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Everything posted by lindorn

  1. And Order of The Blade, and Vita Brevis, and Storm of 4, and half the other guilds on the server. IA takes the credit for this primarily, but they did it with the help of most of the server (after all why not?). Not a bad deal though, to the victor goes the spoils, and they did end up getting most of the spoils. Which is why 4 months later the entire server turned on them too. (and lost). Then ScornDeath came and wiped us all out.
  2. Honestly I like to fantasize about playing this type of game, but unless I plan on retiring early (one can hope) I don't see how I'll be able to make it work. At least, thanks to Shadowbane, I do this for a living now so I can rant at my coworkers all day about this and feel understood :).
  3. The fact that you're referring to the situation with "CN" as evidence of your assertion that western guilds didn't have their poorly made socks together tells me that you basically started playing long after most of them were already gone .
  4. There are other things to consider though. Don't take this as me advocating for one route over another (I have concerns that this would work in any form), but a simple "confederation" is likely to come with a bunch of other problems. For example: 1. What recourse does the larger group have if one guild "breaks ranks"? Confederations that are too loose will fall apart the moment this happens. Confederations that are too tight will strangle guild autonomy and push people out. (not to mention the leadership power struggles, now you have an inner council of 15-20 guild leaders???) 2. What does this actually look like, a mutual defense pact? A "super-nation" with a bunch of "sub-nations"? If everyone gets to maintain their own style then what's the guarantee that anyone will actually come when it's time? Presumably anyone who's intelligent will be looking to divide the group (paying this guild off, offering amnesty to that guild, dividing the spoils in advance, etc). 3. So now instead of my 15 man guild full of old farts we have a 100 man guild full of old farts. Young blood is needed regardless. Among our biggest advantages will be to help the "new wave" understand what to actually expect here. For example, my feeling is that, unless I want to uninstall my career, the most useful I'll be is a warm body in a siege and some kind of leadership advisor. Expecting any more engagement than that is unrealistic. I'm not sure what the appropriate path is to solve all of these things, but what I can say (and this is where I resoundingly agree with Chet) is that we will all have to modify our thinking dramatically not just on these issues but many others as well.
  5. I R make glorious love to winterblades <3
  6. To add to this, Shadowbane servers were also episodic in other ways as well in that there were political "seasons". Empires would fall and there would be periods of peace during the power vacuum, or often times even immediate civil wars as the victors fought amongst themselves for control. Lots of interesting stories and dynamics occurred through the longer persistence on Shadowbane servers. It will be interesting to see how the devs here balance the need to avoid stagnation and guilds "winning" and putting everyone under their boots with the fact that there is a lot of interesting things that come from waiting to see how those things play out (at least there was in Shadowbane). This is one of the main reasons I'm thankful these guys are open-minded on the specific time-tables. Maybe it's 6 months. Maybe its 1 month. Maybe it's 3. What I think would be more interesting than debating the time-table specifically, would be exploring the whys around some of these phenomena. Was it permanence or the illusion of permanence? What does permanence even mean in this case? Is it being oppressed by the same group of guys who "rule" the server? Is it a map so filled up with crap that it ceases to have any real political or social meaning? Is it simply that I just like the idea of a new character and having poorly made socksty gear in the initial land rush? A lot of the answers to these questions aren't 100% clear to me. We'll have to try it out and see. My only fear from the player interaction POV, with the idea of regular campaign resets, was that a valuable part of the evolution of a servers "story" would be missed. If we don't give that oppressive empire long enough to really put everyone under their boot. If we don't give enough time for the rebellion to form that eventually overthrows them. If we don't see that collective sigh as a war-weary population tries to figure out how to fill a huge power vacuum - Is there not a valuable storytelling/memory making experience that's lost there. I can only speak for myself, but some of my fondest memories from Shadowbane, and consequently from my entire gaming life, are of the awe-inspiring and overwhelming weight and intensity of some of those geo-political type experiences. I still remember the names of the leaders and the alliances and how they interacted. There is very little about games that still continues to resonate with me in that way to this day. I don't even know what the hell I'm talking about anymore. Reminiscent rant over and out.
  7. Jesus man (Man? Time? Can I call you Man?). You post just like I do. And btw I came when you started talking about classical military. As one history nerd to another, I have to call out one thing though. The Roman legion was just the name of a roman "division" whereas hoplite speaks to a particular type of troop. It would be more accurate to compare "hoplite" as a formation to the Roman maniple system, which was, after Rome itself abandoned the hoplite formation, the primary military method used by the legion. I dig your posts bro.
  8. I mean to be fair you're the one who brought up the leadership thing .
  9. From Detroit Free Press But this what Bettis did have: Detroit and his family, an extremely strong work ethic and enough sense to rely on the good people around him. Jerome Bettis on the sideline before the Steelers' wild card playoff game against the Ravens in Pittsburgh in January. (Photo: AP) "So I think growing up in Detroit you learn from all those life lessons that you're taught," Bettis told the Free Press in a phone interview. "It wasn't one thing in particular, but growing up in Detroit it really hardened me to the point where when I left and went to Notre Dame I was mentally tough, I was physically tough. And that came from all the lessons you learn and the mistakes that you make growing up. It makes you a better person, if you learn from them."
