Topic 621

Relkin
Exile
Post #1

Topic 621

by Relkin » Sat Apr 17, 2004 2:07 pm

I was interested in others thoughts on this.



In your opinion, what change or changes in Clan Lord have most affected your enjoyment of the game, or the game as a whole?



Left ambiguous to allow broad discussion.



(Remember to think of the good, as well as the bad.)



-Relkin Nikler

Sutai
Exile
Post #2

Topic 621

by Sutai » Sat Apr 17, 2004 3:29 pm

My top 5 best :



Posing (does so much for roleplaying)

Dying clothes (just fun)

Bard Music (a very unique idea)

Unique Item Data (including stacking and everything that came with it)

Horus (hunts became dangeous and exciting)



My top 5 worst :



Balance Tax

Balance Tax

Balance Tax

Balance Tax

Balance Tax

Balance Tax



(I know I wrote it 6 times, but maybe that will help it be fixed sooner. Oh, how I loathe being crippled for taking off a belt.)

Mayo
Exile
Post #3

Topic 621

by Mayo » Sat Apr 17, 2004 7:21 pm

Biggest and most helpful change: Pulling/Pushing. It finally let people into the fighter guild



I personally didn't like it when helped kills stopped counting from out of the snell. It was necessary what with people tagging everything in a 5 mile radius and ranking in TC for horus, but it can get annoying from time to time.



The library seems like one of the most significant changes too, yay rank inflation.



I agree with Sutai, posing is very nice.



I never liked painstones, what ever happened to good old healers like Argh? Nowadays everyone's trying to get stupid Respia ledgers, give me Faustus!



Distance healing was a really nice addition.



Why'd they get rid of the green shirt vendor?



When thoom got psuedo-pant-trim.... that day was rememberable!



Ummm... that's all that comes to mind..... why'd they get rid of the green shirt vendor?

Ezail
Exile
Post #4

Topic 621

by Ezail » Sat Apr 17, 2004 8:57 pm

Dark Green? I've never seen a Dark Green Shirt Vendor (and I'm older than I seem)

.. The Light Green Vendor is still there...?

Jeanne
Exile
Post #5

Topic 621

by Jeanne » Sun Apr 18, 2004 8:22 am

Ezail wrote:Dark Green? I've never seen a Dark Green Shirt Vendor (and I'm older than I seem)

.. The Light Green Vendor is still there...?


Before the Ripture War you could buy Dark Green shirts in the area by the Orga Camp if you exit from the north instead of the middle. That guy now sells Dark Green pants which makes two places you can get the same item. This area was also changed so that it's no longer a safe area which it was before the Ripture War. I don't know when or why these were changed.

Mjollnir
Exile
Post #6

Topic 621

by Mjollnir » Sun Apr 18, 2004 9:44 am

One question, is there actually a difference between dark green and forest green pants?

Cinnamon
Exile
Post #7

Topic 621

by Cinnamon » Mon Apr 19, 2004 4:17 am

Painstones mostly. Totally re-defined healers with one little device change. Yeah it means that a minimum of 20% of any healer's ranks go in to Respia, but it also means that a healer's life potential doubled or more.



That and Proxi. The first time I saw Proxi in action (I think it was Thuja) I knew we had something.

Jeanne
Exile
Post #8

Topic 621

by Jeanne » Mon Apr 19, 2004 6:29 am

Mjollnir wrote:One question, is there actually a difference between dark green and forest green pants?


I believe they are different ways of referring to the same color.

Mjollnir
Exile
Post #9

Topic 621

by Mjollnir » Mon Apr 19, 2004 8:34 am

Jeanne wrote:
Mjollnir wrote:One question, is there actually a difference between dark green and forest green pants?


I believe they are different ways of referring to the same color.


Wonder why there are 2 NPCs selling them.

Slyph
Exile
Post #10

Topic 621

by Slyph » Mon Apr 19, 2004 8:57 am

Mjollnir wrote:
Jeanne wrote:
Mjollnir wrote:One question, is there actually a difference between dark green and forest green pants?


I believe they are different ways of referring to the same color.


Wonder why there are 2 NPCs selling them.


As I remember it, these two sellers are leftover from a clothing system that had very few actual items in our inventories. One went to a clothing seller to change the color of one's pants, skirt, shorts, or shirt; the NPC simply changed one's appearance but didn't hand out an item.



There were exceptions for a time. Blue pants and one of the dark green pants were indeed equipable items, for instance. (The other dark green pair of pants was not an item, but a color changing NPC like the others.) They didn't work as they do now, however. Equipping an pair of pants changed one's appearance, a change that stayed even when the pants were unequipped. It was quite easy, after the Dye Hut was introduced, to spend thoudands of coppers on dyes only to accidentally equip a pair of pants in one's inventory, ruining a garment. (I lost about 6k at the time, from doing this.) It was an awful system.



Favorite Change



This leads me to my favorite change in the game: sellable, dye-ready clothing as items in characters's inventories. Overnight a fashion industry was born, and the clothing system made sense at last. We could shed the clich» of the aloof and fey Sylvan (or Elf) of fantasy literature and reach with trembling fingers for the clich» of the water-chugging super-model of the real world.



Most Hated Change



The ugly, blunt, heavy-handed balance tax and the similarly senseless balance freeze adopted after it. These changes utterly forced me to play the game in a different manner, overnight, without any kind of coherent reasoning for the tax/freeze from GM's. The chaos was so disheartening that I almost stopped playing Clan Lord.



