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		<title><![CDATA[Chronicles of Eternia - Suggestions]]></title>
		<link>https://chronicles-of-eternia.com/forum/</link>
		<description><![CDATA[Chronicles of Eternia - https://chronicles-of-eternia.com/forum]]></description>
		<pubDate>Sun, 14 Jun 2026 09:54:17 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Goblin Wilderness Spawn]]></title>
			<link>https://chronicles-of-eternia.com/forum/thread-22224.html</link>
			<pubDate>Sun, 12 Apr 2026 01:22:44 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://chronicles-of-eternia.com/forum/member.php?action=profile&uid=140">Dimmie Dunce</a>]]></dc:creator>
			<guid isPermaLink="false">https://chronicles-of-eternia.com/forum/thread-22224.html</guid>
			<description><![CDATA[Every source I've interacted with has told me that Goblins are currently an unavailable race. Even by RBing.<br />
<br />
Why the goblin hate.<br />
<br />
Did you get sticky fingered for 60k? 140k? I've done that to someone before.<br />
And I did it as an Undead, not a goblin.<br />
<br />
Quit being cowards. Bring back goblins as a public or RB spawn for the wilderness.<br />
I have the right to be green.]]></description>
			<content:encoded><![CDATA[Every source I've interacted with has told me that Goblins are currently an unavailable race. Even by RBing.<br />
<br />
Why the goblin hate.<br />
<br />
Did you get sticky fingered for 60k? 140k? I've done that to someone before.<br />
And I did it as an Undead, not a goblin.<br />
<br />
Quit being cowards. Bring back goblins as a public or RB spawn for the wilderness.<br />
I have the right to be green.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The game deserves attention at some mechanics]]></title>
			<link>https://chronicles-of-eternia.com/forum/thread-22169.html</link>
			<pubDate>Tue, 31 Mar 2026 13:38:58 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://chronicles-of-eternia.com/forum/member.php?action=profile&uid=5962">PostsforIncogs</a>]]></dc:creator>
			<guid isPermaLink="false">https://chronicles-of-eternia.com/forum/thread-22169.html</guid>
			<description><![CDATA[Player: Amoy<br />
<br />
I believe E5 is just around the corner and we’re excited, but I’d like to invite you to consider whether the game is ready to switch to a different battle mode when there are still so many bugs in this one.<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>For example, I was maxing out mana to get DR and discovered that it no longer serves that purpose / is slightly bugged? I’m not sure what the best term is.<br />
<br />
Another example is that veteran players know, but new players don’t, just how MANY spells are bugged and useless. I was using Volcanic Eruption, for instance, but there are countless others in the Unarmed and other trees. This inadvertently leads to a metagame that stifles IC play at the expense of OOC survival.</blockquote>
<br />
‘But let’s change the battle mode; why fix this first?’<br />
For the sake of reliability and credibility. To convey the idea that the developers have meticulous concerns about the system; otherwise, the impression remains that the next system will be just as buggy, and suddenly the idea of making things more balanced becomes hard to believe.<br />
[For an incog post, reach out with a message]]]></description>
			<content:encoded><![CDATA[Player: Amoy<br />
<br />
I believe E5 is just around the corner and we’re excited, but I’d like to invite you to consider whether the game is ready to switch to a different battle mode when there are still so many bugs in this one.<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>For example, I was maxing out mana to get DR and discovered that it no longer serves that purpose / is slightly bugged? I’m not sure what the best term is.<br />
<br />
Another example is that veteran players know, but new players don’t, just how MANY spells are bugged and useless. I was using Volcanic Eruption, for instance, but there are countless others in the Unarmed and other trees. This inadvertently leads to a metagame that stifles IC play at the expense of OOC survival.</blockquote>
<br />
‘But let’s change the battle mode; why fix this first?’<br />
For the sake of reliability and credibility. To convey the idea that the developers have meticulous concerns about the system; otherwise, the impression remains that the next system will be just as buggy, and suddenly the idea of making things more balanced becomes hard to believe.<br />
[For an incog post, reach out with a message]]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Game State.]]></title>
			<link>https://chronicles-of-eternia.com/forum/thread-21536.html</link>
			<pubDate>Fri, 03 Oct 2025 23:07:05 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://chronicles-of-eternia.com/forum/member.php?action=profile&uid=1875">FireStartingSnake</a>]]></dc:creator>
			<guid isPermaLink="false">https://chronicles-of-eternia.com/forum/thread-21536.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align">This topic has been on my mind for quite sometime, and while I do love to RP in this game, the flaws appear to be growing a bit bigger each week. Before I go into each topic I'm not here to offend people, insult anyone or cause problems. This is purely from my perspective, whether I'm right or wrong, these are mostly my feelings laced with some facts I've seen over the months. Don't berate anyone in this thread, as I want this to be constructive and proper. I will try to loosely have 'solutions' for each point. <br />
<span style="color: #ffffff;" class="mycode_color">Space</span><br />
<span style="font-weight: bold;" class="mycode_b">Updates</span><br />
The first problem is the lack of updates, I know there's a new one mentioned but I still feel this will take some large time to fully be finished. The last major update we got was nearly a year ago during the <span style="color: #e86e04;" class="mycode_color">Halloween Update of 2024. </span><span style="color: #000000;" class="mycode_color">There hasn't been much since in regards to updates aside from minor spell additions and some reworks to classes! It's been some snacks and crumbs throughout the year, and mostly this isn't too much of a point except for one thing.</span><br />
<span style="color: #000000;" class="mycode_color">I'd just ask for more updates, and clarity on what's being updated. There's been a lot of shadow changes that make people not realize certain things. (Shadow changes also bad.)</span><br />
<span style="color: #ffffff;" class="mycode_color">Space</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #000000;" class="mycode_color">Tactical</span></span><br />
<span style="color: #000000;" class="mycode_color">I've heard a lot of things about tactical, and how people like it or don't like it. It's genuinely splitting the community I believe with many people thinking it's a good idea and will make combat 'more fair', or others thinking it will ruin the game and they'll stop playing. I've heard both sides, and seen people say they will outright quit. It seems like a controversial addition really. Me personally? I like the idea of it, and hope it succeeds!  My only concern is that so much effort is being put into this new mode that may not even be used, or accepted by the community widely. I feel this may be wasted resources, and a flop outright. I hope it's not but it might be.  I get that it wont be necessary in E4, but who's to say E5?  </span><br />
<span style="color: #ffffff;" class="mycode_color">Space</span><br />
<span style="color: #000000;" class="mycode_color">I don't have a solution for this, it's a new system being added that seems controversial, people like the old combat system and it truly is unique! But it really is furthest from RP-game combat one can get.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Applications<br />
</span>Recent addition, it's sad to see applications will no longer be as transparent. This is something I personally debated about in early E4, vouching for application clarity and responses. Every single player liked being able to bump and responded to soon after, and getting constructive feed back on why their apps were denied. It was genuinely awesome! It's not awesome when you're sitting there for half a month to a month in the dark, and not getting any response after in some cases you put 2-3 months of time into dev.<br />
<br />
I would say return the ask of 'bump tickets' but have them be limited to 2 weeks minimum instead of 1. But if an appmin thinks that's too much, then I understand! I know it's hard being an appmin so having some more clarity on the process would be telling.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Powercreep</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="color: #000000;" class="mycode_color">I think this is one of the biggest offenders I've seen as of late, powercreep has never been this bad in an Eternia game as far as I'm aware. Signatures are getting really common, there's insane weapons floating around with 100+ power. We have uniques upon uniques with just raw stats. This is outlandishly crazy and is really splitting the players into two common places. Those born in wealth, and those outside of it. Why spawn as a new character any more when you can just take...</span></div>
<div style="text-align: center;" class="mycode_align"><span style="color: #ffffff;" class="mycode_color">Space</span><br />
<span style="font-weight: bold;" class="mycode_b">Spawns/Role Hooks/Etc</span></div>
<div style="text-align: center;" class="mycode_align">This is a personal gripe of mine. These role hooks are kinda crazy stupid. What happened to the growth of characters? Why do we even have an RPL system if everyone is just spawning at 180+? Spawn-a-Solider is the weakest offender but so many people will still take this, get their nifty little arcanium unique and play. Are simple starts not so much a thing?</div>
