The technically correct answer is "Yes, we consider it." The more honest answer is "No, it'll probably not happen." Don't get me wrong, there's more than two guilds we'd like a chance to tweak the skillsets to, but at that point we're talking a basic and radical redefinition of what the guild "is."

While the current generation of GMs does not shy away from changes, some things are a bit wild even for us.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
Reply
Re: Magic and Grandfathering 03/06/2010 02:33 PM CST
<<Don't get me wrong, there's more than two guilds we'd like a chance to tweak the skillsets to,

Okay, now that really has me curious. Which guilds?

-Evran

* Prophet Hotoke Fuku-Nyorai snuck out of the shadow he was hiding in.
Reply
Re: Magic and Grandfathering 03/06/2010 04:03 PM CST
50% of me wishes rangers were magic secondary/armor tertiary, and 50% is waiting for the combat changes to go down before it also starts wishing rangers were magic secondary and armor tertiary.

Barn's magic skills are around as high or higher than his armor skills and would be far higher if I had been able to train TM from the beginning.

-pete
Reply
Re: Magic and Grandfathering 03/06/2010 04:07 PM CST
<<Okay, now that really has me curious. Which guilds?

While I'm really curious too, I don't think that would be a very good question to answer. Think of the speculative discussions that would happen.

Nikpack

The gods are jerks. No, really.
-Armifer

I don't think we ever take the training wheels off as players or gamemasters.
-Inauri
Reply
Re: Magic and Grandfathering 03/06/2010 04:30 PM CST
>While I'm really curious too, I don't think that would be a very good question to answer. Think of the speculative discussions that would happen.

Here's the one's I've always thought should be different:

Bard: survival secondary, weapon tert
Paladin: lore tert, magic secondary
*Ranger: armor tert, magic secondary
War Mage: lore tert, armor secondary

* I resisted this until it was brought up recently and really started thinking about it and realized that it probably would be better this way.

-pete
Reply
Re: Magic and Grandfathering 03/06/2010 04:35 PM CST
I figured for paladins it would be a swap for survival/lore, not magic/lore.



TG, TG, GL, et al.
Also: Moo.
Reply
Re: Magic and Grandfathering 03/06/2010 06:01 PM CST
Paladins are Survival Tertiary, they can't switch something they already are.

Personally, while I agree with some of the thoughts on NMU magic or now metaphysical skillset tertiary vs. MU metaphysical skillset tertiary.

I always saw Rangers being ready to go into the thick of combat, sure weakening the opponent for the cloak of forest, ambushing all fine for a Ranger. Using spells fine (on the release of the game did Rangers even have spells). However Rangers are just as deadly in close combat and can use armor to allow themselves to stay in there.

That was my look.

I can see why some people are interested in changing, my largest thing is once (and when would that happen?) armor is a worthwhile skill with perks, will people still be so willing to swap armor to a weaker standby?

While spells are fun, spells are nice. Getting those skills up there is great. A ranger is just as good with his blade as his shield, he is no Paladin, but he is nature's warrior. I'd suggest and hope that the GMs work on things to make armor be a worthwhile skillset.

Just my thoughts.

_____________________________________
Seriously, there's no reason to ever go that high aside from sheer laziness. Or a bug that lodges 23982 pieces of shrapnel in you, but...er...yeah.

- GM Dartenian
Reply
Re: Magic and Grandfathering 03/06/2010 06:59 PM CST
>>Paladins are Survival Tertiary, they can't switch something they already are.

Right, and lore secondary, which is why I figured if they were going to swap, it would be Survival/Lore swapped, and not Magic/Lore swapped.


TG, TG, GL, et al.
Also: Moo.
Reply
Re: Magic and Grandfathering 03/07/2010 12:25 AM CST
Sorry didn't understand that was the push. I feel that while Lore isn't the best skill-set a Paladin would be somewhat scholarly, would know things of academia more then of the Wilderness.

That is just my opinion and is somewhat based on other games of the medieval fantasy genre.

_____________________________________
Seriously, there's no reason to ever go that high aside from sheer laziness. Or a bug that lodges 23982 pieces of shrapnel in you, but...er...yeah.

- GM Dartenian
Reply
Re: Magic and Grandfathering 03/07/2010 12:34 AM CST
I think it would be neater if we get rid of tert skillsets all together, because in so many cases some lores/some survivals/some skills will always make more sense for one guild than another.

Thief should be experts at cloth and leather armor, light edge weapons, and crossbows. They should be master hiders and stealers as well as evasive and elusive. They should also be decent at making poisions and picks which their craft depend on.

Since DR is set up in skillsets, the above cannot ALL happen. even if it makes total sense.

The Dragon priest hisses, "We'd have won, too, if it weren't for thossse meddling kidsss."
>
Reply
Re: Magic and Grandfathering 03/07/2010 05:30 AM CST
If their were skill set switches,lest I;d have some super whining to read everyday for the the next decade on how this guild should be this or that or this guild shouldnt be this or that
Reply
Re: Magic and Grandfathering 03/07/2010 05:37 AM CST
>> If their were skill set switches,lest I;d have some super whining to read everyday for the the next decade on how this guild should be this or that or this guild shouldnt be this or that

Or from rangers themselves. My ranger is still pretty low but I know that I wouldn't want to give up weapon or armor secondary for magic.
Reply
Re: Magic and Grandfathering 03/07/2010 07:04 AM CST
>>.. [Paladins] would know things of academia more then of the Wilderness.

Remember, the survival skillset isn't just for the wilderness. Thieves are Survival Prime, and hate the wilderness, love the city.


TG, TG, GL, et al.
Also: Moo.
Reply