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 City Changes
-Ezekiel
Posted: Jul 20 2012, 12:21 AM


I'm an ArseHole, deal with it.
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Greetings ladies and gentlemen...and Luthe.

Ezekiel here your friendly neighbourhood bastard.

A couple of people have expressed some intent to have Cities that they are taking over customised to suit their needs. This may be upgrades or just general changes. In my infinite wisdom, I've decided that if you want this to happen to your city, you are going to need to do some things.

You need to:
  • To have sent me descriptions of each area you want changed.
  • If you want to change the City name, you need to justify it with me.
  • You MUST have at least one inn, why? People like inns, taverns, bars, pubs, cocktail lounges, crack dens and gutters to drink in.
  • Having a small topic with a history or a take over thread is always a plus. It helps us know that you have history in the city.
  • If two people claim the same city, then I expect you to fight over it in RP, no wimping out and make deals on the side, you have to fight for your right to change the city. Also to party.


PM me when you have made up the city/town you would like. Remember that I will make suggestions at you, not to you, at you, ask the people who have been working with me, I do things at you. Take them on board or not, I generally like help people develop ideas.

Also, on an unrelated note: WATCH THIS SPACE FOR A MAJOR ANNOUNCEMENT - IT IS NOT CLASS RELATED! BUT IT IS VERY IMPORTANT!
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-Luthe
Posted: Jul 20 2012, 12:35 AM


One mind, but many hearts.
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Also, to sneak this in without covering up Ezekiel's city topic...

Two new mythics have been added.

Shadow Corite Pendant: A bright blue crystal common to the alternate shadow realm of Redemption. Once as common as glass on Ardania, this is the last known remaining piece. Shadow corite acts as a psychic homing beacon, and anyone with Whisper can use it as a communication device, seeing and hearing what happens around it. Shadow corite resists the effects of magic and alchemy, and therefor cannot be altered by them.

The Golden Sash: Many have played the herald to its legacy, and more have lent their weapons to its cause. This gilded glittering sash and scabbard combo embodies the fortitude of the renegade faction's spirit. Any person to don this equipment is able to call upon any of the normal weapon and legendary weapon special effects at will. Only one weapon power can be active at a time, but they can be switched on the fly by sheathing one's weapon in the scabbard/axe sling/quiver/etc. and redrawing it.

Dory receives the Shadow Corite Pendant. The Golden Sash was lost in the sunken ships off the coast of Meloria, and will be available some time in the future.
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-Davina
Posted: Jul 20 2012, 12:48 AM


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Okay, not sure if this is where I post this since I don't think I want to rename the city. But, The Avurymtor Colony is going to be wiping out North Cliff and cleaning it up so it will be a good port to stop in. As for a history...

Poor Luthe is still wincing at me and calling Zara an epic bitch.

http://z7.invisionfree.com/pangeandarkfore...0795&st=0&#last

So... This place has plenty of inns, bars and taverns as well as will soon be filled with busty barmaids. Also, great beer. We promise to stock only the finest Jamisons and Australian beers for your visits.

I will need to do some modifying to the area of smugglers camp. Namely clearing it out and burning it to the ground for a brewery and a stable from which I will sell the most epic mounts to be had in the whole of Redemption.
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-Jenova
Posted: Jul 20 2012, 11:11 AM


Emergency Induction Port
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Will be working on mine tomorrow (it's Fri today).

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-Classix
Posted: Jul 20 2012, 11:27 AM


Being liked is overated
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ohmy.gif

A question oh great one. (Puts on his kiss ass lipstick)

I have been working on a (or so I say)secret Circle of Druids. That have a dwelling in the Deep forest because I believe it to be vast enough to hold more then one far away village in the middle of the woods. And Elves are bastards.

Would this be a the place for me to eventually put out a plea for a new location? or is this only for city change.


(Also why do we have a lack of jungles? No jungle what so ever.)
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-The Gunslinger
Posted: Jul 20 2012, 11:35 AM


Crucify the ego
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We have a jungle in Dark World. Devil's Tail, specifically. However, the forum is locked (doubly locked, actually, if you count Creed's Manor).

