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This is a temporary sub-forum for the discussion of 'Towers of Midnight' only. The threads in this forums MAY and MOST LIKELY WILL CONTAIN SPOILERS! If you have not read the new book, you probably do NOT want to read these topics.

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 Post subject: The Topic You All Wanted: In Game Consequences of Book 12!
PostPosted: October 30th, 2009, 12:58 am 
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Joined: August 28th, 2006, 1:42 pm
Posts: 676
As I couldn't fit it in the title:

SPOILERS







Are there gonna be any in game consequences of book 12?!

I'm hoping we see some changes in our own Randland due to this book (Bloodknives?! To'Raken being more badass then raken?! Elaida gone/Sheriam Gone!? Seanchan raid on TV (Division in the Tower! (Book 12 Has shown that the Tower isn't as badass as it thought it was, btw)) etc.

Any ones you care to see in game?


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 Post subject: Re: The Topic You All Wanted: In Game Consequences of Book 12!
PostPosted: October 30th, 2009, 8:44 am 
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Joined: September 3rd, 2000, 11:44 am
Posts: 1057
Well, Cadsuane's blinding trick justifies Blind I guess. Balls of light in front of someone's eyes make more sense.

I've only read like 100 pages so far though.


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 Post subject: Re: The Topic You All Wanted: In Game Consequences of Book 12!
PostPosted: October 30th, 2009, 11:34 am 
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Joined: June 5th, 2009, 4:41 pm
Posts: 1352
well as the current timeline of wotmud is between book 2-5, i doubt much will change

only prob with making "bloodknives" an SS remort, is that it will encourage more fleebie stabbers, which honestly this game needs less of, its the least fun setup to pk against 9/10 times, however if we could give thems something to make them powerful, maybe they wouldnt be so fleebie..

just a few ideas to throw out there that could be fun to play with:

perhaps night vision? as they work best at nighttime? make them similar to an SS WB

maybe they get like automatic hide in each room, no mvs lost for hiding, but they lose 5ish hps per tic, (regen would give them 15ish, so basically they get lowered regen). that would make them super effective in stabwars though, as they wouldnt have to put in the command to hide.

how bout mobs dont aggroe them, letting them walk around cities for assasinations more easily, (mobs would still assist against them of course)

heck i think something simple, like automatic 99% hide (or maybe sneak, or even sblades) without costing pracs would be a pretty sweet bonus (withough being too OP) for a remort

hehe if you loot their ring, u get poisoned and lose hps per command :P like a DS cloak

increased dmg vs channies? as they are mostly vs marath-damane, or maybe their clan issued items lowers dmg of weaves directed towards them? (who knows what else that ring ter'angreal can do)


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 Post subject: Re: The Topic You All Wanted: In Game Consequences of Book 12!
PostPosted: October 30th, 2009, 3:16 pm 
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Joined: January 31st, 2007, 10:51 pm
Posts: 696
I wouldnt use even one of those ideas.


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 Post subject: Re: The Topic You All Wanted: In Game Consequences of Book 12!
PostPosted: November 1st, 2009, 11:00 pm 
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Joined: August 20th, 2004, 9:50 am
Posts: 157
that's because you're closed minded, and all you see is that it's something that you would have to fight against.


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 Post subject: Re: The Topic You All Wanted: In Game Consequences of Book 12!
PostPosted: November 3rd, 2009, 6:42 pm 
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Joined: August 30th, 2009, 12:50 pm
Posts: 201
Problem with bloodknives is that when they activate ring... they start dying... so if they where put in game they should get massive boost and kewl ablilties buy every tic lose like 5 hps.


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 Post subject: Re: The Topic You All Wanted: In Game Consequences of Book 12!
PostPosted: November 3rd, 2009, 8:18 pm 
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Joined: April 10th, 2006, 4:37 pm
Posts: 1353
I dont think bloodknives fit in with a light following culture at all. And the series is way too far along to be implimenting anything from the newest book imo.


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 Post subject: Re: The Topic You All Wanted: In Game Consequences of Book 12!
PostPosted: November 30th, 2009, 9:13 pm 
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Joined: January 16th, 2002, 1:54 pm
Posts: 129
Bloodknives would be interesting... like a "berserk" stabber (but with a better hit chance), perhaps that loses 1 hp per tick, and this can't be turned off.

