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Messages - ascendancy

#1
PC "adventuring groups" have generally had a history of being boring, uninteractive OOC quest crushers that don't really interact meaningfully with the server and its conflicts. There was even an attempt at creating a DM faction revolving around scouting and adventuring and it wasn't ever really up to snuff. With the huge uptick in player numbers, I feel like all of these things that you're talking about can be achieved as a PC group and, in fact, have been.


Since coming back to the game, I've been offered to join several "guilds" and be given a uniform by numerous PC groups. Sentinels, Armigers, Red Banner... all of these are either supported by a councilor with a defacto guild hall or represent PCs that have participated in big, sweeping, meta changing events of the server. Naomi Mekuria takes people into the Machine, spits religious rhetoric at them, and I've seen her frequently engage new players with the lore of the server that most of us take for granted as established truths -- things like the history of the Machine, the svirfneblin, the Chosen, etc. that we all "figured out" years ago. Even the new crop of Scriveners are making a faction that seemed mostly "dead" have purpose and oomph and presence.


I also feel like, in general, it's best for these "casual" players to get included in DM factions or these PC groups that are movers and shakers so that they have a cause or goal to dedicate themselves to, even if they don't necessarily have a personal one for themselves. Being a part of the "big three" factions is great, because these factions typically have established leaders (again, people who are movers and shakers that have been recognized by the DM team through apps or promotions) who can guide those casual players towards bigger things. An official "adventuring guild" would just distract from all the cool things going on and promote quest crushing, which I think should either be a means to an end or a supplement to the plotting, scheming, and roleplaying.


If you feel like these things aren't being done or represented, I feel like you might just not be looking hard enough because this sort of stuff seems everywhere with the new surge of players.
#2
Bug Reports / Re: Sign maker is broken?
April 18, 2018, 02:22:04 PM
I'm seethingly embarrassed to admit that fixed the 'problem'. <_____<
#3
I can second the notions about mudmen. It seems this quest no longer drops a lot of the 'muddy scrolls' that it used to and larger groups can make the slingers particularly oppressive.


Also, not necessarily in the same vein of reward disparity, I've run Blood Tail Cove twice in the last couple weeks and both times we full wiped to an 18/12 AB hero spawn with a keen scimitar. Even before this, the second half of Cove is the only quest I've consistently seen groups full wipe on, particularly when they're in the 7-8 people range. This spawn is stronger than the boss itself and while I understand that both groups I went with in the last couple of weeks mostly comprised of a bunch of level 6s and 7s that perhaps hadn't done the quest before, this guy seems a little extreme considering the circumstances.


I know the desire isn't to make all the quests easier across the board, these are all just meant to be observations and attempts to bring things to the team's attention.
#4
Bug Reports / Sign maker is broken?
April 18, 2018, 02:16:02 AM
I tried to make a sign with the following message:

"SAVE Kingsley. THWART the Dread. WIN the War. BECOME the Shield of Sanctuary. Take on the black of the honorable Councilor Vaughan. Join the Armigers today and be the heroes Sanctuary needs!"


Tried it twice, and when I put down the sign, it just said "Merchants Shingle". The description of the sign in my inventory read the message perfectly, but when placed both times, it didn't have the message.