<div style="text-align: center;" class="mycode_align"><span style="color: #ffffff;" class="mycode_color">Space</span></div>
<div style="text-align: center;" class="mycode_align">I'm going to list more recent examples, this isn't to target anyone but just show how absurd spawns have become.</div>
<div style="text-align: center;" class="mycode_align">The Dreadmane Pact - Arcanium Weapon + Mythical Stance on Spawn, 180 RPL.</div>
<div style="text-align: center;" class="mycode_align">Heralds of Finality - Unique Weapon + Potential Sig Without Application, 200 RPL.</div>
<div style="text-align: center;" class="mycode_align"><span style="color: #ffffff;" class="mycode_color">Space</span><br />
Solution to both Powercreep and Role Hooks? I think fluff needs more value, or funny custom abilities tied to the weapon. Of course there's people who chase said things, but it's pretty clear stats, head starts and such are becoming a thing over fluff and development. I don't like this direction personally, and I see the positives to having these hooks too as it ensures your arc/city/whatever else gets filled in, but it becomes this weird disadvantage feeling. Why start a new character from scratch when everyone around you is getting mega boosted at spawn?<br />
<span style="color: #ffffff;" class="mycode_color">Space</span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Game State</span></div>
<div style="text-align: center;" class="mycode_align">I'd like to reiterate the start entirely before I get into this section. I've opinions that people wont like.</div>
<div style="text-align: center;" class="mycode_align">The game was stagnant for a lot of the year, with not much happening. It was a rehash of 'fel' vs everyone with some other mixes here and there. Eventually though that ended and things are turning out more political and diplomatic. Factions v Factions are a fresh of breath air, however I think how it's being currently done is extremely forced and unnatural.</div>
<div style="text-align: center;" class="mycode_align">Aetius is an absurdly strong faction, and to the people outside they appear to be boosted dare I say. This isn't to discredit their IC efforts, I truly do not know! But the appearance to quite a few people is it's unfair. I believe things are unfair right now, given spawns, uniques given away and benefits, alongside powerful classes tied mostly to Aetius. (of course every faction has 1 sorcerer or so by now.)<br />
<span style="color: #ffffff;" class="mycode_color">Space</span></div>
<div style="text-align: center;" class="mycode_align">I can't help but feel the concept of domain wasn't for 'higher stakes' but instead to kill off older PCs, as they've lived 'too long'. That has been the use of it I personally feel for quite sometime now, and that domain is a poorly designed ability.</div>
<div style="text-align: center;" class="mycode_align">Right now the current wars feel shoehorned, forced and unfair. A far cry from what I personally felt earlier during the older days of E4, 2023-2024. Furthermore with most of the points listed above, the game is volatile, and unbalanced. There will always be answered to solve everything, I understand that but as apps can take 1+ month depending on certain things? That answer may become outdated, or null even. Mentioning even they too can of course apply for things. Which I find concerning as the owner of the game is heavily involved with this faction. I'm not saying fact here, but it does paint a bad light to see so many with signatures, multiple stacked on each other on top of the given uniques where as other longer established characters have struggled cause they're 'too powerful'.</div>
<div style="text-align: center;" class="mycode_align"><span style="color: #ffffff;" class="mycode_color">Space</span></div>
<div style="text-align: center;" class="mycode_align">As another note I'd like to mention the suddenly large amount of extremely rare, niche and powerful roles that have come into existence from fluff means. The things that should be once in a life time are becoming common.</div>
<div style="text-align: center;" class="mycode_align"><span style="color: #ffffff;" class="mycode_color">Space</span></div>
<div style="text-align: center;" class="mycode_align">The gamestate is a tough one to solve, while some suggest wipes and other suggest letting something naturally flow, I believe both have their positives and negatives. I ultimately would almost suggest a mass rebalance of weapons/armors so that these OP uniques aren't as strong.</div>
<div style="text-align: center;" class="mycode_align"><span style="color: #ffffff;" class="mycode_color">Space</span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Conclusion</span></div>
<div style="text-align: center;" class="mycode_align">I wanted to make this post about how I felt in regards to certain things and what others might be feeling. Not everyone will agree, and many will disagree I suspect but I was hoping these points could be looked over and we all come up with something to help improve the game overall as a whole. Maybe I am entirely wrong, or not. A discussion is valued always.</div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align">This topic has been on my mind for quite sometime, and while I do love to RP in this game, the flaws appear to be growing a bit bigger each week. Before I go into each topic I'm not here to offend people, insult anyone or cause problems. This is purely from my perspective, whether I'm right or wrong, these are mostly my feelings laced with some facts I've seen over the months. Don't berate anyone in this thread, as I want this to be constructive and proper. I will try to loosely have 'solutions' for each point. <br />
<span style="color: #ffffff;" class="mycode_color">Space</span><br />
<span style="font-weight: bold;" class="mycode_b">Updates</span><br />
The first problem is the lack of updates, I know there's a new one mentioned but I still feel this will take some large time to fully be finished. The last major update we got was nearly a year ago during the <span style="color: #e86e04;" class="mycode_color">Halloween Update of 2024. </span><span style="color: #000000;" class="mycode_color">There hasn't been much since in regards to updates aside from minor spell additions and some reworks to classes! It's been some snacks and crumbs throughout the year, and mostly this isn't too much of a point except for one thing.</span><br />
<span style="color: #000000;" class="mycode_color">I'd just ask for more updates, and clarity on what's being updated. There's been a lot of shadow changes that make people not realize certain things. (Shadow changes also bad.)</span><br />
<span style="color: #ffffff;" class="mycode_color">Space</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #000000;" class="mycode_color">Tactical</span></span><br />
<span style="color: #000000;" class="mycode_color">I've heard a lot of things about tactical, and how people like it or don't like it. It's genuinely splitting the community I believe with many people thinking it's a good idea and will make combat 'more fair', or others thinking it will ruin the game and they'll stop playing. I've heard both sides, and seen people say they will outright quit. It seems like a controversial addition really. Me personally? I like the idea of it, and hope it succeeds!  My only concern is that so much effort is being put into this new mode that may not even be used, or accepted by the community widely. I feel this may be wasted resources, and a flop outright. I hope it's not but it might be.  I get that it wont be necessary in E4, but who's to say E5?  </span><br />
<span style="color: #ffffff;" class="mycode_color">Space</span><br />
<span style="color: #000000;" class="mycode_color">I don't have a solution for this, it's a new system being added that seems controversial, people like the old combat system and it truly is unique! But it really is furthest from RP-game combat one can get.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Applications<br />
</span>Recent addition, it's sad to see applications will no longer be as transparent. This is something I personally debated about in early E4, vouching for application clarity and responses. Every single player liked being able to bump and responded to soon after, and getting constructive feed back on why their apps were denied. It was genuinely awesome! It's not awesome when you're sitting there for half a month to a month in the dark, and not getting any response after in some cases you put 2-3 months of time into dev.<br />
<br />
I would say return the ask of 'bump tickets' but have them be limited to 2 weeks minimum instead of 1. But if an appmin thinks that's too much, then I understand! I know it's hard being an appmin so having some more clarity on the process would be telling.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Powercreep</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="color: #000000;" class="mycode_color">I think this is one of the biggest offenders I've seen as of late, powercreep has never been this bad in an Eternia game as far as I'm aware. Signatures are getting really common, there's insane weapons floating around with 100+ power. We have uniques upon uniques with just raw stats. This is outlandishly crazy and is really splitting the players into two common places. Those born in wealth, and those outside of it. Why spawn as a new character any more when you can just take...</span></div>
