RE: Introducing - Paladin Guild Advocate 12/15/2009 03:31 PM CST
thanks for picking up the position

can we get a teaser for what's up on the paladin guild development plate pretty please


-Mr. Glemm
Reply
RE: Introducing - Paladin Guild Advocate 12/15/2009 03:39 PM CST

Welcome to the good fight sir!

I have to second the teaser. I also would like to start the pettition for the Hound of Rutilor title. Thanks in advance.


~Silus
Banner first, ask questions later.
Reply
RE: Introducing - Paladin Guild Advocate 12/15/2009 03:56 PM CST
Welcome to the development team Dartenian! I always love new blood :D


"I hate you so much right now." -GM Armifer
Reply
RE: Introducing - Paladin Guild Advocate 12/15/2009 04:08 PM CST
<<Welcome to the good fight sir!



Madigan

"le rage du paladine" Korsik
Reply
RE: Introducing - Paladin Guild Advocate 12/15/2009 04:10 PM CST
This announcement reeks of coolness.
Reply
RE: Introducing - Paladin Guild Advocate 12/15/2009 05:01 PM CST
>scream protect


- Mazrian

The Flying Company
http://i35.photobucket.com/albums/d194/huldahspal/flyingcompany.png
Reply
RE: Introducing - Paladin Guild Advocate 12/15/2009 06:05 PM CST
Sucker...

I mean, welcome!!

Belea


___________
Jaedren regretfully says, "Dearest Veylani, I'm sorry to hear your lava charm ate your face. Best wishes. Have a card."
Reply
RE: Introducing - Paladin Guild Advocate 12/15/2009 06:07 PM CST
Hey whats up Advocate! Thanks for joining the fun.

Quick and to the point:

Armor primary needs some love and meaning in my opinon. I can use a large sized shield on my arm and thats great, but the hinderance is pretty harsh imo and with changes to arm worn going on the burner I dont see that as an optimal situation. You can easily be a light hinderance with a mod hinderance shield and full plate armor (That pretty much spells death for paladin vs spells, ranged and other nasty attacks that only take into account 1 or 2 deffensive skills)

We are a magic tert guild and yet I would say 70% of our abilities are drawn from here. We need to get away from this. I am not quite sure what to do, but maybe delve into the soul pool system and figure a way to generate more abilities from here. Incase you are not familar with this system, this is where the Smite attack(not smite foe) ability draws from. Some ideas for this:

I would love to see a defensive buff that takes say half of the soul pool and generates a barrier around the paladin reducing all incomming damage by half for X amount of time, based on certain stats.

Some kind of divine bonus to offensive attacks (including ranged)

And lastly we are restricted from quite a few of the stealth abilities. Hiding, stalking, and stealing.

We can not ambush or poach. We don't have to be tit for tat on abilities but this is a pretty big missing feature that is a powerful system. What do we have to counter for this? (Mainly just a question and or area to look into for you)

Welcome aboard and have fun with it.

Reply
RE: Introducing - Paladin Guild Advocate 12/15/2009 08:21 PM CST
>scream protect

You mean defiance?
Reply
RE: Introducing - Paladin Guild Advocate 12/15/2009 08:33 PM CST


Don't make me hurt you already!


- GM Dartenian


If you think you can do a thing or think you can't do a thing, you're right. - Henry Ford
Reply
RE: Introducing - Paladin Guild Advocate 12/15/2009 11:02 PM CST
Welcome Dart and thanks for jumping in! though I thought you said publicly awhile back that you were taking us under your wing, so this isnt really new news? Just more officialish, right?

I know your chin deep in the combat rewrite, with that going on can we expect to see much for paladins in the nearish future, or will we be more your focus after the big project? I would love to see some of the long unanswered questions finally answered now that you are official (holy icons, nudge nudge).
Reply
RE: Introducing - Paladin Guild Advocate 12/15/2009 11:22 PM CST
> though I thought you said publicly awhile back that you were taking us under your wing, so this isnt really new news? Just more officialish, right?


