01-22-2020, 12:00 AM
(This post was last modified: 01-22-2020, 12:34 AM by DreamWeaver.)
Wow...Brian.....Gggggggggggggggggggggggggggghhhhhhhhhhhhhhhhhhhh!
Kill off the Gift!!!
Ok let me point out a number of points:
a) Davin has already stated, that he is not going to include the Hospital city building within the game.
b) The Serkeanar do not exist in this version of his Midgard
c) Being a Traditionalist, the Gift before Zan were both Construction and Healing, Zan changed that. My description redesign gave back to the Gift the Healing skills. If the Gift are gone then there would be no current Healing ability within the game.
d) The Gift building bonus was based on some God gift of Faith as it was explained to me by Zan, being a former Gift #3 senior. Having the Getham somehow gain that would be wrong, as any clan that has retainers within Unit #0 gain a 2x bonus. So what would the Getham then gain? At game start the Skill system will not yet be in place so what would then be the bonus?
e) The Getham the game's money bankers, shop keepers, would now also be the city builders too. Oh exciting, I can see the lines forming now to staff that faction out now. It might work, but you would need to expand of that a bit more.
f) Not everyone in this game wants to play Combat junkies, some players like to do other things that don't fit into the Old Games Midgard Wars. Brian the reason why the Cymru were so successful, was because 16+ players walked away from the Gift and Boda and went south. We had 16 active players and like 36+ active Cymru declared clans within Kalmar. These same players also played: Buccaneers, SOA, Seakings Barbarians, Skelt Barbarians, and we were (2) Cycles away from standing up another new religion "Seekers of Faith" - based on worship of the Old Gods which Moorlock was one of them. (Moorlock was one of the Old Gods and he was the God of Knowledge). In the next two versions these same players aided in standing up the Seekers of Knowledge, that were based with Kalmar and southern Midgard. We were also extremely close to bringing live the religion of The Cult of the Dark One (The Dark One was Moorlock). Then there were those of us that were also trying to bring live the Bandits as a faction.
g) Davin does not plan on having Barbarians, Bandits, Pirates, Heretics, and B&F as live PC factions in the beginning of the game. They might show up as NPC clans to hunt down, but not active factions with abilities.
h) The Skill system will not be in place at the beginning of game play.
I) The Naval systems play will not be in place at the beginning of game play.
j) Davin has stated that most cities will be ruins and very few will be declared to a faction. It will be almost a total rebuild for these many population centers. We have even started talking about what makes up an: village, town, or city.
Kill off the Gift!!!
Ok let me point out a number of points:
a) Davin has already stated, that he is not going to include the Hospital city building within the game.
b) The Serkeanar do not exist in this version of his Midgard
c) Being a Traditionalist, the Gift before Zan were both Construction and Healing, Zan changed that. My description redesign gave back to the Gift the Healing skills. If the Gift are gone then there would be no current Healing ability within the game.
d) The Gift building bonus was based on some God gift of Faith as it was explained to me by Zan, being a former Gift #3 senior. Having the Getham somehow gain that would be wrong, as any clan that has retainers within Unit #0 gain a 2x bonus. So what would the Getham then gain? At game start the Skill system will not yet be in place so what would then be the bonus?
e) The Getham the game's money bankers, shop keepers, would now also be the city builders too. Oh exciting, I can see the lines forming now to staff that faction out now. It might work, but you would need to expand of that a bit more.
f) Not everyone in this game wants to play Combat junkies, some players like to do other things that don't fit into the Old Games Midgard Wars. Brian the reason why the Cymru were so successful, was because 16+ players walked away from the Gift and Boda and went south. We had 16 active players and like 36+ active Cymru declared clans within Kalmar. These same players also played: Buccaneers, SOA, Seakings Barbarians, Skelt Barbarians, and we were (2) Cycles away from standing up another new religion "Seekers of Faith" - based on worship of the Old Gods which Moorlock was one of them. (Moorlock was one of the Old Gods and he was the God of Knowledge). In the next two versions these same players aided in standing up the Seekers of Knowledge, that were based with Kalmar and southern Midgard. We were also extremely close to bringing live the religion of The Cult of the Dark One (The Dark One was Moorlock). Then there were those of us that were also trying to bring live the Bandits as a faction.
g) Davin does not plan on having Barbarians, Bandits, Pirates, Heretics, and B&F as live PC factions in the beginning of the game. They might show up as NPC clans to hunt down, but not active factions with abilities.
h) The Skill system will not be in place at the beginning of game play.
I) The Naval systems play will not be in place at the beginning of game play.
j) Davin has stated that most cities will be ruins and very few will be declared to a faction. It will be almost a total rebuild for these many population centers. We have even started talking about what makes up an: village, town, or city.
Brother to Brother, for one and all. United we stand, and divided others will fall. Hear my call, and take up your arms with me as we bring Justice to all.
Father Morpheus's theme music
Father Morpheus's theme music