<div style="text-align: center;" class="mycode_align"><span style="color: #ffffff;" class="mycode_color">Space</span><br />
<span style="font-weight: bold;" class="mycode_b">Spawns/Role Hooks/Etc</span></div>
<div style="text-align: center;" class="mycode_align">This is a personal gripe of mine. These role hooks are kinda crazy stupid. What happened to the growth of characters? Why do we even have an RPL system if everyone is just spawning at 180+? Spawn-a-Solider is the weakest offender but so many people will still take this, get their nifty little arcanium unique and play. Are simple starts not so much a thing?</div>
<div style="text-align: center;" class="mycode_align"><span style="color: #ffffff;" class="mycode_color">Space</span></div>
<div style="text-align: center;" class="mycode_align">I'm going to list more recent examples, this isn't to target anyone but just show how absurd spawns have become.</div>
<div style="text-align: center;" class="mycode_align">The Dreadmane Pact - Arcanium Weapon + Mythical Stance on Spawn, 180 RPL.</div>
<div style="text-align: center;" class="mycode_align">Heralds of Finality - Unique Weapon + Potential Sig Without Application, 200 RPL.</div>
<div style="text-align: center;" class="mycode_align"><span style="color: #ffffff;" class="mycode_color">Space</span><br />
Solution to both Powercreep and Role Hooks? I think fluff needs more value, or funny custom abilities tied to the weapon. Of course there's people who chase said things, but it's pretty clear stats, head starts and such are becoming a thing over fluff and development. I don't like this direction personally, and I see the positives to having these hooks too as it ensures your arc/city/whatever else gets filled in, but it becomes this weird disadvantage feeling. Why start a new character from scratch when everyone around you is getting mega boosted at spawn?<br />
<span style="color: #ffffff;" class="mycode_color">Space</span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Game State</span></div>
<div style="text-align: center;" class="mycode_align">I'd like to reiterate the start entirely before I get into this section. I've opinions that people wont like.</div>
<div style="text-align: center;" class="mycode_align">The game was stagnant for a lot of the year, with not much happening. It was a rehash of 'fel' vs everyone with some other mixes here and there. Eventually though that ended and things are turning out more political and diplomatic. Factions v Factions are a fresh of breath air, however I think how it's being currently done is extremely forced and unnatural.</div>
<div style="text-align: center;" class="mycode_align">Aetius is an absurdly strong faction, and to the people outside they appear to be boosted dare I say. This isn't to discredit their IC efforts, I truly do not know! But the appearance to quite a few people is it's unfair. I believe things are unfair right now, given spawns, uniques given away and benefits, alongside powerful classes tied mostly to Aetius. (of course every faction has 1 sorcerer or so by now.)<br />
<span style="color: #ffffff;" class="mycode_color">Space</span></div>
<div style="text-align: center;" class="mycode_align">I can't help but feel the concept of domain wasn't for 'higher stakes' but instead to kill off older PCs, as they've lived 'too long'. That has been the use of it I personally feel for quite sometime now, and that domain is a poorly designed ability.</div>
<div style="text-align: center;" class="mycode_align">Right now the current wars feel shoehorned, forced and unfair. A far cry from what I personally felt earlier during the older days of E4, 2023-2024. Furthermore with most of the points listed above, the game is volatile, and unbalanced. There will always be answered to solve everything, I understand that but as apps can take 1+ month depending on certain things? That answer may become outdated, or null even. Mentioning even they too can of course apply for things. Which I find concerning as the owner of the game is heavily involved with this faction. I'm not saying fact here, but it does paint a bad light to see so many with signatures, multiple stacked on each other on top of the given uniques where as other longer established characters have struggled cause they're 'too powerful'.</div>
<div style="text-align: center;" class="mycode_align"><span style="color: #ffffff;" class="mycode_color">Space</span></div>
<div style="text-align: center;" class="mycode_align">As another note I'd like to mention the suddenly large amount of extremely rare, niche and powerful roles that have come into existence from fluff means. The things that should be once in a life time are becoming common.</div>
<div style="text-align: center;" class="mycode_align"><span style="color: #ffffff;" class="mycode_color">Space</span></div>
<div style="text-align: center;" class="mycode_align">The gamestate is a tough one to solve, while some suggest wipes and other suggest letting something naturally flow, I believe both have their positives and negatives. I ultimately would almost suggest a mass rebalance of weapons/armors so that these OP uniques aren't as strong.</div>
<div style="text-align: center;" class="mycode_align"><span style="color: #ffffff;" class="mycode_color">Space</span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Conclusion</span></div>
<div style="text-align: center;" class="mycode_align">I wanted to make this post about how I felt in regards to certain things and what others might be feeling. Not everyone will agree, and many will disagree I suspect but I was hoping these points could be looked over and we all come up with something to help improve the game overall as a whole. Maybe I am entirely wrong, or not. A discussion is valued always.</div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Prison Negotiation CAN ONLY start 24h post capture.]]></title>
			<link>https://chronicles-of-eternia.com/forum/thread-21211.html</link>
			<pubDate>Tue, 05 Aug 2025 06:38:32 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://chronicles-of-eternia.com/forum/member.php?action=profile&uid=2858">Vanai</a>]]></dc:creator>
			<guid isPermaLink="false">https://chronicles-of-eternia.com/forum/thread-21211.html</guid>
			<description><![CDATA[<span style="font-size: large;" class="mycode_size">Hello dear community!</span><br />
<br />
I wish to start this post off by saying to those involved - I don't think anything was done out of malice or with intention to ruin things for anyone involved.  I am not angry at you. Just disappointed in the situation. I have talked to those involved too in PM's too. We are okay.<br />
<br />
In general, I just think it was just unfortunate... And I don't want this to happen again to others So:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Context:</span> <br />
I captured a prisoner in the last war. <br />
I was excited and eager to make the best out of the situation with my prisoner, and had RP planned. <br />
But due to time zones by the end of the war it was 4 am for me and I was unable to collar them. (Which I also ticketed about. Prison was OK.) <br />
Another person collared them while I was asleep, and the next day (Monday, technically the same day for me since 4 am) I managed to only have one short scene with them due to time zones (3-4 posts). I couldn't meet with the person who had the collar.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">And within less than 24 hours from the capture- they had been negotiated for freedom and released. <br />
</span><br />
<span style="font-weight: bold;" class="mycode_b">OOCLY-</span> this made me feel robbed of any chance to do proper prison RP with my first war captive ever. <br />
Due to time zones, I was unable to OOCLY or ICLY communicate with negotiators to protest it, ask for more time, or otherwise.<br />
<br />
I'm speaking emotionally but that kind of stinks.<br />
<br />
Also, I KNOW prison RP can suck if you're neglected. It's stressful. It can be boring and people can be ignored. That's why there's prison RP rules.. But when I really want to make it the best for both of us, and I'm robbed of the chance (again I don't think this was intentional at all, just rushed.) , that also sucks.<br />
<span style="font-weight: bold;" class="mycode_b"><br />
<br />
<br />
SUGGESTION</span><br />
That said, I'm suggesting the following two things: <ul class="mycode_list"><li>Prisoner negotiations <span style="font-weight: bold;" class="mycode_b">CANNOT START</span> until at least 24 hours have passed post war OR post capture <span style="font-style: italic;" class="mycode_i">(Unless negotiations happen ON the battlefield)</span>.<br />
</li>
<li>That the Captor of the prisoner must have been contacted pre release ICLY or OOCLY at least once the negotiations have happened, before release. If they do not reply within 12 hours after that, then they can be released without the captors consent (if they have the remote etc)<br />
<br />
</li>
</ul>
And PLEASE take into consideration people who have opposite time zones when doing this. (My 4am was their 7pm)<br />
<br />
Thanks for hearing me out.]]></description>
			<content:encoded><![CDATA[<span style="font-size: large;" class="mycode_size">Hello dear community!</span><br />
<br />
I wish to start this post off by saying to those involved - I don't think anything was done out of malice or with intention to ruin things for anyone involved.  I am not angry at you. Just disappointed in the situation. I have talked to those involved too in PM's too. We are okay.<br />
<br />
In general, I just think it was just unfortunate... And I don't want this to happen again to others So:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Context:</span> <br />
I captured a prisoner in the last war. <br />