So, you have the opportunity to get good gear, but you know you're going to die eventually, though perhaps a cure poison weave could reverse this - but who would allow such a thing upon themselves while being Seanchan?


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 Post subject: Re: The Topic You All Wanted: In Game Consequences of Book 12!
PostPosted: December 7th, 2009, 4:06 pm 
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Joined: January 3rd, 2005, 4:35 pm
Posts: 565
Hoard cure poison cups!


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 Post subject: Re: The Topic You All Wanted: In Game Consequences of Book 12!
PostPosted: December 15th, 2009, 10:53 pm 
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Joined: January 16th, 2002, 1:54 pm
Posts: 129
Cure poison shouldn't work for them.


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 Post subject: Re: The Topic You All Wanted: In Game Consequences of Book 1
PostPosted: December 2nd, 2010, 6:51 pm 
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Joined: January 18th, 2007, 8:21 am
Posts: 785
just sayin
perrin's club- new unique.
maul with decent ob
that's all i want!


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 Post subject: Re: The Topic You All Wanted: In Game Consequences of Book 1
PostPosted: December 2nd, 2010, 6:55 pm 
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Joined: October 17th, 2005, 1:19 pm
Posts: 2487
I wonder if CoL will let their members play around with a bit of new and interesting RP with how Galad is leading them, and how we are learning more about the Way of the Light handbook.

Galad says the book never claims the Power is evil, just that it corrupts.


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 Post subject: Re: The Topic You All Wanted: In Game Consequences of Book 1
PostPosted: December 2nd, 2010, 11:43 pm 
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Joined: January 26th, 2006, 2:13 pm
Posts: 189
Aira doesn't have a tv warrant and has preached at Tower Square, so did Varela. *oL rp has differed from the books many times over the years. I have fought alongside Tower members against the dark and ss.


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 Post subject: Re: The Topic You All Wanted: In Game Consequences of Book 1
PostPosted: December 3rd, 2010, 6:46 pm 
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Joined: December 26th, 2005, 7:54 pm
Posts: 1110
Mantorok wrote:
I wonder if CoL will let their members play around with a bit of new and interesting RP with how Galad is leading them, and how we are learning more about the Way of the Light handbook.

Galad says the book never claims the Power is evil, just that it corrupts.


I wrote this 5 years ago:

Quote:
Some of these women serve the dark in the open, women such as Kedelacia or Cenae were once members of the White Tower before they showed whom they served in reality. There will be more to follow, for the power of the Creator is tempting, and the Dark's lure is strong.


Either me and RJ/BS reached the same conclusion independently, or I got copied. :P I'm pretty sure this is the first instance of "the Power tempts" line of thought we've seen from *oL in the books. Galad's CoL are rather like what I figured out all that time ago, and worse, what I've been preaching/rping all that time. Aira is like Galad's CoL avant la lettre. Literally.

Holy crap. :!:

Btw, did anyone see Suffa in the books and thought of the game character? :shock:


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 Post subject: Re: The Topic You All Wanted: In Game Consequences of Book 1
PostPosted: December 9th, 2010, 2:18 am 
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Joined: June 19th, 2008, 10:26 pm
Posts: 52
Cure madness could now be a viable weave, with super high requirements, and Yellow Ajah only (but, coding). Also, it would be cool if sa'angreal were implemented as unique angreal with infinite charges. Say, one white rod for FCs, Callandor for MCs, and one Choedan Kal access key for each gender.

Also, given the average day on Wotmud, it would be more accurate to place the mud timeline in the middle of the Trolloc Wars. I mean, the Dark Side is constantly raiding deep into LS territory, you have Aes Sedai actively fighting on the front lines, and Dreadlords countering them. Just rename some cities and countries, added bonus: no Seanchan Side! :P


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 Post subject: Re: The Topic You All Wanted: In Game Consequences of Book 1
PostPosted: December 9th, 2010, 4:37 am 
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Joined: August 6th, 2006, 2:12 pm
Posts: 1298
Location: DeKalb, IL
Jaden wrote:
Cure madness could now be a viable weave, with super high requirements, and Yellow Ajah only (but, coding). Also, it would be cool if sa'angreal were implemented as unique angreal with infinite charges. Say, one white rod for FCs, Callandor for MCs, and one Choedan Kal access key for each gender.

I approve of these ideas! :D

Of course, you'd have to have something besides Callandor, just because of the RP behind it. But it wouldn't be too hard to come up with something else you could use.


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