  10. Actually, it is. Check out the research of a Dr. Carol Dweck who's spent most of her life studying how a person's mindset is at the center of their ability to learn and grow. It has little to do with any innate or ability given at birth. It's mostly about how you work through problems and handle failure.
  11. There is no such thing as a natural-born anything, to be fair.
  12. Can't emphasize this enough. This is true in life in any large venture as in any sandbox games. Leadership is at the center. It's not to say that leaders deserve all of the credit. The people who follow them do. It is to say though that the success or failure of just about any group comes down to leadership.
  13. There's a lot of truth to what you're saying here. Although in this case you might need to be careful when you see people "clinging". I think a lot of the clinging to SB has more to do with the extremely rich stories, politics, and social interaction. The PvP and competitive gaming aspect is there for sure, but I have to admit in retrospect now I've played far more mechanically intense games before and since Shadowbane.
  14. LOL this profanity filter. It'd actually be cool to get a steam group going with everyone we know from SB so we can catch up, chat, and play other games together in the lead up to this. Personally I'd be really happy to just talk to you guys (super busy at work anyway these days)
  15. Hey BB, We should get together and shoot the poorly made socks sometime. http://steamcommunity.com/id/Lindorn
  16. Love that screenshot Hades. Always hilarious to see the completely non-homogeneous scattershot of character/race combos throughout a large siege group of that era. The idea of a "spec group" was a twinkle in our eyes. Group X 1. elven blade weaver priest 2. Aelfborn ranger 3. Half giant warrior 4. Elven Mage assassin 5. Aelfborn Scout 6. Elven fury =perfect synergy
  17. I just can't get over how funny it is to me that anyone actually believes that any prior experience from SB beta, SB live, SBemu, or Magicbane is somehow going to correlate to success in this game. The guilds that can put aside their own egos and out think the horde of pubescent poorly made ***** talkers are going to be the ones that dominate. Another thought here is that unless any of these old guilds have a fresh roster of 17 year olds ready to play this game under your tag, you REALLY have no idea what's coming. I hate to say it guys but we're old now.
  18. I absolutely loved how all of the Chaos guilds came over to Mourning to beat up on the carebears. I tried to warn them as a native of both servers, but they wouldn't listen. 90% of them got wrekt
  19. Panthro is the best. Mayson and I were talking about him the other day.
  20. I've ranted a lot about this in the past: I think whether or not "full loot" is a good thing is highly dependent on other systems present in the game,. On the gradient of full loot to no loot there are two axes you need to follow. 1. How valuable, central, and/or difficult to achieve is "gear" 2. What is the appropriate risk for PvP. As you can imagine both of these things meet in the center somewhere and are closely correlated. If gear is highly generic to the point where it's almost "manufactured" and doled out to the troops. losing it isn't that big of a deal. In a system like this I tend to be more ok with full loot. If there is a wide range of gear tiers or custom crafted items have a very high ceiling in their value then I tend to be more concerned about a full-loot system. This will discourage people with the best gear to use it, and will allow the best players to consolidate wealth and power at a highly increased rate (don't get your panties in a bunch SBers; there is a lot of reasons why this is bad for all of us). Aside from a general dislike I have with "gear-based" games or games where the pursuit of shinies is the sole motivation for playing (it drives all sorts of toxic behavior in people and general brings out the worst in us and our guilds from what I've seen), I have concerns about the two axes not being managed properly. The gear needs to be valuable enough for the winner of a fight to get something out of it, yet not so valuable that it ends up being horded or lies in the hands of a select few l33t PvPers. And if that system is the system we want we need to limit the advantage it gives you in combat. I'm not exactly sure how to solve this problem from a design standpoint, but in my mind I want a couple of things from the gear system. 1. I want the best gear to come from crafters. 2. I want gear that is diverse enough in it's stats to allow players a very high degree of customization (Going against those religious zealots we stacked holy resistance gear tonight! or put on your dex gear bros) 3. I want gear to break and decay over time. (creates an economy sink to help with inflation) So one thing about NOT having full loot and only dropping inventories is in a way you can increase the logical cap of how strong gear can be without a ton of adverse effects in the game. This does a lot of great things for crafters (potentially makes them more valuable) and adds levels to guild "advancement" in the area of gear. I need to think about this before and clean out the cobwebs, but I think a key takeaway here is that whether to have "full loot" or "partial loot" or whatever is a decision with pretty far-reaching implications. A lot of hardcore PvPers don't realize that in some cases systems like full-loot can actually take away from the experience you want to have. Ultimately you want to motivate people to fight and challenge each other as much as possible. If the loot systems dissuades people from that it could be problematic. This is actually why most MMO players freak at the idea of full-loot, because they're superimposing their current experience in gear-based MMO's on top of that system. Gear in WoW and gear in Shadowbane are two completely different things.
  21. On the issue of crit chance, What are your guys general design thoughts on this. SB did not have this (oh god is my memory that bad? Correct me if I'm wrong). I love the idea of damage ranges because it adds a realistic element of unpredictability that is still knowable, but to me all crits add, especially in PvP games, is a pure RNG element that creates wierd edge cases. To me the negative impact those edge cases have on gameplay is not worth the satisfaction + that you get when you actually crit someone. I know every MMO has crit nowadays, but I'd really like to hear this discussed, because it's the kind of thing I hate about modern games and don't understand the purpose outside of the "I feel awesome" aspect of it.
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