A while back I was both Systems Team lead and Overall Development Lead, so any unclaimed aspect of development defaulted to me. And that included paladins at the time. However, systems developer is not the same thing as Advocate. As Advocate, I'm more specifically responsible for communicating with you guys, running events, and working on guild lore and atmosphere. Since I started in the Events team (albeit primarily for Plat), I figure I can handle that stuff fairly well, although I am extremely rusty. So the big "news" is that I'm now officially tied to the guild, rather than just the guy who got stuck with it by default. But since I am still Dev lead, you can expect I'll be doing some serious coding for paladins as well. Either directly or through delegation (it's good to be da king?). Seriously, though, we are looking to get some more folks on the Combat team, which is the team specifically responsible for Paladin and Barbarian development. Until then, you are stuck with myself, Zeyurn, and Oolan, although all three of us have other areas we are supposed to be working on as well.


- GM Dartenian


If you think you can do a thing or think you can't do a thing, you're right. - Henry Ford
Reply
RE: Introducing - Paladin Guild Advocate 12/15/2009 11:26 PM CST
>> Until then, you are stuck with myself, Zeyurn, and Oolan

oh no what a terrible fate what will you all do now!



Rev. Reene

Kaedan says, "Darling, I'm -fabulous-."
Reply
RE: Introducing - Paladin Guild Advocate 12/15/2009 11:29 PM CST
> I know your chin deep in the combat rewrite, with that going on can we expect to see much for paladins in the nearish future, or will we be more your focus after the big project?


If I could pick a single thing I'd like to make top priority for paladin development outside of rewriting combat to make armor more meaningful, it would be to redo Lead to make it a much more robust system. All in all, I believe Lead is one of the most defining abilities of paladins, and one that deserves a lot more attention than it has received in the past. At one time, it was without question the best combat buff in the game. Times have changed, and Dragon Dance & Harmony both in the same league, if not somewhat situationally superior (albeit self-only instead of group).

The list of things that need to be looked at is long indeed, but I think we can pound through a lot of them in short order.

- GM Dartenian


If you think you can do a thing or think you can't do a thing, you're right. - Henry Ford
Reply
RE: Introducing - Paladin Guild Advocate 12/16/2009 12:18 AM CST
May the force be with you.

Leucius

Never argue with an idiot, they bring you down to their level and then beat you with experience.
Reply
RE: Introducing - Paladin Guild Advocate 12/16/2009 12:25 AM CST
>> Until then, you are stuck with myself, Zeyurn, and Oolan

>>> oh no what a terrible fate what will you all do now!

Scream.



Gonif,

Are you suggesting that a spell be written specifically to allow necromancers to move into an area protected by holy magic for the purpose of constructing a vulture heart candy trail for Khurek to follow?

-Totenus
Reply
RE: Introducing - Paladin Guild Advocate 12/16/2009 06:56 AM CST
Welcome!

Any unbiased systems that are generally OP are acceptable here. Just an FYI.

Vindicator Adakin of Prime
WorldsBestMagic Kastr of TF

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

"Killing Time Murders Opportunities."
Reply
RE: Introducing - Paladin Guild Advocate 12/16/2009 08:21 AM CST
<<If I could pick a single thing I'd like to make top priority for paladin development outside of rewriting combat to make armor more meaningful, it would be to redo Lead to make it a much more robust system. All in all, I believe Lead is one of the most defining abilities of paladins, and one that deserves a lot more attention than it has received in the past. At one time, it was without question the best combat buff in the game. Times have changed, and Dragon Dance & Harmony both in the same league, if not somewhat situationally superior (albeit self-only instead of group).

Outstanding. Throw in some small stuff that is mostly bugs and the two things you mentioned (1) armor and (2) lead will make the guild a ton better.

Good luck and don't burn out. Slow and steady.

Madigan

"le rage du paladine" Korsik
Reply
RE: Introducing - Paladin Guild Advocate 12/16/2009 08:41 AM CST
Lead would be sweet if we could toggle it off/on and if we had formations that would focus on buffing certain things more over others- it would bring tactics into play much more than the normal lead.

