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Changes to cabals
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Davairus
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Joined: 16 Jan 2004
Posts: 10351
Location: 0x0000

PostPosted: Sun Jun 19, 2005 3:25 am    Post subject: Changes to cabals

Since we can't improve individual cabals without running into the same repeated problems inherent to every single one of them (warriors inferior since can't locate, cabals frequently ending up led by chicken word-of-recall-and-cure clerics that nobody kills, countless indecisive standoffs, etc etc) I made some more effective changes to the general cabal picture.

Quote:
'CABALS'

Cabals are organizations that are dedicated to a cause. People join cabals
because the philosophy of the cabal coincides with theirs. Cabals offer
protection and power. Joining a cabal is a life-time commitment, leaving
a cabal causes permanent damage to your health.

The cabals in existence are as follows:
Justice, Upholders of Law [JUSTICE]
Knights of Valour [KNIGHT]
Legion of Darkness [LEGION]
Warlords, Masters of War [WARLORD]

Cabals have a sacred item that is located in the cabal hideout.
The cabal item is what gives the members of the cabal their powers. Cabals
whose item is given to another cabal's keeper will lose their powers.
The item must be returned to the cabal's own keeper to restore them.
Beware while holding an item, you are unable to hide or use transport
spells, and everybody is able to harm you without reproach.

Cabals might not be for everyone; there are rules and politics involved
that often lead to bloodshed with other cabals. People who wish not to
join cabals are independent and do not have to deal with cabal politics.
There is a limit of one cabal application per player.

You must roleplay well and uphold the beliefs of a cabal to get in, and
from then on to remain in it. Failure to do so is grounds for uninduction.

Related helpfiles-
Cabals with items: 'KNIGHT' 'LEGION' 'JUSTICE' 'WARLORD'
Cabal subordinates: 'NOBLE' 'PROTECTED' 'DEPUTY' 'HERALD'
Basic cabal rules: 'CABAL CONDUCT'
General cabal warfare: 'TRACE ITEM' 'RETRIEVE' 'SURVEILLANCE'
General cabal skills: 'CONFINEMENT' 'SEARCH' 'HENCHMEN'


As you can see, there is no mention of hometown relation in the main help cabal file. This is since hometowns are how subordinate organisations connect with their patriarch cabals. At this point there's simply not enough impact on hometowns (other than from Justice) to explicitly state in help cabal that they are cabal related, and it shall probably stay that way.

Quote:
'TRACE ITEM'

The trace item ability will give you the location of your cabal item. It
will work regardless of whether your cabal still has its powers, from
anywhere in the realms.


Its a simple command, you type 'trace' and you get your item location.

Quote:
'RETRIEVE'
Syntax: retrieve

Use the RETRIEVE command to take your cabal item out of the enemy's cabal
altar. Retrieve only works if the enemy cabal guardian is dead. Note that
your powers will not be restored until you have returned your item to your
own altar room and given it to your keeper.

See also: 'TRACE ITEM'


I was expecting some controversy around this command. I have made it simpler to retrieve cabal items from altars because the guardian had to be done in without your cabal skills. Also, I've experienced a lot of confusion from people in cabals with respect to how to return their item, especially new players to cabals. This is deliberately simple.

Quote:
'CONFINEMENT'
Syntax: confine <target>

Raiding an enemy cabal is a calculated risk, that must be responded to by
all available members of the opposing cabal. The "confinement" ability
allows a cabal member to ensure that once battle has begun in a cabal, it
stays there. Once confined, both the member and his prey are limited to the
cabal area, each being unable to leave until the other has been killed.
Only one confinement can be made per member, upon people he may actually
harm, and only within his own cabal grounds.

Confinements cannot be placed by cabals that have recently stolen an
enemy cabal's item of power.

Further help available on: 'CABAL ITEM', 'SURVEILLANCE'


This is a DEFENSIVE ability, you can't confine someone who is retrieving their item, so don't bother trying to set up confinement traps with people's cabal items. It will not work, even if youve dropped their item on the ground some place instead of in your altar. It is meant to be used on raiders to protect the cabal guardian (by keeping them out of its room).

Quote:
'SURVEILLANCE'
Syntax: automatic

Capturing an enemy cabal item is an accomplishment that comes not without
reward. Once the enemy item has been secured within your altar, the item
will be rendered dormant, leaving the enemy cabal powerless.

At this point the enemy cabal should be gearing to recapture their
item. Even if this is not the case, they will still be held under
surveillance while the cabal item is in your altar. The cabal guardian
will periodically report the locations of the enemy cabal's members.

Further help available on: 'CABAL ITEM', 'CONFINEMENT'


This is the reward for stealing a cabal item, and you'll notice that it deals especially well with a pussy that just hides instead of retrieves. If your item is gone, you might as well try to get it, because they'll be looking for you to kick your ass once its been secured anyway.

