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+  Solace MUD Official Forum
|-+  Solace Development
| |-+  Ideas
| | |-+  Clanhalls locations
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Author Topic: Clanhalls locations  (Read 13817 times)
Lirion
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« Reply #20 on: January 09, 2008, 05:59:07 pm »

Matthew, I understand you.
But I am not interesting to have more ways to move near main Guardian.
Just some unprotected rooms before sentinel.  Cry I want so much....

I just can explain this locations of clanhalls like -
If we have 2x2 PK. Any newbie can reraid sentinel... EASY!
But you must be very, very fast, very skilled and vey protected to try
raid Cobar.... 2x2 PK....
Seems no difference, but this small thing like place are will deside how much your chances to stay alive.

Well. I belive it makes me stronger. Its like academy for PK - "Find the way to Cobar and good luck to you". You have low chances for reraid, but good chances to start move realy fast.
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omledufromage
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See you space cowboy...


« Reply #21 on: January 09, 2008, 06:26:35 pm »


I just can explain this locations of clanhalls like -
If we have 2x2 PK. Any newbie can reraid sentinel... EASY!
But you must be very, very fast, very skilled and vey protected to try
raid Cobar.... 2x2 PK....
Seems no difference, but this small thing like place are will deside how much your chances to stay alive.


Well... I think that depends a lot on the players and classes... if there is no ranger in cobar, you can hide quite easily in middle of the plains. And if there is no priest to heal the horseman also reraid can come easily. If there is priest for Guardians, reraid against Guardians also becomes quite difficult.
Or you forget the time Adelin was Counsellor? Guardians reraided Cobar quite easily, especially when Adelin and Menuoki were there.

And well... about the academy for PK... everyones been there already... I personally became quite fast because I always made classes that didn't have healing, word of recall, summon, or anything of the sort. Consequence is, I had to move my butt very quick to run while blinded back from whereever I was to Palanthas and heal myself.  Grin Or even I had to move very fast to hunt people down. I myself think you shouldn't consider it a disadvantage that you have to face these conditions, it will make you better in PK no matter what happens now. To ask for these conditions to cease to exist is, in fact, to condemn part of the game. The fleeing/hunting part!!! Which is why rangers are so cool!!!  Grin Which is great part of usefullness from clerics of Morgion and their damn fatigue!!! Grin Which makes gate so usefull!!!
Ok, ok, I over-react a little... but I can't help it  Tongue
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c'mon, just relax and try to imagine that you're just a letters on the screens of other people Grin
Caleb
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« Reply #22 on: January 10, 2008, 12:19:45 am »

In regards to Guardian clan hall: (My personal opinion, not statement of immortal final decision) - I feel that this clan hall adds an interesting change to the situation of clan wars. It is unique way to reraid, raid, and defend. I feel that small differences such as this are good for Solace, and any other game too. Hence, you won't see my hands moving Guardian clan hall anytime soon.

As for the cobar.... I'll use this opportunity to inform players of a proposal currently running through the immortals: We are deciding whether we should rearrange solace's areas to be more similar to the actual dragonlance world. In fact, this would require only a few major changes, and then a number of smaller minor changes. Immortals are currently reviewing the new proposed map. If it passes this stage, the immortals will show a map to players, and hold an official poll on the forum.
What will this mean for the cobar? Cobar will still be "in the wild" (attached to Khalkhist plains), but they will be easier to walk to.
What will this mean for the world as a whole? It will be more spread out, but it will be easier to access everything.

This is not an official decision-making thread; however, please present your thoughts on our idea. Or even present ideas of moves that are not related to a real dragonlance map.
(but keep in mind, immortals are at an early stage in discussion, and we may never decide to follow through with this rearrangement)

Please Discuss!




Please read the above comment made by Tanis, and give your opinion on whether you are for or against this!
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Matthew
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« Reply #23 on: January 10, 2008, 12:56:00 am »

Do it, do it, do it, do it, do it, do it, doitdoitdoitdoitdoitdoitdoitdoitdoitdoitdoitdoit!

Also adjust for a proper timeline. Age of Mortals is cool and all but Heretics (the most useless wrong clan for so many reasons) do not belong. The tower should not be a clan, but a required step in every mages life, and every mage that is not a member past certain rank should be hunted by members... The world should be about elves, dwarves, and humans etc, and less about good or evil. Hence earlier suggestion for elf and dwarf clans...
« Last Edit: January 10, 2008, 01:00:50 am by Matthew » Logged

I don't want it back. You can never get rid of the smell, you know. Besides, that dagger was Flint's!
Tanis Half-Elven
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« Reply #24 on: January 10, 2008, 01:46:54 am »

adjust for a proper timeline.

As much as I'd love to do this, it's almost impossible. Our areas are from all across time. Sadly, I doubt that solace will ever have a chance to have a proper timeline.

The world should be about elves, dwarves, and humans etc, and less about good or evil. Hence earlier suggestion for elf and dwarf clans...

Although racial disputes are important in dragonlance, we should not disregard the battle between good and evil so easily. A primary focus of the dragonlance world is to maintain balance between the alignments, also, the majority of pivotal moments in dragonlance history were wars between good and evil.
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