I was excited and eager to make the best out of the situation with my prisoner, and had RP planned. <br />
But due to time zones by the end of the war it was 4 am for me and I was unable to collar them. (Which I also ticketed about. Prison was OK.) <br />
Another person collared them while I was asleep, and the next day (Monday, technically the same day for me since 4 am) I managed to only have one short scene with them due to time zones (3-4 posts). I couldn't meet with the person who had the collar.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">And within less than 24 hours from the capture- they had been negotiated for freedom and released. <br />
</span><br />
<span style="font-weight: bold;" class="mycode_b">OOCLY-</span> this made me feel robbed of any chance to do proper prison RP with my first war captive ever. <br />
Due to time zones, I was unable to OOCLY or ICLY communicate with negotiators to protest it, ask for more time, or otherwise.<br />
<br />
I'm speaking emotionally but that kind of stinks.<br />
<br />
Also, I KNOW prison RP can suck if you're neglected. It's stressful. It can be boring and people can be ignored. That's why there's prison RP rules.. But when I really want to make it the best for both of us, and I'm robbed of the chance (again I don't think this was intentional at all, just rushed.) , that also sucks.<br />
<span style="font-weight: bold;" class="mycode_b"><br />
<br />
<br />
SUGGESTION</span><br />
That said, I'm suggesting the following two things: <ul class="mycode_list"><li>Prisoner negotiations <span style="font-weight: bold;" class="mycode_b">CANNOT START</span> until at least 24 hours have passed post war OR post capture <span style="font-style: italic;" class="mycode_i">(Unless negotiations happen ON the battlefield)</span>.<br />
</li>
<li>That the Captor of the prisoner must have been contacted pre release ICLY or OOCLY at least once the negotiations have happened, before release. If they do not reply within 12 hours after that, then they can be released without the captors consent (if they have the remote etc)<br />
<br />
</li>
</ul>
And PLEASE take into consideration people who have opposite time zones when doing this. (My 4am was their 7pm)<br />
<br />
Thanks for hearing me out.]]></content:encoded>
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			<title><![CDATA[Fairy rebalance suggestion]]></title>
			<link>https://chronicles-of-eternia.com/forum/thread-19774.html</link>
			<pubDate>Sun, 15 Dec 2024 12:10:05 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://chronicles-of-eternia.com/forum/member.php?action=profile&uid=66">Madsen</a>]]></dc:creator>
			<guid isPermaLink="false">https://chronicles-of-eternia.com/forum/thread-19774.html</guid>
			<description><![CDATA[Hey friends,<br />
<br />
Fae are lackluster in my opinion...<br />
<br />
Like really lackluster.<br />
<br />
Let us do a few things to maybe rectify it? Just a few ideas of mine are:<br />
<ul class="mycode_list"><li>Give them back the Blessing spell for 0 RPP. It is called FaeBlessing for a reason; because I paid for it to be added to Faes!<br />
</li>
<li>Every 5 RPL gives them another +1 Force, for a total of +40 at 200. Passive<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Attach: </span>Join a player in a Roleplay Battle; you may not fight alongside them, however you grant them +10% health and power for the duration. Can be used at the start of a RPB if you are close to them. You share their fate in the battle.<br />
</li>
</ul>
<br />
I mostly just want to open up the discussion more so than anything else, so thoughts? How do we fix them?<br />
<br />
Edit:<br />
A bit of a joke suggestion... But?<br />
<span style="font-weight: bold;" class="mycode_b">Shake</span>: Spawn 1x fairy dust. 1 day cooldown.]]></description>
			<content:encoded><![CDATA[Hey friends,<br />
<br />
Fae are lackluster in my opinion...<br />
<br />
Like really lackluster.<br />
<br />
Let us do a few things to maybe rectify it? Just a few ideas of mine are:<br />
<ul class="mycode_list"><li>Give them back the Blessing spell for 0 RPP. It is called FaeBlessing for a reason; because I paid for it to be added to Faes!<br />
</li>
<li>Every 5 RPL gives them another +1 Force, for a total of +40 at 200. Passive<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Attach: </span>Join a player in a Roleplay Battle; you may not fight alongside them, however you grant them +10% health and power for the duration. Can be used at the start of a RPB if you are close to them. You share their fate in the battle.<br />
</li>
</ul>
<br />
I mostly just want to open up the discussion more so than anything else, so thoughts? How do we fix them?<br />
<br />
Edit:<br />
A bit of a joke suggestion... But?<br />
<span style="font-weight: bold;" class="mycode_b">Shake</span>: Spawn 1x fairy dust. 1 day cooldown.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[thoughts on medicine and temporary injuries]]></title>
			<link>https://chronicles-of-eternia.com/forum/thread-19765.html</link>
			<pubDate>Fri, 13 Dec 2024 18:38:40 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://chronicles-of-eternia.com/forum/member.php?action=profile&uid=2239">uncatastrophic</a>]]></dc:creator>
			<guid isPermaLink="false">https://chronicles-of-eternia.com/forum/thread-19765.html</guid>
			<description><![CDATA[personal context: yes i have not been active on eternia, but i played a very active medic for a decent duration, maxed out the class and then some, etc<br />
<br />
There has been a lot of talk on the Discord about temporary injuries being too weak: I dislike the Discord threads for serious ideas (annoying to scroll to the top, searches very poorly, scrolls fast with off-topic) so I've decided to put some ideas here also.<br />
<br />
Current state of events:<br />
Temporary injuries have a fairly large impact until treated, at which point a medic can treat them multiple times to reduce their duration to just minutes.<br />
<br />
Results:<br />
1. Temporary injuries are debilitating to those without medics and fairly trivial to those with medics.<br />
2. Fizzy pops are assumed, which is very annoying as a "dungeon grind" chase item.<br />
3. Replenishment potions are very useful, and I consider encouraging medics to interact with both types of crafter to be a pro.<br />
4. Expensive food is useful for medic, which is probably a pro for similar reasons (but often just bought in a store).<br />
5. Healing potions are generally worse than Medic in most situations due to their cost, which I consider a positive thing due to their storability. <br />
6. Expert Medic is not particularly meaningful except in situations where you must heal a significant amount of injuries, despite being twice as strong numerically.<br />
<br />
I do not believe increasing the length of temporary injuries or reducing the numbers on Medic meaningfully shifts this, considering repeated use of medicine scales exponentially.<br />
<br />
Proposal A: Per-injury cooldown<br />
A significant cooldown on treatment per injury would reduce spam as a whole (likely with medic number buffs)<br />
This would mean the fastest way to treat injuries would involve multiple medics, and that Expert would be more meaningful.<br />
However, it would make alchemy potentially much better than Medic, would require EXP buffs if progression were to remain similar, and would further hurt small factions as well as removing some interaction wrt "medical supplies".<br />
<br />
Proposal B: Temp injury minimum length<br />
A simple minimum length for temporary injuries would make them "matter", and would even give a reason to use some of the lesser-used mechanics for injury reduction.<br />
This would also need medic EXP buffs if progression were to remain similar, and the minimum length would have to be thought out (~8h feels right to me: most temporary injuries are fairly boring to roleplay for an extended period of time, but it still serves as a meaningful "don't fight" duration). If temporary injuries were to stick around for a meaningful amount of time, it would also probably be ideal if medics could rewrite their text like permanent injuries. Additionally, it would force people to look for medics immediately rather than the current system not really penalizing not being able to find a medic fast, which could be a problem for lowpop factions or solo characters.<br />
<br />
(Note: With an angel tree involving medic being released over time currently and a theoretical injury rework being released SoonTM, these are probably just things to think about for "afterward" rather than ideal things to implement right now.)<br />
<br />
I personally don't believe changes are particularly urgently needed, but temporary injuries certainly could be made more interesting.<br />
<br />
Discussion appreciated.]]></description>
			<content:encoded><![CDATA[personal context: yes i have not been active on eternia, but i played a very active medic for a decent duration, maxed out the class and then some, etc<br />
<br />
There has been a lot of talk on the Discord about temporary injuries being too weak: I dislike the Discord threads for serious ideas (annoying to scroll to the top, searches very poorly, scrolls fast with off-topic) so I've decided to put some ideas here also.<br />
<br />
Current state of events:<br />
Temporary injuries have a fairly large impact until treated, at which point a medic can treat them multiple times to reduce their duration to just minutes.<br />
<br />
Results:<br />
1. Temporary injuries are debilitating to those without medics and fairly trivial to those with medics.<br />
2. Fizzy pops are assumed, which is very annoying as a "dungeon grind" chase item.<br />