I remember I petitioned for Devil's Tail to be open for RP awhile back, but nothing ever came of it. While you can technically still RP in Devil's Tail, it seems silly to have to post elsewhere in order to do it.

EDIT: Maybe not. When did the jungle aspect get removed from Devil's Tail? Blasphemers.
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-Raeliron
Posted: Jul 20 2012, 11:47 AM


Honor, Arrogance and Conspirator
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Well with the a certain "Special Character, Kerlock" he could give us an idea what the passwords are before we change them. Those who figure it out will always get like a green token if not the sprite egg. I used to have one on the old account "Forsaken," however I never got permission to get the shadow egg sprite returned to me.

Also, (my) Zeke and Axel are currently going to be making a trip around the Iridian Continent so they can help with the relief. If anything, they can stop off at other places ruined and lend some aid so that others can see what they aim to do for Ultimatum. The Outside District I'm thinking of will probably be added to the description in the future if granted permission. I'll be trying to get all this done within the week or 2 weeks. That will give us a nice time lapse. I'll be looking forward to talking with the admins about the construction.
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-Kerlock
Posted: Jul 20 2012, 08:39 PM


Come to me
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QUOTE (Raeliron @ Jul 20 2012, 05:47 PM)
Well with the a certain "Special Character, Kerlock" he could give us an idea what the passwords are before we change them. Those who figure it out will always get like a green token if not the sprite egg. I used to have one on the old account "Forsaken," however I never got permission to get the shadow egg sprite returned to me.

AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!

Oh...great joke kid, great joke. Maybe next time you'll tell me how Ezekiel didn't butcher the entire elven nation to kill his mother and they all danced merrily in a moon glade naked for all to see.
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Siege
Posted: Jul 20 2012, 08:42 PM


Dark, Light, Neutral, I am all and none
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I figured that was how it went, Ezekiel was such a pansy.

Morganus is laying claim to Akara but I should get a hold of someone msn wise since a demon filled land doesn't really count as a city. I should also but up a banner saying all chaotic crazies are welcome to join him though be warned that he might eat you.
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-The Gunslinger
Posted: Jul 20 2012, 08:48 PM


Crucify the ego
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Is Akara (and a significant portion of Dark World, for that matter) no longer covered in magic-deadening glacier?
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Siege
Posted: Jul 20 2012, 08:50 PM


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Nope still a large hunk of ice, thus I have my work cut out for me. Oh let the fun begin.
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-Luthe
Posted: Jul 20 2012, 08:50 PM


One mind, but many hearts.
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It is. Magic-exuding ice. It'll probably power up casting, but it'll also make a Mages head explode after about two minutes.

EDIT: A small change went through to the Will Power token trait. It now works against all lock out skills, instead of just Anti-Magic. Ezekiel and Siege give their thumbs up.

Will Power - Choose one spell or skill; it cannot be locked by abilities that normally prevent its use, such as Silence and Anti-Magic. This trait can be taken up to 3 times.

Don't worry, Psychics. We've got things on the way to help you, even with this atrocious nerf to your lock out capabilities.
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-Roush
Posted: Jul 20 2012, 10:23 PM


Si Vis Pacem, Para Bellum
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What about No Escape or Engage? Are they considered lock out abilities, too? If so, I think willpower needs to cost a lot more.
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-The Gunslinger
Posted: Jul 20 2012, 10:36 PM


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I disagree, Roush. If you are relying on a single ability in order to make your class fully functional (especially one that directely impedes another character's movement), I suggest thinking of some new ways to utilize your abilities. Expand and adapt.

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-Roush
Posted: Jul 20 2012, 10:37 PM


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Well if we render given abilities useless, especially warrior ones that take up an entire tier, maybe we just get rid of the ability.
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-The Gunslinger
Posted: Jul 20 2012, 10:40 PM


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You're making the fallacious assumption that everyone is going to take willpower, provided that it applies to those abilities.

Yes, some abilities are going to be rendered useless in certain situations. For example, when combating a psychic with a mage, you're not going to be able to teleport. This does not mean, however, that we should get rid of teleport because it's useless in a certain scenario.
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Siege
Posted: Jul 20 2012, 10:42 PM


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It doesn't stop the stop effect, even if someone teleports away they are still stuck there for 2-3 posts until they can do it again. So unless they teleport out of the topic the warrior is gonna be standing ontop of them again. it is still better then people flying about ignoring the ability like they currently can with spells and abilities.