I'd also like to see (and this is far-fetched) paladins gain a feature where the party under a certain lead formation (for heavy invasions/war) would not have so much insane scroll- have it filter out most of the unnecessary stuff and just give a very brief explanation of what's going on. I think this would drive people to join up for paladin group leads pretty quick if things got out of control.

To second what Madigan said, don't burn out. Guild advocates are a rare thing for us these days.

Also, the Maece appointment list is still in the guildhall on Kresh. Not sure if that's still useful or not.

[Paladins' Guild, Grand Hall]
A magnificent room of great breadth and height is set off by smooth alabaster walls and tall arched windows that suffuse the hall with sunlight. A huge stone fireplace commands the entire north wall with several large chairs placed strategically to take advantage of the warmth of the roaring fire. Footfalls are subdued by several skin throws on the cold stone floor. You also see an immense door, some stone steps leading to Lady Avant's office, a Maece appointment list and an arched passageway.
Obvious exits: east.


-Mr. Glemm
Reply
RE: Introducing - Paladin Guild Advocate 12/16/2009 09:22 AM CST
Glad to have you on board Dartenian! Some fine suggestions from some fine people here so I won't overburden you with some thoughts I have (yet!). Very nice to know we have someone as competent as you looking over us though!

-Guardian Lord Alaxndr Durnovaria, Advocate of Therengia

"A knight is sworn to valor
His heart knows only virtue
His blade defends the helpless
His words speak only truth
His wrath undoes the wicked."
Reply
RE: Introducing - Paladin Guild Advocate 12/16/2009 09:33 AM CST
I think part of the problem with Lead is that there is no real reason to have a group in the first place. Everything has always been about the solo player for the most part. I know its not Lead related, but a friend of mine have been chatting and one idea that would make group combat more flavorfull and thus ultimately making lead more usefull would be to provide a bonus to being in a group.

For example, me (paladin) and my friend (warrior mage) are in a group hunting together if he casts spell XYZ and gets 500 bits (arbitray) towards Magic if due to being in a group and working together to kill the creature a function of that 500 bits goes to my magic as well. Such as flat rate of 1/10th then a % based upon lvl/skill difference. This would then prevent vast skill/lvl difference from hunting together to soak bits they didn't help earn. The way I think of this from an RP perspective is teaching is a lecture method of learning, while group actions are a see+learn method. Like in school, what might work for some being lectured on a subject where as others might need to see it done in front of them to learn it.



And welcome! Ok I'm going to go back hiding now :)

Ells
Reply
RE: Introducing - Paladin Guild Advocate 12/16/2009 10:15 AM CST
<<For example, me (paladin) and my friend (warrior mage) are in a group hunting together if he casts spell XYZ and gets 500 bits (arbitray) towards Magic if due to being in a group and working together to kill the creature a function of that 500 bits goes to my magic as well. Such as flat rate of 1/10th then a % based upon lvl/skill difference. This would then prevent vast skill/lvl difference from hunting together to soak bits they didn't help earn. The way I think of this from an RP perspective is teaching is a lecture method of learning, while group actions are a see+learn method. Like in school, what might work for some being lectured on a subject where as others might need to see it done in front of them to learn it.

That idea is full of win.


Madigan

"le rage du paladine" Korsik
Reply
RE: Introducing - Paladin Guild Advocate 12/16/2009 11:13 AM CST
Welcome!
Reply
RE: Introducing - Paladin Guild Advocate 12/16/2009 12:00 PM CST
>>I think part of the problem with Lead is that there is no real reason to have a group in the first place.

And here I just said I'd save my ideas for later.

The short of what I'd like to see is as some have suggested, formation combat. When grouped you can set your part in the formation as melee, pole or ranged. Melee obviously being the front, pole being the middle and ranged the rear.

It would work much like the guard verb does now. Say there is a formation with 4 in melee, 2 in pike and 1 in ranged. Critter A advances on the person in pike position 1 but is stopped by 1 of the melee folks. This would continue happening until more than 4 (maybe 6, the 2 outer people could handle 2 critters at once) critters advance, then the formation is overwhelmed and the pole/ranged people are vulnerable. Obviously the pole people would be able to attack anything the melee people are face to face with.