3. Replenishment potions are very useful, and I consider encouraging medics to interact with both types of crafter to be a pro.<br />
4. Expensive food is useful for medic, which is probably a pro for similar reasons (but often just bought in a store).<br />
5. Healing potions are generally worse than Medic in most situations due to their cost, which I consider a positive thing due to their storability. <br />
6. Expert Medic is not particularly meaningful except in situations where you must heal a significant amount of injuries, despite being twice as strong numerically.<br />
<br />
I do not believe increasing the length of temporary injuries or reducing the numbers on Medic meaningfully shifts this, considering repeated use of medicine scales exponentially.<br />
<br />
Proposal A: Per-injury cooldown<br />
A significant cooldown on treatment per injury would reduce spam as a whole (likely with medic number buffs)<br />
This would mean the fastest way to treat injuries would involve multiple medics, and that Expert would be more meaningful.<br />
However, it would make alchemy potentially much better than Medic, would require EXP buffs if progression were to remain similar, and would further hurt small factions as well as removing some interaction wrt "medical supplies".<br />
<br />
Proposal B: Temp injury minimum length<br />
A simple minimum length for temporary injuries would make them "matter", and would even give a reason to use some of the lesser-used mechanics for injury reduction.<br />
This would also need medic EXP buffs if progression were to remain similar, and the minimum length would have to be thought out (~8h feels right to me: most temporary injuries are fairly boring to roleplay for an extended period of time, but it still serves as a meaningful "don't fight" duration). If temporary injuries were to stick around for a meaningful amount of time, it would also probably be ideal if medics could rewrite their text like permanent injuries. Additionally, it would force people to look for medics immediately rather than the current system not really penalizing not being able to find a medic fast, which could be a problem for lowpop factions or solo characters.<br />
<br />
(Note: With an angel tree involving medic being released over time currently and a theoretical injury rework being released SoonTM, these are probably just things to think about for "afterward" rather than ideal things to implement right now.)<br />
<br />
I personally don't believe changes are particularly urgently needed, but temporary injuries certainly could be made more interesting.<br />
<br />
Discussion appreciated.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Reducing the Rpp cost to 30 for Armed and unarmed intermediate skills]]></title>
			<link>https://chronicles-of-eternia.com/forum/thread-19696.html</link>
			<pubDate>Sat, 30 Nov 2024 23:36:25 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://chronicles-of-eternia.com/forum/member.php?action=profile&uid=2660">Avalon47</a>]]></dc:creator>
			<guid isPermaLink="false">https://chronicles-of-eternia.com/forum/thread-19696.html</guid>
			<description><![CDATA[Hello,<br />
<br />
I believe that physical skill trees like armed and unarmed are very specific trees that players use with other trees; it reduces the ability to spend sp's on other trees and diversifies the build as if you spend 40-50 sp to get an intermediate skill in physical armed; for example, it reduces the ability to get access to other skills because you cannot invest in more than one tree with access to the intermediate skills of that tree, and let us not forget stances and unique skills.<br />
<br />
Giving 40 Sp requirements to armed and unarmed trees would be unwise for players who use physical trees with other magic trees.]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
I believe that physical skill trees like armed and unarmed are very specific trees that players use with other trees; it reduces the ability to spend sp's on other trees and diversifies the build as if you spend 40-50 sp to get an intermediate skill in physical armed; for example, it reduces the ability to get access to other skills because you cannot invest in more than one tree with access to the intermediate skills of that tree, and let us not forget stances and unique skills.<br />
<br />
Giving 40 Sp requirements to armed and unarmed trees would be unwise for players who use physical trees with other magic trees.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Island RP: The Good, The Bad, The Boring.]]></title>
			<link>https://chronicles-of-eternia.com/forum/thread-19130.html</link>
			<pubDate>Mon, 16 Sep 2024 04:40:11 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://chronicles-of-eternia.com/forum/member.php?action=profile&uid=2701">NauticalMile</a>]]></dc:creator>
			<guid isPermaLink="false">https://chronicles-of-eternia.com/forum/thread-19130.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">Rambling time!</span></span><br />
<br />
Strap in because I need to talk about something that has been bothering me since I started playing on an Island-based character. This will be a rather wordy text but at the end, there will be a TLDR; for all you lazy folk like myself. This is just too important for me to ignore because it does massively affect my character as well as my enjoyment of the game (Not to say that it's bad) but things could be far better. <br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-size: xx-large;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">The Good: </span></span></span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Tight Nit Community</span></span><br />
Island RP offers a rather unique set of roleplay as it is quite literally away from the world at large. These provide rather tight nit communities that offer some amazing roleplay, I can't stress enough that playing on an Island has made me rather close to all the characters and their players (even if we butt heads sometimes). I wish I could explain how it feels in words but it's kinda a feeling you'll need to get all on your own. Good people who make some really neat and unique roleplay, if I wasn't part of an Island faction I would have never found myself rping with such a unique cast of people. <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Self Sufficient<br />
</span></span>This does more or less tie in with the first point. I've never had a faction where people were so willing to help one another. Be it items, dev, or just advice needed to be a better fighter. Whatever the case is- there's always someone in the faction ready to spring up and help out. You really don't need to go far when you have such an amazing and rather hard-working group to keep the tight ship (ha) of the faction running smoothly. <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Away From Drama [Good]</span></span><br />
This is a double-edged sword, and I'll explain why in the other section. For now, we're focusing on the good aspects of having a faction away from a rather large amount of drama (or at least trying to). Because of them being so far away, there's not too much drama outside of the factions unless it's internal issues or perhaps their own antag faction (Shout out to Deathwind Fleet) causing some uproar upon the Isles. Of course, there is drama, there's always going to be conflict that's around the game that's just how it's played. However, A LOT of things can be ignored because it doesn't affect the faction (and Isle) on a day-to-day basis. This to some can be seen as really relaxing, I know a lot of our players do enjoy the more relaxed pacing of the faction rather than some of the Mainland.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-size: xx-large;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">The Bad:</span></span></span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Forgotten About</span></span><br />
Man this does feeling suck. I can't tell you how hard we've been working to get our Island (at the time of writing it is named Fortune) back on the map. We've even had war after war for our people doing stuff, getting attacked, yadda yadda. Most of the time people forget we're around. Not as often as they used to be it is a serious lacking effect. I understand that a lot of island factions feel the same way, it's really hard to have a faction far away from the mainland to be part of the 'core' drama. It's just not fun knowing that people straight up have zero idea you guys are around because, again, you're on an Island on the furthest side of the map. <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Away From Drama [Bad]</span></span><br />
Welcome to the double edge of the sword. Listen I like being somewhat drama-free but when we're quite literally forgotten about for Rituals, or even sometimes actual server events it's REALLY not a great feeling. When we had a most recent war we had a ton of people asking just 'Where are you guys'. Kinda funny to think about but not being included in some of the main server events - sucks. Wars are cool, Raids are cool, and Conflict is COOL! We've had a TON of it recently!!! ...But still. We cannot afford the same situations as others. This isn't anyone's fault, it's just how Island RP is. <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">No Reason to Stay</span></span><br />
Calm down before you fellow Island roleplayers jump down my throat and let me explain. When you're on and Island the roleplay rules (not literally) are somewhat different. Things are VASTLY more relaxed because there's not really a wildness you need to travel from and thus you don't need to worry about getting into random dangers which could lead to other things down the road. This is kinda where things get odd, there's no real conflict without leaving the Island (which is perfectly fine). Yet when someone is running a faction, when someone is trying to kick a faction into having more reason of being on the map- not having anyone around kinda sucks. <br />