Does it remove the point of the ability, not really just requires proper timing to use rather then someone keeping it permanently active to gimp another class's mobility.
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-Luthe
Posted: Jul 20 2012, 10:43 PM


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That's the general idea, Roush. Warriors shouldn't be relying on their lock out abilities to win fights, which is why Engage is undergoing a change in the Warrior updates. No Escape is staying basically as it is, and even with the off-chance that your opponent has managed to Will Power their one or two movement skills that you could lock, it still makes them unable to walk or run.

The CC tier is its own, now, and includes No Escape, Paralyzing Touch, and Engage. You won't have to fight between movement skills and CC anymore, but the CCs also took a hit to their effectiveness.

Warriors are in a good place. They just won't turn everyone into a punching bag with a single skill.
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-Roush
Posted: Jul 20 2012, 10:44 PM


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What I'm saying is that this is different then that. Besides teleporting, mages get tons of other spells. Warriors only get one ability per tier, so rendering it useless is sort of a big deal and should cost more then a yellow token.

That another question: Say I'm a mage and I willpower teleport. Does that override anti-teleport, too? So you've effectively cast out anti magic, anti teleport, and no escape. All for a yellow token.

EDIT:
Well, I still don't like it. >_>
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-Classix
Posted: Jul 20 2012, 10:45 PM


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QUOTE (Roush @ Jul 20 2012, 10:37 PM)
Well if we render given abilities useless, especially warrior ones that take up an entire tier, maybe we just get rid of the ability.

huh.gif how?

Not everyone is going to get will power for their skills that let them get away. You think alchemists are going to get willpower? I dont think so. Will power is mostly for mages and darkmages against the pesky psychic's.

For others like druids, alchemists, ect not affected by Antimagic, Anti-teleport, and Lock why would we buy it? If anything it gives us a reason to purchase the trait.
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-Roush
Posted: Jul 20 2012, 10:46 PM


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I just think yellow is too cheap for such a buff. Not saying it shouldn't exist, just that it should be more expensive, like a blue, because of the sheer amount of lockdown abilities you can now ignore. Thats a very big advantage in my opinion, more on par with the Blue token cost advantages then yellow.
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-Luthe
Posted: Jul 20 2012, 10:49 PM


One mind, but many hearts.
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Lock downs needed a nerf, or at least a nerf to the playstyle that "I win by making you suck". This is one way to do it without touching the abilities themselves.

It's a much larger nerf to Psychics than it is to Warriors, realistically.

I'll consider upping the cost.
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Siege
Posted: Jul 20 2012, 10:52 PM


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Maybe, but then you get people like me how shrug off the teleport concept, honestly after months of that spell being robbed from me I have found ways to avoid having to use it. I would put willpower towards other abilities, probably my disease tree and another offensive spell so that I can do something against psychics without losing all my oomph. Basically it comes down to taste, if a mage wants to use it on their teleport more power to them but then they run the risk of sacrificing one of their offensive spells since they used one of their 3 willpower traits on teleport.
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-Roush
Posted: Jul 20 2012, 10:52 PM


Si Vis Pacem, Para Bellum
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My point is that one cheap token trait nerfs heavily or slightly multiple classes (Temple Mage, Warrior, Psychic). I'm not mad because my warriors are getting messed with, necessarily.
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Siege
Posted: Jul 20 2012, 11:00 PM


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temple mages will shrug it off, oh I can spam silence, grats you stopped me from locking 3 spells but I still got the rest of them. My annoyance would be a temple mage willpowering their silence. Honestly it is a spell I want nerfed but I doubt I will get that lucky.

Psychics can only lock 5 spells at max posts but honestly mages can only protect 3 out of their what, 20+ spells I would have to go count it might be less.

Warriors, ya it hurts no escape slightly but it isn't a crippling blow to the ability.

overall the trait costs 3 yellows to make it truly effective cause preventing only one mobility spell from getting locked down isnt gonna save you in most cases.
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