Quote:
'SEARCH'

The search ability allows a caballed player to search his clan hall rooms
for intruders he cannot detect through magical means, such as hiding
thieves. If discovered, the enemy will be brought out of hiding.


This is for IN pk intruders, so that a thief can't make a monkey out of you on your own cabal grounds. The idea is you know your own cabal well enough to check every hiding place. It does lag though. This also makes it unnecessary to worry about fireballing your own shoppies.

Quote:
'HENCHMEN'
Syntax: henchman (to call a henchman)
Syntax: evict (to order a henchman to attack intruders)

Cabals employ henchmen to help them defend their turf. Nobody can raid a
cabal without expecting to deal with these burly guards at the very least.
The henchmen are not full-fledged hirelings - they do not rescue their
master, and they do not leave the cabal zone.

The only use for a henchman is to evict out of range intruders from the
cabal. When prompted, the henchman will attack fiercely in its attempt
to convince the intruder to leave. Henchmen do not attack if the enemy
is in range of the player that owns them.


This is used on OUT OF PK raiders. It means you can stop a level 35 or whatever from raiding your cabal for the item out of harms range. It would also engage out of pk retrievers. Probably your number one reason for ranking quickly to 50 with your cabal character.

Justice doesnt use henchmen - it has special guards. The special guards behave the same as henchman, but they can leave the cabal, and arent restricted from attacking WANTED or BOUNTIED players, anywhere.

----------------------------------
Smaller addtions:

- can't recall at cabal guardians (forces a flee so you can attempt to confine invaders)
- cabal guardians have quite a bit less hp so that they're not immortal (its no longer a meat shield to hide behind, it WILL need help)
- cabal powers stay GONE until you actually return your item
- pk adrenaline when your guardian is attacked by people in pk
- no exp gain if your powers have been drained
- damnation if you quit with item gone

I expect to see a higher turnover of cabal items being taken and retrieved, and I expect to see more dead level 50s.


Last edited by Davairus on Mon Jun 20, 2005 12:48 pm; edited 3 times in total
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Ace High



Joined: 28 Mar 2004
Posts: 159
Location: Florida

PostPosted: Sun Jun 19, 2005 4:14 am    Post subject: Re: Changes to cabals

Davairus wrote:

I expect to see a higher turnover of cabal items being taken and retrieved, and I expect to see more dead level 50s.


Ehh, I think I die enough to make up for those 50s that don't. Rolling Eyes
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Trillian



Joined: 05 Nov 2004
Posts: 324
Location: 127.0.0.1

PostPosted: Sun Jun 19, 2005 4:21 am    Post subject:

very nice shakeup davairus... very nice.
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Davairus
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Joined: 16 Jan 2004
Posts: 10351
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PostPosted: Sun Jun 19, 2005 4:25 am    Post subject:

Couple updates adding to the "additon" section.

Post grievances with the system here, and I will address your grievance either here or in game. Please do not use this thread to complain about INDIVIDUAL cabals - I am aware of issues with that, but I am dealing with the bigger picture at this point. Remember, we still have a way to go with this. It is a work in progress that's good enough to be open, that is all I am comfortable saying until time has revealed the oversights.
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Amdorin



Joined: 16 Jan 2004
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Location: No matter how much a failure, no life is worthless. You can always serve as a bad example.

PostPosted: Mon Jun 20, 2005 3:36 am    Post subject:

From initial reaction, seems clerics will own confinement.
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Davairus
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PostPosted: Mon Jun 20, 2005 4:27 am    Post subject:

The small area space doesn't give them the freedom to flee around and cure like shit. And since the cabal is no-regen, they definitely can't do their tick catching game.
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Davairus
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Joined: 16 Jan 2004
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PostPosted: Mon Jun 20, 2005 12:48 pm    Post subject:

two new additions, search and henchmen. oh yeah and confinement stops clerics using word of recall too, which saves their ass a lot normally.
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Hilemal



Joined: 22 Nov 2004
Posts: 71

PostPosted: Tue Jun 21, 2005 7:28 am    Post subject:

Quote:
confinement stops clerics using word of recall too, which saves their ass a lot normally.


Because other classes can't just quaff recall? Not to mention, with the changes to shamans in particular, fighting in a small closed space is a death sentence.
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Davairus
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Joined: 16 Jan 2004
Posts: 10351
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PostPosted: Tue Jun 21, 2005 8:32 am    Post subject:

Word is a big spelll Hilemal, thats why a lot of people bother to get it mastered.