<br />
And there's a reason behind it because there's absolutely ZERO REASON to be on an Island for roleplay. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Unlike the Mainland, it does not have</span>: <br />
-Roleplay Opportunities with other Factions (if rare)<br />
-Wild Encounters (Dangers!)<br />
-Multiple Regens (There are but not enough to bring people over)<br />
-Easy "Location" (95% of the game is too lazy to even use a wayfinding portal, much less use a boat.) <br />
-Dens, Dungeons (YOU STAY OUT OF THIS TRAVERSE), and other reasons to visit the Isles<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u"><span style="font-size: xx-large;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">The Boring</span></span></span></span><br />
<br />
This is less of a list and more of my rambling thoughts. There are so many ways to improve Island RP and yet I can't seem to really come up with anything meaningful in the long run. When you don't have people in your own faction roleplaying there it CAN be discouraging, how often do you all see people from the Isles coming to the Mainland? Sitting around and doing a lot of RP? Most if not all of them do because that's really the only way to get roleplay. Which- again- is perfectly fine. <br />
<br />
What I want to do in this thread is come up with a list of things to improve and actually make the Islands have a bit more impact on the game than they do now. They are kingdoms, factions, people who have invested their time and effort. Yet really are just left behind most of the time when it comes to greater and grander things. (Again I don't think anyone is at fault here). <br />
<br />
Island RP is fickle, and trying to manage + maintain a faction on one is even harder. You're always going to have a VASTLY smaller population compared to a Mainland settlement. This is expected! Encouraged even because you end up having such a tight-knit community. I'm just not sure how to be more successful than doing posts to quite literally spawn in a greater population. (We already have a few of our Spawn-A-Solider AFK, it's pretty upsetting). <br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u"><span style="font-size: xx-large;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">How do we Improve? </span></span></span></span><br />
<span style="font-weight: bold;" class="mycode_b"><br />
<span style="text-decoration: underline;" class="mycode_u">I'm here to ask questions of the overall community: <br />
</span><br />
-What do you want to see <span style="text-decoration: underline;" class="mycode_u">more</span> of from an Island Faction? </span><span style="font-weight: bold;" class="mycode_b"><br />
<br />
-What do you want to see <span style="text-decoration: underline;" class="mycode_u">less</span> of from an Island Faction? <br />
<br />
-Are there any ideas you may have that could offer better RP for the Isles?<br />
<br />
-What are your current thoughts on the State of Isle RP? Good, Bad, Boring? Explain your thoughts. </span><br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">Tldr; Island RP is not great, I don't know how to improve it, please give ideas.</span>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">Rambling time!</span></span><br />
<br />
Strap in because I need to talk about something that has been bothering me since I started playing on an Island-based character. This will be a rather wordy text but at the end, there will be a TLDR; for all you lazy folk like myself. This is just too important for me to ignore because it does massively affect my character as well as my enjoyment of the game (Not to say that it's bad) but things could be far better. <br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-size: xx-large;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">The Good: </span></span></span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Tight Nit Community</span></span><br />
Island RP offers a rather unique set of roleplay as it is quite literally away from the world at large. These provide rather tight nit communities that offer some amazing roleplay, I can't stress enough that playing on an Island has made me rather close to all the characters and their players (even if we butt heads sometimes). I wish I could explain how it feels in words but it's kinda a feeling you'll need to get all on your own. Good people who make some really neat and unique roleplay, if I wasn't part of an Island faction I would have never found myself rping with such a unique cast of people. <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Self Sufficient<br />
</span></span>This does more or less tie in with the first point. I've never had a faction where people were so willing to help one another. Be it items, dev, or just advice needed to be a better fighter. Whatever the case is- there's always someone in the faction ready to spring up and help out. You really don't need to go far when you have such an amazing and rather hard-working group to keep the tight ship (ha) of the faction running smoothly. <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Away From Drama [Good]</span></span><br />
This is a double-edged sword, and I'll explain why in the other section. For now, we're focusing on the good aspects of having a faction away from a rather large amount of drama (or at least trying to). Because of them being so far away, there's not too much drama outside of the factions unless it's internal issues or perhaps their own antag faction (Shout out to Deathwind Fleet) causing some uproar upon the Isles. Of course, there is drama, there's always going to be conflict that's around the game that's just how it's played. However, A LOT of things can be ignored because it doesn't affect the faction (and Isle) on a day-to-day basis. This to some can be seen as really relaxing, I know a lot of our players do enjoy the more relaxed pacing of the faction rather than some of the Mainland.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-size: xx-large;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">The Bad:</span></span></span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Forgotten About</span></span><br />
Man this does feeling suck. I can't tell you how hard we've been working to get our Island (at the time of writing it is named Fortune) back on the map. We've even had war after war for our people doing stuff, getting attacked, yadda yadda. Most of the time people forget we're around. Not as often as they used to be it is a serious lacking effect. I understand that a lot of island factions feel the same way, it's really hard to have a faction far away from the mainland to be part of the 'core' drama. It's just not fun knowing that people straight up have zero idea you guys are around because, again, you're on an Island on the furthest side of the map. <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Away From Drama [Bad]</span></span><br />
Welcome to the double edge of the sword. Listen I like being somewhat drama-free but when we're quite literally forgotten about for Rituals, or even sometimes actual server events it's REALLY not a great feeling. When we had a most recent war we had a ton of people asking just 'Where are you guys'. Kinda funny to think about but not being included in some of the main server events - sucks. Wars are cool, Raids are cool, and Conflict is COOL! We've had a TON of it recently!!! ...But still. We cannot afford the same situations as others. This isn't anyone's fault, it's just how Island RP is. <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">No Reason to Stay</span></span><br />
Calm down before you fellow Island roleplayers jump down my throat and let me explain. When you're on and Island the roleplay rules (not literally) are somewhat different. Things are VASTLY more relaxed because there's not really a wildness you need to travel from and thus you don't need to worry about getting into random dangers which could lead to other things down the road. This is kinda where things get odd, there's no real conflict without leaving the Island (which is perfectly fine). Yet when someone is running a faction, when someone is trying to kick a faction into having more reason of being on the map- not having anyone around kinda sucks. <br />
<br />
And there's a reason behind it because there's absolutely ZERO REASON to be on an Island for roleplay. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Unlike the Mainland, it does not have</span>: <br />
-Roleplay Opportunities with other Factions (if rare)<br />
-Wild Encounters (Dangers!)<br />
-Multiple Regens (There are but not enough to bring people over)<br />
-Easy "Location" (95% of the game is too lazy to even use a wayfinding portal, much less use a boat.) <br />
-Dens, Dungeons (YOU STAY OUT OF THIS TRAVERSE), and other reasons to visit the Isles<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u"><span style="font-size: xx-large;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">The Boring</span></span></span></span><br />
<br />
This is less of a list and more of my rambling thoughts. There are so many ways to improve Island RP and yet I can't seem to really come up with anything meaningful in the long run. When you don't have people in your own faction roleplaying there it CAN be discouraging, how often do you all see people from the Isles coming to the Mainland? Sitting around and doing a lot of RP? Most if not all of them do because that's really the only way to get roleplay. Which- again- is perfectly fine. <br />
