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Aiel
Posted: Tue Aug 23, 2005 5:50 pm
by Nicotine
Ok, so I figure if we could introduce the Aiel race before WoTMUD it would give us a leg up on them. Would be very cool and something that we could offer that they couldn't.
Yes, I realize that with a small player base this is a very BAD idea. But something to think about for the future?
Posted: Tue Aug 23, 2005 7:15 pm
by Guest
wotmud wont be introducing aiel for along time yet ... still too much shit to sort out but yeh this would be a good idea
Posted: Tue Aug 23, 2005 7:48 pm
by Trin
if wotmud head people would stop making people 'nazi' the forums and they actually got some guts to trust someone to help them code they'd be ok. or spent more time coding it... how much time do you think flash puts in to wotmud? (i don't blame him of cousre i would have stopped paying much attention to the mud a long time ago too if i had a mud i ran for 10+ years)
on subject: i agree. aiel would be cool .if we got a bigger playbase.
Posted: Tue Aug 23, 2005 10:54 pm
by Raiden
I think the playerbase is the least of our worries. You saw how long the player wipe/eq wipe took (is taking). It is up to the imms, and I don't think they have the time to open up a third race, too much stuff for them to do as it is.
However, if a 3rd race ever were to open in the future, I believe Aiel should be it. Why? Those who wish to play Aiel can come to our mud instead of wotmud, and it would be something original that we offer only to our players.
Realistically though...lets work on enlarging the Andor zones (braem woods), Tear/illian roads, all the mid world zones, etc... then we can open up the east with Tear/Spine/Waste. Perhaps even Shara. But, just from the zones I listed...as you can see, this will be a project not done for another...3 years? 1-2 years if we get some really active building imms.
Posted: Tue Aug 23, 2005 11:11 pm
by Phantasm
On the contrary...
larger pbase leads to more PK
more PK is fun
therefore
larger pbase = fun
But seriously... I agree that the Aiel shouldn't be opened at this point in time, primarily because of coding and building restraints, but also because the pbase is so small. It's had a boom in the past few weeks as the MUD's been back up, but we could do so much better.
[once the MUD's back] Tell your friends... tell people on WoT... write reviews. Experienced WoTters would be best because they're most accustomed to PK, and it isn't completely different.
Wouldn't it be great to have a pbase of, say, 30 players on at peak times?
15 vs. 15 rumble in the Blight, I can see it now... that would be great.
Think about it.
Posted: Tue Aug 23, 2005 11:12 pm
by Trin
Raiden wrote:1-2 years if we get some really active building imms.
LOL
on subject: people on wot hate this mud. they hate all muds not wotmud. they do not want to expand their horizons and see what else is out there at all. little ignorant children.
Posted: Tue Aug 23, 2005 11:23 pm
by Raiden
I'd hate to have 15 vs 15 pk on this mud. I think when we start getting larger playerbase we need to quickly expand our northern zones. Make a 'dark forest' like zones, except east of gap/south blight. That way, solo pk can be encouraged more without people using chokes as the primary pk tactic.
I read once on wotmud, actually...posted by Goliath. He said that in a mud that he used to play (mirrors mud I think) there were HUGE pk zones. Instead of just a 'blight' like zone, there would be lots of them. He said this highly encouraged solo pk. Instead of groups hunting after groups in these huge zones, as I'd have suspected. he said everyone spread out and just did their own 'thing' in these zones.
This is a point I think we should consider.
Posted: Wed Aug 24, 2005 12:27 am
by Ravir
What Trin said...(Lol)
We don't even have the ammount of immortals necessary to support you guys as you are

