Talk:Devonshire Clerics

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Revision as of 14:50, 23 December 2008 (edit)
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One of the key aspects of reworking a guild is to establish the concept behind the guild. This gives cohesion to the guild and sets up its identity, while preventing it from becoming a loose-knit group of rag-tag adventurers with cool powers. Discussions have been carried out between developers, but the main thing I drew from it was that Chaos has a dislike for the term 'Cleric', and there is no real unifying theme behind the guild other than being a rip-off of D&D clerics. One of the key aspects of reworking a guild is to establish the concept behind the guild. This gives cohesion to the guild and sets up its identity, while preventing it from becoming a loose-knit group of rag-tag adventurers with cool powers. Discussions have been carried out between developers, but the main thing I drew from it was that Chaos has a dislike for the term 'Cleric', and there is no real unifying theme behind the guild other than being a rip-off of D&D clerics.
-A trait of LS that seems to span across every porject is that the longer it is on-line, the more it changes and evolves via tiny little tweaks her, small adjustments there, and a few randomly inserted updates. The Clerics are no exception to this. This leads me to my current situation and question. What is the concept of the clerics? Are they spell-casters who derive their powers from the gods, are they holy warriors with certain spell-like abilities, are they predominantly warriors with a few healing spells, or what?--[[User:Bladestorm|Bladestorm]] 14:50, 23 December 2008 (EST)+A trait of LS that seems to span across every project is that the longer it is on-line, the more it changes and evolves via tiny little tweaks her, small adjustments there, and a few randomly inserted updates. The Clerics are no exception to this. This leads me to my current situation and question. What is the concept of the clerics? Are they spell-casters who derive their powers from the gods, are they holy warriors with certain spell-like abilities, are they predominantly warriors with a few healing spells, or what?--[[User:Bladestorm|Bladestorm]] 14:50, 23 December 2008 (EST)
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 +*Clerics should be walking advertisements for their God. Using their God's power to heal the faithful, defend the faith, destroy the enemy and hopefully convert the rest. So, I don't think seperate gods should be within the same guild. I think a cleric-like guild is only suitable for certain gods. Some gods would be more subtle or wouldn't care about such things, etc. Cleric as a term might be suitable for one god, but each religion should have it's own terms. I've been playing Gesus a lot recently, a cleric of Gaia who spends most of his time curing disease and helping defend losthaven. It's kinda fun with the new disease changes. But I shouldn't have the same spell list as a cleric of odin. The gods should be separated and their powers/spells/abilities made more thematic. I don't know which gods fit into Devonshire and Avalon. Are they the gods that were worshiped on Avalon before the Altrian empire brought Yehovah? How do they get along with the Knights? [[User:Fruri|Fruri]] 15:02, 23 December 2008 (EST)

Revision as of 15:02, 23 December 2008

Devonshire is slowly trudging along towards being complete enough to release, and an integral part of that city is the clerics. Since the city is getting recoded, I figured the guild should get recoded as well. I had asked before on the cleric guild board for input, but apparently since Bless no longer grants +200 to everything, the entire guild is useless and no one plays clerics any more (and it seems no one ever bothers to look at the guild boards).

One of the key aspects of reworking a guild is to establish the concept behind the guild. This gives cohesion to the guild and sets up its identity, while preventing it from becoming a loose-knit group of rag-tag adventurers with cool powers. Discussions have been carried out between developers, but the main thing I drew from it was that Chaos has a dislike for the term 'Cleric', and there is no real unifying theme behind the guild other than being a rip-off of D&D clerics.

A trait of LS that seems to span across every project is that the longer it is on-line, the more it changes and evolves via tiny little tweaks her, small adjustments there, and a few randomly inserted updates. The Clerics are no exception to this. This leads me to my current situation and question. What is the concept of the clerics? Are they spell-casters who derive their powers from the gods, are they holy warriors with certain spell-like abilities, are they predominantly warriors with a few healing spells, or what?--Bladestorm 14:50, 23 December 2008 (EST)

  • Clerics should be walking advertisements for their God. Using their God's power to heal the faithful, defend the faith, destroy the enemy and hopefully convert the rest. So, I don't think seperate gods should be within the same guild. I think a cleric-like guild is only suitable for certain gods. Some gods would be more subtle or wouldn't care about such things, etc. Cleric as a term might be suitable for one god, but each religion should have it's own terms. I've been playing Gesus a lot recently, a cleric of Gaia who spends most of his time curing disease and helping defend losthaven. It's kinda fun with the new disease changes. But I shouldn't have the same spell list as a cleric of odin. The gods should be separated and their powers/spells/abilities made more thematic. I don't know which gods fit into Devonshire and Avalon. Are they the gods that were worshiped on Avalon before the Altrian empire brought Yehovah? How do they get along with the Knights? Fruri 15:02, 23 December 2008 (EST)
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