ORIGIN

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RE: Almighty

1 - We will not be changing descriptions of areas to reflect groups. Your group gets a pinned information thread in the territory it resides in. It has always been this way.

2 - "While groups may establish territory in a single area, they do not get exclusive rights to that area." Members of a group absolutely can intrude on private threads if the thread directly involves claimed parts of their territory, like dens or the general vicinity in which the group resides; but if the thread is not near the group, and the characters of the thread are simply minding their own business or have nothing to do with the group, then no, it must remain as a "private" thread. Your group might reside in an area of Canis but they do not, would not, be able to take up the entirety of Canis. Compared to other rooms in Origin Cave, it is a small room, but the scale of its caves are massive; and Canis, while "small" is still quite large, and a group of Gembounds would still only take up a portion of it.


Also, "leadership members" are simply leaders of a group. Anybody is free to create a group, they do not have to be "proven and trusted" members of the game. Group leaders become moderators of their group's forum and they are able to accept players into their group and that's it. Nothing beyond that puts them in power or makes them staff, etc. I just want to clarify this because I was unsure why you specified that.



RE: Dark

I really like this idea (from someone who always prefers healers/supports). I think this may just fall under the regular magic path anyway, just someone would have to choose to specialize as a 'mender' but let me think on it and talk to Madison about some ideas. If anything we could at least look at new spells. There was something in the works we had called Feats, so let me talk to Madison a bit, and I'll get back to you later with more information.

Edit: So yes, it would still be a regular part of the magic path, you just would choose to specialize as a healer/mender/etc. as others have done in the past. We can certainly take suggestions for new spells and look to implement those, though! Madison's time is limited at the moment but I will discuss the possible implementation Feats with her (even though you don't really know what Feats are but still, those were gonna be cool so, yeah, I'll see where they are on the board.)
@game master CJ

In the CBox dark and I discussed a possibility of specialization after master level? Like, you’d be able to choose a further vocation after reaching that level and perhaps get a discount or slight bonus roll (or something) on spells relating to that class?

Potential classes other than healer could be;

Warlock, specializes in offensive

Shapeshifter, specializes in transformation

And possibly one that specializes in aesthetics.

Obviously if we did do something like this it’d need a lot of development and streamlining and such but I thought I’d put this forward seeing your response to Dark’s initial suggestion. :D

(Also in response to Feats; I remember feats and I was SO excited for them ;^;)
We definitely still want to do Feats. I spoke with her earlier about them and she does still want to do them.

We only have a handful of Masters and they already get a bonus on rolls. We will never introduce discounts into the shop, especially for higher levels. But as for specializations and customization beyond Master, that's something we can approach. It may be something as simple as claiming an achievement that will show up next to your "Mage/Brawler/Tactician" one and "Master" one to distinguish your character apart from others, and maybe we could add an extra piece to profiles below the level to indicate any specializations.

I'll talk with Madison tomorrow to see what she thinks.
Aaaahhh that’s so exciting!

That makes sense! I was mainly just trying to think of something that would work with the previous suggestion xD
Anything of the sort would be awesome! I think it’s something that could be really interesting if it’s implemented. ^^
Awesome! Re: shop discounts I'd meant more to bring "heal" spells in-line with the cost of when one purchases from their own element (otherwise building a decent "healer" spell list is something like 5k magicka), but really any implementation of the idea would be cool! Thanks for the response :)
I was thinking of some quests that should be made official as a part of the rp. Maybe a quest could be made to find out about what or who used to live in those abandoned structures, and what the carvings on the wall mean. I'm dying to find out about those abandoned structures! These quests would be great to find out about those abandoned structures, and what the carvings on the walls mean, if it hasn't been found out already.
@Apzohra
Although there hasn't been an official quest, there have been threads investigating the carvings. Also, we've concluded that the writing in Canis, at least, is the same kind of runes that appeared during the magicka olympics. Currently, one of my characters is asking the Lorekeeper about this, if you would like to check it out here!
I have an idea. There could be a special floating stone hidden somewhere that can give visions of origin cave's past and all its secrets and history. Perhaps this could lead to a new era in Origin Cave and all gembounds.
@Apzohra
Our Guidebook has a good list of Quests that have happened, one of which was about the Carvings! :)
first on my list: a less evil-sounding fungi specialization. It essentially references Luciferin, which is the chemical that reacts and causes bioluminescence in fireflies, mushrooms, fish, etc.

Illuminator / Beacon

passive effect

Grown plants or fungi have a pulsing glow
character aura

Low-light conditions cause softly-glowing markings to become visible on the character OR A constant, pulsing glow surrounds this character. It is most visible in low-light conditions.
any 3 blossom, reflect, fungal wake, mycelial swarm, propagate, glow, bauble

... and i said first like i had more planned, but i sure don't!

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