Fade
Newbie
Overall Feedback on the 2.1 system changes.
I can certainly appreciate the time and work that went into the creation of this package. In that, I think those that worked on it deserve some thanks for the effort put in to present this to the player base.
That said, I think these changes, as a package, are not for me. They change too much of the game, fixing perceived problems without addressing what I perceive to be the root of many of the issues: Rapid Build and Magic Item bloat and extreme level disparity
I say this as a Larper who has been playing since 1998, in both Nero and in Alliance, and have staffed at both for many consecutive years as both Monster Marshal and Head Plot. I would hope that a couple of decades on common ground gives me some weight to speak on the subject.
I will also admit that I do not have all the answers, but I will say that this package does not contain what I’m looking for in terms of expanding the game.
There are some positive things to come out of this. The potential of Disintegrate becoming a spell. Lifestyle is a fun idea and has some potential, and Ritual Talismans are cool, as they get away from the Ritual always being a flat piece of paper with a Greek alphabet font.
Sorcerer I can take or leave. I played a dual school Templar back in the day, so winging about dual school costing too much is kinda lost on me, especially with the extreme build levels and ability to pay/no play in Alliance to accumulate build abnormally rapidly.
As for crafting, I think it missed the mark of being.. well, crafting. Almost everything available in the new crafting section of the package has to do with combat effects. If I were to play a crafter, I’m not sure what help all these combat effects would do for me. What I was hoping for was to take the existing production and build off of what we had.
Want a firebomb for alchemy? Mix 3 intoxicates and this alchemical solvent. Want a potion that can stop a lycanthropic curse? Mix up this Cure Disease and Purify quick before moonrise. But I digress off the point.
The changes to how crafting works in this is a fundamental change to the game I am not comfortable with, either from a player or a staff perspective.
That said, what remedy is there for those who feel as I do? Are we simply overruled? Is there more discussion to be had? Can there be a counter-proposal that is taken just as seriously as this is?
Is “Alliance Classic” an option?
While most people have been cordial in the discussions about this, and I am thankful for the clarifications, the recurring theme is “Yes we know, and we’re keeping it.”
If this is to be pushed through as is, then what is the point of asking for feedback?
I am not attempting hostility, but with no recourse other than “play something else,” I feel passionately about how this is going.
I can certainly appreciate the time and work that went into the creation of this package. In that, I think those that worked on it deserve some thanks for the effort put in to present this to the player base.
That said, I think these changes, as a package, are not for me. They change too much of the game, fixing perceived problems without addressing what I perceive to be the root of many of the issues: Rapid Build and Magic Item bloat and extreme level disparity
I say this as a Larper who has been playing since 1998, in both Nero and in Alliance, and have staffed at both for many consecutive years as both Monster Marshal and Head Plot. I would hope that a couple of decades on common ground gives me some weight to speak on the subject.
I will also admit that I do not have all the answers, but I will say that this package does not contain what I’m looking for in terms of expanding the game.
There are some positive things to come out of this. The potential of Disintegrate becoming a spell. Lifestyle is a fun idea and has some potential, and Ritual Talismans are cool, as they get away from the Ritual always being a flat piece of paper with a Greek alphabet font.
Sorcerer I can take or leave. I played a dual school Templar back in the day, so winging about dual school costing too much is kinda lost on me, especially with the extreme build levels and ability to pay/no play in Alliance to accumulate build abnormally rapidly.
As for crafting, I think it missed the mark of being.. well, crafting. Almost everything available in the new crafting section of the package has to do with combat effects. If I were to play a crafter, I’m not sure what help all these combat effects would do for me. What I was hoping for was to take the existing production and build off of what we had.
Want a firebomb for alchemy? Mix 3 intoxicates and this alchemical solvent. Want a potion that can stop a lycanthropic curse? Mix up this Cure Disease and Purify quick before moonrise. But I digress off the point.
The changes to how crafting works in this is a fundamental change to the game I am not comfortable with, either from a player or a staff perspective.
That said, what remedy is there for those who feel as I do? Are we simply overruled? Is there more discussion to be had? Can there be a counter-proposal that is taken just as seriously as this is?
Is “Alliance Classic” an option?
While most people have been cordial in the discussions about this, and I am thankful for the clarifications, the recurring theme is “Yes we know, and we’re keeping it.”
If this is to be pushed through as is, then what is the point of asking for feedback?
I am not attempting hostility, but with no recourse other than “play something else,” I feel passionately about how this is going.