(That said, I support some sort of item-related balance tax/freeze that make allowances for items that would have very little impact on balance, on a case by case basis.)

Grok
Exile
Post #11

Topic 621

by Grok » Mon Apr 19, 2004 12:50 pm

the all time best: Lean Left

the worst: (fill this with your opinion)



Actually some of the more creative updates: wood shop for example are the better ones. The ones that are bad is when you cant do anything with the update. like being to poor to afford housing. that would suck.

Brune
Exile
Post #12

Topic 621

by Brune » Mon Apr 19, 2004 2:57 pm

Good stuff:

Poses. Wowee, so incredibly integral to my gameplay.

Clothing as exchangable, dyeable items. This is so Clan Lordy in that clothes are almost without functional value, but just like poses, they are key.

Range healing. Yep, definitely a cool skill. And I think it's one of the most balanced "reward for effort" skills. Qualitatively changes healing.

Languages.

/narrate. Really.

/ANONthank with message. Great when you...well...when that's exactly what you wanna do!

the new OCEAN . I no longer get seasick by looking at my monitor.



Crappy stuff

Painstones. What, some GM said, "poor Respia, nobody likes her!" (note: I was going to put "selfheal" in the "good stuff," but that is mostly a compensation for the introduction of painstones).

balance tax . With painstones, these were the two harshest changes to healers, IMO. Yeah, we adapt, but still...

Bodrus cap. Really. I don't WANT 500 bodrus, but it should be a choice.

balance tax. Not just its existence, but its implementation, too.

horus . Yes, yes, it's neat BUT...the late introduction of "fallen states" made me feel like some BeaurocratGM thought, "Hey! let's make em spend ranks on a new skill!" This one brings me endless frustration (but, yeah, it's neat too ;-))

vermine

"I can't heal me with my mercurial staff!" oh, come ON!

and...

5th and 6th circle healer tests...

...



...



Hello? is this thing on? <tap tap tap>



HellLLOOOoooo?

Baff
Exile
Post #13

Topic 621

by Baff » Mon Apr 19, 2004 3:20 pm

I agree with most the stuff mentioned so far. I will just add:



Good: Chains

Bad: RHPs still won't work on healers.

Mehan
Exile
Post #14

Topic 621

by Mehan » Mon Apr 19, 2004 5:13 pm

Bad: Changing the female zo icon. Hello, consultation maybe? I'm stuck looking constipated. Is this torture for choosing to be a minority?



I want a magic potion to turn me into a different race, if I'm forced to look like I have a stick up my ass! Hrmf.

Aprender
Exile
Post #15

Topic 621

by Aprender » Tue Apr 20, 2004 5:47 pm

Most of the changes mentioned so far were never experienced as changes for me. They were already in place when I joined, and so are just part of the game for me; I've never known any different. The "balance tax", or balance freeze, for example, is not something I like, but for me, it's just part of the way the game is, like there being creatures attacking you everywhere you go. That's just the way things are. I don't have the intense, extreme, undying hatred of it the way that some older exiles apparently do.



One change that I *have* experienced, and one which has not been mentioned so far: Agratis (demo) characters being allowed to be in the same world as the other player characters. To me, this is one of the biggest and most important changes ever in Clan Lord.



My memories of Agratis, the land, are still relatively fresh, more so than most other players, probably. It's hard to understate how appalling it was. It's astonishing to me that it lasted for about 4 years. Many buildings and gateways were walled off with stones--work on them apparently abandoned, since there was never any change nor any indication of ongoing construction. It was usually completely deserted (other than NPCs), or at best, there would be only one other equally clueless and bewildered Agratis character running around. One could see the other players on and hear sunstone messages, but could not communicate in any way, let alone see or meet them. Even going on the tour was unrewarding. First, a series of landscapes--interesting to look at, no doubt, but postcards are nothing compared to actual visits. Next, the hitchhiker's tour, a complete gamble: one might get someone friendly who would give a brief tour or chat and answer questions--or one might get someone sleeping, inattentive, or otherwise unhelpful. Finally, the tour would be ended, inevitably leaving one feeling unsatisfied.



Having the demo world become the same, full world, instead of being an empty, separate, abandoned ghost town, is a huge change, possible the biggest and best ever. Suddenly, curious people can now see so much more of the Clan Lord world. The social interaction, where the conversation between players is more, way more, so much more than in many other games. The richness of the environment via places such as the bakery, brewery, monastery, language school, raffle house, court, wedding chapel, gift shop, clothing store, hair salon, shoe shop, and more--and that's just in town. Outside of town (and with help), actual visits to the places of the tour 'postcards'--the myrm hive, Ash Island, and the others, and many more, of course.



One interesting (and I have to admit, somewhat unexpected) response to this change is how, a lot of the time, people are treating Agratis characters as though they were new exiles in town (rather than the throwaway demo characters that everyone knows they are). Agratis characters are being given tours and advice, they are taken on hunts, and when they fall, sunstone messages go out about their plight, and healers make the effort to find and raise them.



Whether or not this change made for a rise in the number or rate of new accounts following its implementation, I don't know, and it's a separate matter anyway, but whatever its results, disappearing the land of Agratis and letting their residents mingle with the other exiles was undeniably one of the most significant changes ever to occur.