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Clan Masters

Posted: Sat Feb 03, 2007 10:43 pm
by Lithium
With a few of us older players about to shoot up in quest points by a lot, I think its time to discuss what kinds of perks clan masters will be offered this time around. Will master status be at Rank 7 (700 quest points) or Rank 8 (1100 quest points)? Should master weapons be brought back, or some kind of new bonus? When should fade/blademaster/greyman status become available, and what should they get? Immortal feedback on plans would be ideal, and players should use this thread to discuss their thoughts too.

Posted: Sat Feb 03, 2007 10:46 pm
by Lamgwin
Also what about those of us who never played during the pfilewhipes but still had characters deleted due to the mud being taken down the first time? I know i didn't want to play again until i knew the mud wouldn't be taken down or pfile whipes etc. As for fades and blademasters i'm all for it.

Posted: Sat Feb 03, 2007 11:30 pm
by Ravir
The main reason that we are reimbursing just before the last pfile wipe is because we don't have any of the playerfiles from before that period.

If you didn't have a character during that time, we can't really give you a proper reimbursement since we don't have any data to confirm what you had. So it seemed more fair to reimburse for what we could confirm. There may be some people that we'll award depending on the case.

Master will be set at rank 8, feel free to go all out and throw out ideas.

- Ravir

Posted: Sun Feb 04, 2007 12:24 am
by Nyoga
HAHA I'm back <3 Imms.

BRING BACK master weapons! Blackened steel blade! that's what I had before wotmud changed sai's to kris'

Posted: Sun Oct 28, 2007 7:08 pm
by Evil
how to join clans i want in

Posted: Thu Nov 01, 2007 9:20 pm
by Galnor
Mail a clan member. If they don't respond, mail me.

Posted: Sun Dec 16, 2007 8:47 pm
by Aj
Heh I made master and then Tulon gave Aj away to some social hacker and the dude almost faded Aj :P

Posted: Wed Jan 09, 2008 7:56 pm
by Cannibal
I am still with Lithium on this one. Down Master to rank 7. How many of us before the 2nd pwipe were damn near fades when it happened? 1100qp's with this player base even if I farmed 3-4 of my alts at the same time would take forever (and I only have a level 5 alt so shit that wont work). This still up for discussion? Oh and btw, Bring back Dha'vol!

Posted: Wed Jan 09, 2008 10:26 pm
by Nicotine
yeah I'd have to agree. I've had greyman qps attained once, then more than master qps attained (almost greyman again), then master qps...


But I don't think it'll happen. Galnor offered us 800 qps to come back, and we did. Tough it out.

Posted: Wed Jan 09, 2008 10:28 pm
by Lithium
Get more people to play so we can rank up faster!

Posted: Mon Jan 21, 2008 4:26 pm
by Alder
I haven't seen alot of new ideas regarding mastering bonuses. So get those thinking caps on and start posting! Maybe new classes for both races should be made available for masters? I know they weren't before, but perhaps it could help.

Posted: Mon Jan 21, 2008 4:34 pm
by Chase
I think we need to talk about this soon. I know Lithium and I are about 100 qps from master, that should only take a month..

I think we should just go ahead and have a new class for mastering. Lithium would fade or become a greyman and be rank 1 Chosen, but still get to have a master weapon. I would stay in Borderguards and keep master weapon, but get a blademaster tag. Also I heard there is draghkar class?? What about a class for human stabbers? Also, I assume there will not be a Dreadlord class until channelers are implemented.

Posted: Mon Jan 21, 2008 4:39 pm
by Alder
Here is another thought. Different clans could perhaps receive different bonuses for a master. This may be difficult to come up with, but if a broad generalization of classes/setups for a particular clan was established, a special bonus may be more appropriate etc.

Posted: Mon Jan 21, 2008 4:43 pm
by Alder
That sounds like a good idea Chase, what with the becoming rank 1 Chosen and stuff. A class for human stabbers is probably going to need to be made like Blademaster. Basically something like greyman.

Posted: Mon Jan 21, 2008 5:42 pm
by Lithium
Of course, players should be able to choose which class they end up with. I know I'd certainly rather be a fade than a greyman, despite being a thief and all.

Posted: Tue Jan 22, 2008 11:36 am
by Koradin
Just some thoughts...



Dark:

Fade: special abilities include being able to fade in dark rooms, like teleport, being able to ride shadow mounts, and having perma-haste at high rank?

Dreadlord: special abilities include shadow-specific weaves (when implemented), being able to ride shadow mounts, and having perma-sanctuary at high rank?

Greyman: special abilities include marking targets, effusion, and being able to appear as a mob for a limited time at high rank?




Light:

Blademaster: special abilities include multibash, being able to revamp any weapon into a heron-marked weapon (which will give dmg/ob/whatever type bonus, and having perma-haste at high rank?