. Whats our record? 20-30ish online at once? We might have 3-4 active imms. I'll have to recruit from somewhere, and definitly not from our current playerbase again for most of you have had immortals and you have made it quite clear that you dislike building etc, and would rather play. Which is fine.
Currently I think we might just work on redoing all the current crap zones for now. Although we were working on Caralain/Braem for quite a while, I just don't see it happening in the near future. Those zones are like a bicycle, everyone's had a ride on them, and still no progress.
Still cool to hear your ideas, it hurts to think about the Aiel at the moment though. Maybe to help guide this topic you can post idea's about how you think Aiel should differ from trollocs, based on the books, perhaps little perks, just don't make it overkill bonuses.
Posted: Wed Aug 24, 2005 1:53 am
by Phantasm
I didn't mean 15 on 15 melee...
I meant like pitched battle spread out over a few zones.
Something cool like that, yeah...
And, Trin- not true. I know many players (on DS at least) that have played, or do play, Kinslayer, and like it. Mangler was just given the character of Krack, so he will be on more. I'm getting Bakoyddraan into it, hopefully, and maybe Blyster. So... maybe you were referring more to LS, well, that's okay, because they're all a bunch of pricks.
(with a few notable exceptions)
well, whatever, I'm out[/quote]
Posted: Wed Aug 24, 2005 1:06 pm
by Guest
As per the books:
-Aiel could outrun horses over long distances
-Rough terrain didn't slow Aiel, nor did bad weather
-Aiel never learned how to swim
-Aiel could run faster than most people, but not as fast as Trollocs or Horses
-Aiel only used short spears, bows, knives, and unarmed combat
-Aiel fought each other as often as anything else
-Aiel never wore armor
-Aiel were agile, stealthy, and excellent trackers
What does this mean in game terms? I've thought about it a while, and come up with the following pros and cons to playing as an Aiel:
PROS
1. Good mvs regen. This reflects the endurance aspect of how Aiel run.
2. Somewhat higher base mvs than a human. This reflects their speed over short distances.
3. Easy ranger/thief pracs.
4. No extra mvs cost for rough terrain, or moving with notice.
CONS
1. Can't swim. This will be nasty later on as water rooms start getting implemented.
2. Limited weapon selection. Aiel don't have access to axes, swords, chains, or the other typical abser weapons. They can't even practice them. Probably also keep them from using bash.
3. Unable to wear armor. This, combined with the weapon restrictions, means that there will be no Aiel absers.
4. Few friendly zones. Aiel would pick their clan (nation) upon character creation, and if their clan has blood feud with another, the enemy clan's mobs aggro the PC.
5. Limited access to weaves for their FCs, and no MCs allowed at all.
Possible suggestions:
-a trip skill, practiceable only by Aiel, to take the place of bash
-give Aiel perhaps 30 more base mvs than a human, and regen slightly better than Trollocs
Trollocs could outrun horses over short distances, but the horses outran them over long ones. (trolls should have higher base mvs, slightly less regen than the best horses)
Horses could outrun Aiel over short distances, but the Aiel outran them over long ones. (Aiel should have only a few more base mvs than normal humans, but slightly better regen than the best horses)
Of course, this would involve changing horses again... but the 800 hp, GK to TV and back warhorses are a tad much right now, or would be if certain folks didn't kill all of them every chance they got.
Posted: Wed Aug 24, 2005 3:03 pm
by Vurek
I don't like the sound of Aiel already.
Sure wotmud doesn't have them, but if we did follow the rp, all I see is a race that will be predominately stabbers.
Lord knows how this mud has it's evolving states, but as you could see through this round and the last round, ds is majorly tended towards the stabber.
DS "bonuses" or just the damn trolloc itself makes a trolloc thief the most oppurtune thing to play.
Now, looking at Dalar suggested, which is frankly pretty awesome, I enjoyed reading it, but I'd personally hate the addition of the Aiel race.
If Aiel will be battling each other(follows book rp naturally) and a few aiel are online, theres pk options for Aiel---->amongst themselves, vs LS, vs DS....etc.
Also, as the Seanchan and LS "alliances vs the dark" on wotmud, what if that would happen here? As I am damn sure it would.
We would practically have a new introduction towards the wolfbrother for pkers vs the dark--->ie the aiel.
And also, no Aiel absers, makes absolute perfect rp sense. I think the books should definately be followed, but, that would be boring as shit. Naturally people would have alts on different sides, but that's a huge restriction, adding more flavor towards the dodge/spear(which might be totally useless even with "aiel bash") and the dodge/stab which to me, seems to be the MOST viable option for aiel based on books/mudding experience on kinslayer.
I think of Aiel race, I see a flaw, I see more stabbers(which is awesome if you want more stabbers), and a near destruction of variety.
DS is best race variety-wise in my opinion. If you get a ranger, you can go all types of pk, you don't have to remount..etc as ls, and you are greatly emphasized on decent mv pk always.
LS is I'd say the damn equal of ds, depending on how you like it. Naturally as an ls stabber, it is easier to stab the ds folks because several dsers play ds only, and are not used to fighting 4+ stabbers at once, or letting timers hit them. Yet, as a dismounted human, with notice eating mvs, you can't move around alot if your horse is killed/or your hagged...etc. Goes both ways...
Then if we add Aiel--->I really only see stabbing as a viable option, I honestly wouldn't want to play an aiel basher with a spear and shield in dodge, for fighting other full dodgers would be a joke. Depending on the "aiel bash" or what not comes into play.
This is a very negative response, but I think it is well-thought out. I honestly used to like the idea of the Aiel race, but once I started thinking about them and their pk abilities/variety...etc I see a crappy race.
Perhaps, we would only have 2 races, but instead of choosing between Male and Female channies, rangers, thiefs, warriors, we could also add Aiels who would have a huge malus for riding, but better mvs, but then again I see terrible things there.
I think the Aiel could be great, just simple experiences of stabbing influxes affect the mud might not be the most oppurtune thing.
Posted: Wed Aug 24, 2005 6:25 pm
by Lithium
RPishly, Aiel would not be thieves... Aiel fought their enemies in the open, not striking from the shadows, and they did not steal. So stabbing shouldn't be available to them either...
What they should have is a wider variety of combat-related skills. Give them increased ob, unarmed combat bonuses, maybe more combat moves (trip, some kind of martial arts maneuvers?). A critical hit move might be nice (lower chance of making contact, higher damage). Adding Aiel properly would require coming up with a whole different set of skills for them to use.
Such additions would make the Aiel race far different from the already existing races, but I think that would be for the best. It would add a whole new dimension to PK, something that will probably be needed to keep it fresh as the MUD ages.
Aiel?
Posted: Wed Aug 31, 2005 4:57 pm
by Guest
I'd come back and build if there was an Aiel Project.

Re: Aiel?
Posted: Wed Aug 31, 2005 5:06 pm
by Galnor
Jenkin wrote:I'd come back and build if there was an Aiel Project.

Well, don't hesitate, we're hitting up zones bordering the waste.

Posted: Wed Aug 31, 2005 9:04 pm
by Ravir
Jenkin you rascal!
Posted: Thu Sep 01, 2005 12:13 pm
by Bhark
I'd play an Aiel