<br />
What I want to do in this thread is come up with a list of things to improve and actually make the Islands have a bit more impact on the game than they do now. They are kingdoms, factions, people who have invested their time and effort. Yet really are just left behind most of the time when it comes to greater and grander things. (Again I don't think anyone is at fault here). <br />
<br />
Island RP is fickle, and trying to manage + maintain a faction on one is even harder. You're always going to have a VASTLY smaller population compared to a Mainland settlement. This is expected! Encouraged even because you end up having such a tight-knit community. I'm just not sure how to be more successful than doing posts to quite literally spawn in a greater population. (We already have a few of our Spawn-A-Solider AFK, it's pretty upsetting). <br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u"><span style="font-size: xx-large;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">How do we Improve? </span></span></span></span><br />
<span style="font-weight: bold;" class="mycode_b"><br />
<span style="text-decoration: underline;" class="mycode_u">I'm here to ask questions of the overall community: <br />
</span><br />
-What do you want to see <span style="text-decoration: underline;" class="mycode_u">more</span> of from an Island Faction? </span><span style="font-weight: bold;" class="mycode_b"><br />
<br />
-What do you want to see <span style="text-decoration: underline;" class="mycode_u">less</span> of from an Island Faction? <br />
<br />
-Are there any ideas you may have that could offer better RP for the Isles?<br />
<br />
-What are your current thoughts on the State of Isle RP? Good, Bad, Boring? Explain your thoughts. </span><br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">Tldr; Island RP is not great, I don't know how to improve it, please give ideas.</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ability & item apps and everything in between]]></title>
			<link>https://chronicles-of-eternia.com/forum/thread-19066.html</link>
			<pubDate>Tue, 10 Sep 2024 20:51:08 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://chronicles-of-eternia.com/forum/member.php?action=profile&uid=2041">Tsaritsa</a>]]></dc:creator>
			<guid isPermaLink="false">https://chronicles-of-eternia.com/forum/thread-19066.html</guid>
			<description><![CDATA[Hello, Meranthe.<br />
<br />
In response to the recent thread about the <a href="https://chronicles-of-eternia.com/forum/thread-18984-post-106154.html#pid106154" target="_blank" rel="noopener" class="mycode_url">potential, upcoming changes to the application system</a>, I figured I'll throw in my two cents and write my full thoughts on the topic of applications as a whole. Why? First of all, I like playing this game. There isn't a game quite like Eternia, well, anywhere. It's why it matters a lot to so many people and why despite trying, it isn't hard to replace. Beyond that! I think I have quite a bit of experience regarding how the application systems in place (&amp; previous ones) work, as I've previously been tasked with practically running the app team.<br />
<br />
So let's get to it.<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Ability Applications</span><br />
It is no secret that ever since the transition from written applications on the forums &amp; the option to apply through the form that was mostly regulated by Chance, there have been quite a bit of hiccups. Applications that seemed to have been missed, applications that weren't responded to until the player finally ticketed to hear that it was already denied a bit ago, and generally? The responses are just not as quick as they used to be.<br />
<br />
I believe this stems from multiple reasons, but the main one is... <span style="font-weight: bold;" class="mycode_b">Burn out</span>.<br />
Admining roleplay games is a volunteer job. The truth of the matter is, that even if there was pay involved, burn out is something that exists in just about any field. We're human, and it makes sense to feel tired after a while of doing the same job, especially in an intense environment where you <span style="font-style: italic;" class="mycode_i">constantly</span> need to be doing it. It isn't enough for one person to go through the apps and vote on them, you need at least two more in order to complete them - and that's before the responses are even sent to players.<br />
<br />
It's difficult, but when someone is driven to do it - it's easier. <br />
Ultimately, what I am trying to say is that it's perfectly fine if application admins are phased in and out more often. They don't have to stop being admins, even, but <span style="font-weight: bold;" class="mycode_b">new blood</span> is essential for these things to run smoothly. If hiring new people for the job isn't desirable right now, you could even allow some of the newer moderators give it a try! Someone taking charge and ensuring that things go well is even more necessary, and previously, there's always been an admin or two that took the reins and fulfilled that role, despite it never being official. It's how you ensure apps aren't missed and forgotten, how sometimes, when necessary, the team is @'d and asked to respond to apps because they've been waiting for too long. There was a time (admittedly with less applications, I am sure) where apps generally did not wait more than 3 days.<br />
<br />
Being generous, five days is as long as it should take. Especially since applications since then have changed in format and are much easier to process.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Item Applications</span><br />
Item applications are in a much more dire situation, to be frank.<br />
They take weeks. Genuinely, they take weeks and people not only dread it, but they publicly answer others on the server that yes, it is likely to take that long, and yes, don't expect it to be processed before a couple of weeks pass. It's not rare to hear about someone who's been waiting on an item app for an upwards of three weeks (this includes dev items, which are only a <span style="font-weight: bold;" class="mycode_b">step</span> towards an item/wonder app. I know of someone with a dev item app that was posted more than three weeks ago). Previously, application admins were allowed to approve items without heavy consultation and there wasn't a need for 3 votes as there was / is for ability applications. I am not sure if this is still the case, but it should be. In rare cases, even today, items' stats are adjusted and people generally take it well.<br />
<br />
I think I speak for most when I say that they would prefer for their items to be processed faster even if it means that down the line, maybe, they'll have some adjustments (this obviously shouldn't be the standard, but truly-- is it worse than waiting 3 weeks for a sword only to be approved for it once your character passed away or something similar?).<br />
</li>
</ul>
<br />
Lastly, the proposed system-<br />
I hate it. I know it's still being worked on / considered, but still.<br />
<br />
The idea of stapling a requirement of 100K exp to a single, exalted Signature is honestly scary. People have lives. People have IRL obligations. They have hobbies, families and friends. The current expectation for a signature in the proposed system is... Out of touch, maybe? Not everyone is a NEET who can dedicate so many hours to the game every day. It would eliminate a significant portion of the playerbase from ever reaching a signature or at least, they wouldn't reach it before 227 RPL... and that's also, without dungeon or quest EXP (not that I think dungeon/quest EXP should count towards the requirement, it just shouldn't be that high!).<br />
<br />
As this is still being considered and far from set in stone, I imagine it won't be the case once it becomes official buuut... you know.]]></description>
			<content:encoded><![CDATA[Hello, Meranthe.<br />
<br />
In response to the recent thread about the <a href="https://chronicles-of-eternia.com/forum/thread-18984-post-106154.html#pid106154" target="_blank" rel="noopener" class="mycode_url">potential, upcoming changes to the application system</a>, I figured I'll throw in my two cents and write my full thoughts on the topic of applications as a whole. Why? First of all, I like playing this game. There isn't a game quite like Eternia, well, anywhere. It's why it matters a lot to so many people and why despite trying, it isn't hard to replace. Beyond that! I think I have quite a bit of experience regarding how the application systems in place (&amp; previous ones) work, as I've previously been tasked with practically running the app team.<br />
<br />
So let's get to it.<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Ability Applications</span><br />
It is no secret that ever since the transition from written applications on the forums &amp; the option to apply through the form that was mostly regulated by Chance, there have been quite a bit of hiccups. Applications that seemed to have been missed, applications that weren't responded to until the player finally ticketed to hear that it was already denied a bit ago, and generally? The responses are just not as quick as they used to be.<br />
<br />
I believe this stems from multiple reasons, but the main one is... <span style="font-weight: bold;" class="mycode_b">Burn out</span>.<br />
Admining roleplay games is a volunteer job. The truth of the matter is, that even if there was pay involved, burn out is something that exists in just about any field. We're human, and it makes sense to feel tired after a while of doing the same job, especially in an intense environment where you <span style="font-style: italic;" class="mycode_i">constantly</span> need to be doing it. It isn't enough for one person to go through the apps and vote on them, you need at least two more in order to complete them - and that's before the responses are even sent to players.<br />