1) You can't quaff recall in combat without dicking over your weapons
2) recalls cost 3000 gold not 5 mana

Fighting in small space has always been death sentence for people that depend on things like out of combat actions (like spam cure critical) and ticks.


Last edited by Davairus on Tue Jun 21, 2005 8:35 am; edited 1 time in total
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Trillian



Joined: 05 Nov 2004
Posts: 324
Location: 127.0.0.1

PostPosted: Tue Jun 21, 2005 8:35 am    Post subject:

Clerics are greatly weakened in a smaller area. The two-round attack on murder makes fleeing/curing against a warrior-esque class nearly impossible. Assuming 5 attacks in the initial round, and assuming 2-3 hit for mauls (possibly higher), the damage intake is greater cure's output. So, as a cleric in confined spaces, you're basically forced to outdamage the opponent.. not the easiest thing in the world to do.
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Phostan
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Joined: 08 Mar 2004
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PostPosted: Tue Jun 21, 2005 12:48 pm    Post subject:

Murder is one round lag, not two. Five attacks going through is bloody rare, even if you're dual wielding and have second and third and fourth attack mastered, and even if murder gives you double the attacks. But yes, shamans get owned with confinement. Healers? They have divine retribution, I imagine they tend to do a bit better.
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Davairus
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PostPosted: Tue Jun 21, 2005 8:43 pm    Post subject:

Well it would be nice if you could see more of the implications of the system than just "clerics suck now". But yeah I'm aware of clerics not doing well confined. Clerics are best used to support a raid not solo one.
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Burzuk
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Joined: 20 Jan 2004
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PostPosted: Tue Jun 21, 2005 10:57 pm    Post subject:

Numerically speaking, high-wis shamans (human) fare the best confined and solo due to long weapon ward duration and fairly good defenses and casting. Duergars are good vs paladins and other spellcaster due to magic resist, but are vulnerable to wards dropping during combat and aren't great casters. Drows are great casters but need either room to maneuver and regen due to low staying power, or preferably a tank. Fires are the best shaman tanks, but don't have the casting power for the long fight. In other words:

Human = all around
Duergar = anti-magic tank
Fire = anti-physical tank
Drow = casting support

On the good-aligned side of the equation, both dwarf and human make pretty good solo healers, with dwarves trading anti-magic and physical staying power (both high hp and high shield block) against the human's improved mana base and mana regen. Storms and elves are pretty similar in roles to their fire and drow shaman counterparts, while avians and halflngs are a little odd as clerics from a numbers standpoint.

Not all clerical types will be as equally-suited for solo play as others. You'll have to learn to leverage your strengths to compensate for your weaknesses.
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Hrash



Joined: 02 Feb 2004
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PostPosted: Wed Jun 22, 2005 1:51 am    Post subject:

ie No more solo killing. GANGBANG! GANGBANG!


:)
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Trillian



Joined: 05 Nov 2004
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PostPosted: Wed Jun 22, 2005 3:24 am    Post subject:

I smell a comeback from hrash..
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Davairus
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Joined: 16 Jan 2004
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PostPosted: Thu Jun 23, 2005 3:29 am    Post subject:

Update: giving cabal items to somebody else's cabal than your own no longer works. You're meant to be capturing them for your own cabal.
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Davairus
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PostPosted: Thu Jun 23, 2005 11:29 am    Post subject:

Update: "possession" command is back working. Has some new features for cabal characters, namely showing where your item is and what items your cabal has captured.
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jaran
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Joined: 07 Feb 2004
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PostPosted: Thu Jun 23, 2005 10:00 pm    Post subject:

Just realised that I should have put my post about the cabal's in this thread, apologies for that - please feel free to move it.
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Davairus
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PostPosted: Mon Jul 04, 2005 10:49 pm    Post subject:

Update: cabals will now apply their flags on those who captured their items. Capturing the Knight item will incur an outlaw, Legion a contract, the Justice a WANTED and Warlord a deathmark. In order to capture an item you must have the resolve to deal withthe flags they will bring you.

These flags apply AUTO, nobody needs to be online to give them.
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Davairus
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PostPosted: Tue Aug 02, 2005 1:41 am    Post subject:

Update:

As of now, if your cabal has captured an item, you must remain in the realms to maintain your possession of the item. Once the last member of your cabal has departed, a countdown begins. The captured item will eventually be returned to its altar. This is compensation for cabals being raided with no opposition - you are still welcome to do that, but stay present to keep it.

Walkthrough
- Justice raids Legion, takes the item and secures it.
- The Legions die, leaves. The item stays secured.
- The last Justice finally leaves. A countdown begins.
- A Legion arrives. The countdown keeps going.
- Countdown ends. Item returns to Legion.

This is not intended to alleviate the taking of cabal items, only to do something about items remaining where they are with nobody around to control them.
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