Aes Sedai: special abilities include light-specific weaves (when implemented), ability to bond anyone, and having perma-sanctuary at high rank?

Alchemist: special abilities include being able to mix vials for many different purposes, having the ability to add a poisoning effect to weapons at high rank?

Posted: Tue Jan 22, 2008 12:52 pm
by Chase
The question is if this would be implemented once someone masters or if there is a qp requirement for class change after master. Also, do you feel the new class characters should stay in their clan and keep their masters or be declanned?

I think LS class characters should stay in their original clan and have to get next rank (9?, or 1500 qps) For haste. On the other hand, I think DS characters should be put in Chosen clan at rank 1, and have to get rank 5 (400 qps?) for haste. This way the classes stay equal, but follow the rp of being higher rank on ls, while being Chosen on ds. Also, should the characters be able to keep their master weapons or not? If we implement class change on rank 8, I think master weapons should not be implemented until rank 9 on ls or rank 5 on Chosen.

Posted: Tue Jan 22, 2008 1:29 pm
by Lamgwin
I don't think effusion or haste should be put in game for the master bonuses, or remorts. They give way too much of an advantage in pk.

Posted: Tue Jan 22, 2008 5:09 pm
by Alder
1. Lamgwin, I believe becoming a master and changing class is to gain some sort of advantage during pk, that is why the player worked to get it in the first place. Also without effusion greyman class would be basically worthless, unless the mark ability showed the room name your target is in, otherwise, mark isn't all that great.
2. Koradin, your ideas are great, but the sad fact is I think you and I are the only immortals that play frequently enough to do anything, and last time I checked, we can't code. And the classes etc. that you have posted are going to require some coding. Although I don't know the extent to the work that needs to be done with regards to this, I do know that bringing back channelers for one would be a start.

Posted: Tue Jan 22, 2008 5:54 pm
by Lamgwin
Effusion just straight up creates horrid pk. Attack is insane as well. This mud is already so equipment based it's crazy. We don't need these bonuses put in that will basically allow a character to win a fight no matter how bad they are.

Posted: Tue Jan 22, 2008 6:10 pm
by Chase
I think we should just make master in a clan equal to the person getting a new class and getting a master weapon.

On ls the person would chose BM until other classes are opened up. The person would stay in his or her clan and just get the BM tag with some ob and pb or damage bonus or something along with his master weapon.

On ds the person could chose either fade or greyman (since they are already coded). The greyman would get mark and his master weapon and the fade would get to ride horses and fade. Also, on ds the person would be clanned into chosen at rank 1.

This is the only plausable way that characters would be allowed to change their class and get master weapons without affecting the mud too much. I like Koradin's ideas but those are too powerful to be released on the mud until there are more people who play.

Posted: Tue Jan 22, 2008 6:15 pm
by Lamgwin
I think the problem is you guys are trying to plan for the far distant future, where we could combat a fade or greyman by outnumbering him. The problem is, right now we have like 3 players per side. A fade, greyman, or blademaster would just tear shit up so bad it wouldn't even be fun to pk against them. Just give masters a 10 ob/pb increase and like a 3-5% damage increase, or the ability to have a master weapon. The 10ob/pb would be much easier on the imms instead of constantly making/changing people's master weapons.

Posted: Tue Jan 22, 2008 8:48 pm
by Alder
I agree. Fade/Greyman for ds and you enter Chosen. BM for ls. Master weapons I think should come right with class change. But what kind of special ability would a blademaster have without haste and such? Just being in a new class isn't exactly incentive in my mind. As people have described thus far, fade sounds much better than Blademaster because fades can teleport. Blade masters need something greater than mere melee bonuses along with their master weapon. Perhaps some sort of practice cut? I.E 100% lblades or something along those lines depending on player's class.

Posted: Tue Jan 22, 2008 9:18 pm
by Chase
Comparing the two:

Fade - nice mounts, teleport, (low % fear?), and then master weapon

Blademaster - + ob, + pb, + dmg, 100% lblades (or 1 prac for warrior skills if ranger, and vice-versa), and then master weapon

Seems pretty even. I know Im definetly closest to BM on ls and I dont really care how good the bonuses are, just think it would be cool.

Posted: Tue Jan 22, 2008 10:35 pm
by Lithium
Blademaster could probably be implemented completely from an issuable sword for now, unless Galnor has some kind of code in place already. Just make it an issuable heron-esque weapon that no one else can use and give them 100% lblades, maybe throw some kind of small chance emote "bladeforms" onto the weapon, and you are set.

Coded fade bonuses are currently: attack with any weapon (needs to prac?), 1/1/2 pracs (warrior/ranger/thief), very low chance of fear going off in combat (practically none), ride, and fade. Throw in a master weapon and it would be pretty nice, but I can't vouch for how balanced it would be on a good player.