That's the gist of it anyway. I've always thought formations like this (what I like to call a shield wall) would be a huge improvement to the way grouped combat works. It would even be awesome if, say, an invasion was coming and formation A, B & C guarded the Northeast gate. Until they were overwhelmed, no critter could get through the gate into the city. As it stands now the critters seem to just waltz their way in.

p.s. the hopes of this happening is 1 of the 2 reasons I train pikes :)

-Guardian Lord Alaxndr Durnovaria, Advocate of Therengia

"A knight is sworn to valor
His heart knows only virtue
His blade defends the helpless
His words speak only truth
His wrath undoes the wicked."
Reply
RE: Introducing - Paladin Guild Advocate 12/16/2009 12:05 PM CST
Welcome Welcome

For my 2 kronar making armor ranks meaningfull is the most important thing our guilds needs so I am very glad that is the direction you are already headed.

Wille
Reply
RE: Introducing - Paladin Guild Advocate 12/16/2009 02:12 PM CST
Still new to playing a paladin, though it's been nothing but great so far.

Knowing Dart is the Advocate definitely escalates the awesome.

Squire Xalahai Zayasero, Player of
Reply
RE: Introducing - Paladin Guild Advocate 12/16/2009 04:14 PM CST
> Lead would be sweet if we could toggle it off/on


That's definitely something I want to do.


> I'd also like to see (and this is far-fetched) paladins gain a feature where the party under a certain lead formation (for heavy invasions/war) would not have so much insane scroll- have it filter out most of the unnecessary stuff


Not far-fetched at all, but not something for paladins only. I'm working on some toggle settings for combat messaging as part of the combat rewrite. I'm trying to set it up so that you can pick and choose what combat results are displayed, at least from normal combat. The basic idea would be to allow folks to toggle on and off seeing things things like misses, light hits, stuns, and so on. This should make it easier for folks to see only what they feel is relevant. I may even look at the possibility of storing a normal setup and an invasion setup so you can quickly change from having plenty of information for solo or duo hunting to having the bare essentials during mass melees and invasions.


- GM Dartenian


If you think you can do a thing or think you can't do a thing, you're right. - Henry Ford
Reply
RE: Introducing - Paladin Guild Advocate 12/16/2009 04:21 PM CST
<<I may even look at the possibility of storing a normal setup and an invasion setup so you can quickly change from having plenty of information for solo or duo hunting to having the bare essentials during mass melees and invasions.>>

I think that would be great- definitely something that should be included, imo. Thanks for the feedback!


-Mr. Glemm
Reply
RE: Introducing - Paladin Guild Advocate 12/16/2009 04:30 PM CST
>> I may even look at the possibility of storing a normal setup and an invasion setup so you can quickly change from having plenty of information for solo or duo hunting to having the bare essentials during mass melees and invasions.

Oh man, yes. Please do this. Squelches and highlights only go so far.



Rev. Reene

Kaedan says, "Darling, I'm -fabulous-."
Reply
RE: Introducing - Paladin Guild Advocate 12/16/2009 10:31 PM CST
>>DR-DARTENIAN: I'm working on some toggle settings for combat messaging as part of the combat rewrite. I'm trying to set it up so that you can pick and choose what combat results are displayed, at least from normal combat. The basic idea would be to allow folks to toggle on and off seeing things things like misses, light hits, stuns, and so on.

That would be great. Right now, I am using a complex combination of highlights, squelches, and semi-squelches (dark grey highlights) to reduce the amount of information that I have to process during combat. One of the things that I would most like to squelch (but requires changing my settings every time I hunt a new critter) are the hundreds of atmospheric messages that critters generate. I have a small monitor, so scroll space is at a premium, and I really don't need to see the goblin scratch itself if it doesn't affect me.

It would also be nice to be able to assign a highlight color (and/or sound) to all critter arrival and death messages without having to add each critter's messaging to my highlights.
Reply
RE: Introducing - Paladin Guild Advocate 12/22/2009 10:57 AM CST
I'm always happy to see our GM's at work and am more than excited that we have Dart as our advocate now!

Welcome good Sir!


Sir Khohan
Reply