<br />
It's difficult, but when someone is driven to do it - it's easier. <br />
Ultimately, what I am trying to say is that it's perfectly fine if application admins are phased in and out more often. They don't have to stop being admins, even, but <span style="font-weight: bold;" class="mycode_b">new blood</span> is essential for these things to run smoothly. If hiring new people for the job isn't desirable right now, you could even allow some of the newer moderators give it a try! Someone taking charge and ensuring that things go well is even more necessary, and previously, there's always been an admin or two that took the reins and fulfilled that role, despite it never being official. It's how you ensure apps aren't missed and forgotten, how sometimes, when necessary, the team is @'d and asked to respond to apps because they've been waiting for too long. There was a time (admittedly with less applications, I am sure) where apps generally did not wait more than 3 days.<br />
<br />
Being generous, five days is as long as it should take. Especially since applications since then have changed in format and are much easier to process.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Item Applications</span><br />
Item applications are in a much more dire situation, to be frank.<br />
They take weeks. Genuinely, they take weeks and people not only dread it, but they publicly answer others on the server that yes, it is likely to take that long, and yes, don't expect it to be processed before a couple of weeks pass. It's not rare to hear about someone who's been waiting on an item app for an upwards of three weeks (this includes dev items, which are only a <span style="font-weight: bold;" class="mycode_b">step</span> towards an item/wonder app. I know of someone with a dev item app that was posted more than three weeks ago). Previously, application admins were allowed to approve items without heavy consultation and there wasn't a need for 3 votes as there was / is for ability applications. I am not sure if this is still the case, but it should be. In rare cases, even today, items' stats are adjusted and people generally take it well.<br />
<br />
I think I speak for most when I say that they would prefer for their items to be processed faster even if it means that down the line, maybe, they'll have some adjustments (this obviously shouldn't be the standard, but truly-- is it worse than waiting 3 weeks for a sword only to be approved for it once your character passed away or something similar?).<br />
</li>
</ul>
<br />
Lastly, the proposed system-<br />
I hate it. I know it's still being worked on / considered, but still.<br />
<br />
The idea of stapling a requirement of 100K exp to a single, exalted Signature is honestly scary. People have lives. People have IRL obligations. They have hobbies, families and friends. The current expectation for a signature in the proposed system is... Out of touch, maybe? Not everyone is a NEET who can dedicate so many hours to the game every day. It would eliminate a significant portion of the playerbase from ever reaching a signature or at least, they wouldn't reach it before 227 RPL... and that's also, without dungeon or quest EXP (not that I think dungeon/quest EXP should count towards the requirement, it just shouldn't be that high!).<br />
<br />
As this is still being considered and far from set in stone, I imagine it won't be the case once it becomes official buuut... you know.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Fix Eternia Right Now]]></title>
			<link>https://chronicles-of-eternia.com/forum/thread-19033.html</link>
			<pubDate>Sat, 07 Sep 2024 01:50:01 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://chronicles-of-eternia.com/forum/member.php?action=profile&uid=69">TheHopscotch</a>]]></dc:creator>
			<guid isPermaLink="false">https://chronicles-of-eternia.com/forum/thread-19033.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">1 - Reworking events.</span> <br />
Players should be able to articulate how you know of/can travel to said location IC. <br />
Makes events more personable and able to be revisited. At the moment events are more or less just make something up and go to it, with no real IC means to reach said location other than the fact DMs will host anything. (I WANNA GO TO HELHEIM!!! Okay bro, how are you doing this?)<br />
<br />
This, would also reduce the amount of random materials/items in the game and reduce the amount of items clogging up applications.<br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">2 - Remove app system again. Hiddens should be handed out via Journal team members. Awakenings of hiddens occur in a big bombastic way, personalized messages to the user and shit. Some players won't awaken, some will, it's okay to be a grunt.</span> This has been done.<br />
<br />
3 - More RP mechanics. <br />
1. Ability to display text above the users hotbar from staff/Receive Private Messages that are specific to your character and IC. <br />
2. Ability for staff/DMs to cause screen shake in a localized area.<br />
3. Ability for staff/DM to request mp3's to be uploaded to the game to play a localized theme for an event.<br />
<br />
4 - NPCs need a way heavier presence in the game. <br />
Status of NPCs/City states and their unrest should be actively tracked by staff and the world should change as a result.<br />
NPCs should be able to riot if their needs go unmet/Magi continue to hold a superiority complex. They do the bulk of grunt work behind the scenes to keep a city running.<br />
Exceptions being undead.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">1 - Reworking events.</span> <br />
Players should be able to articulate how you know of/can travel to said location IC. <br />
Makes events more personable and able to be revisited. At the moment events are more or less just make something up and go to it, with no real IC means to reach said location other than the fact DMs will host anything. (I WANNA GO TO HELHEIM!!! Okay bro, how are you doing this?)<br />
<br />
This, would also reduce the amount of random materials/items in the game and reduce the amount of items clogging up applications.<br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">2 - Remove app system again. Hiddens should be handed out via Journal team members. Awakenings of hiddens occur in a big bombastic way, personalized messages to the user and shit. Some players won't awaken, some will, it's okay to be a grunt.</span> This has been done.<br />
<br />
3 - More RP mechanics. <br />
1. Ability to display text above the users hotbar from staff/Receive Private Messages that are specific to your character and IC. <br />
2. Ability for staff/DMs to cause screen shake in a localized area.<br />
3. Ability for staff/DM to request mp3's to be uploaded to the game to play a localized theme for an event.<br />
<br />
4 - NPCs need a way heavier presence in the game. <br />
Status of NPCs/City states and their unrest should be actively tracked by staff and the world should change as a result.<br />
NPCs should be able to riot if their needs go unmet/Magi continue to hold a superiority complex. They do the bulk of grunt work behind the scenes to keep a city running.<br />
Exceptions being undead.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tree Refunds [Post Big Mechanical Changes]]]></title>
			<link>https://chronicles-of-eternia.com/forum/thread-19031.html</link>
			<pubDate>Fri, 06 Sep 2024 19:40:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://chronicles-of-eternia.com/forum/member.php?action=profile&uid=825">LiefDeltora</a>]]></dc:creator>
			<guid isPermaLink="false">https://chronicles-of-eternia.com/forum/thread-19031.html</guid>
			<description><![CDATA[I am breaking my incog but I think it's too important to ignore.<br />
First off, thank you Erside for being very patient with a mildly upset me on tickets:<br />
<br />
<a href="https://prnt.sc/oiDKsrTtP4Gp" target="_blank" rel="noopener" class="mycode_url">https://prnt.sc/oiDKsrTtP4Gp</a> - First ticket<br />
<a href="https://prnt.sc/Pn_Oz_nr0PQC" target="_blank" rel="noopener" class="mycode_url">https://prnt.sc/Pn_Oz_nr0PQC</a> - Advice given by a helpful member of the community<br />
<a href="https://prnt.sc/IFMGSfFDgrrT" target="_blank" rel="noopener" class="mycode_url">https://prnt.sc/IFMGSfFDgrrT</a> - Second ticket<br />
<br />
We recently had a huge change on Metal, where two new spells got added as basic spells, and two basic spells became Intermediate.<br />
This made it so the prior investment I had on the three jumped from:<br />
<br />
Opener + 30<br />
To<br />
Opener + 50<br />
<br />
As we all know, 20 RPP is a lot of investment when you are planning certain specific things.<br />
As I was told, a refund is only accepted if you have illegal spells in your bar, but since the spells I had were switched to new ones (Which I hold no interest in for the sake of my build), I was also told that I would need to app for a refund. That makes very little sense.<br />
<br />
It's a mechanical change (quite a huge one) imposed by the balancing team, that directly reflects on players and how the game is played, and I need to suddenly find an IC excuse to then app out of a change I did not wish for? I am not saying the change is bad, I do think the new spells will have interesting combos with blood and armed, but that is beside the point.<br />
<br />
If a huge mechanical change, such as this one, is made? A refund on the tree and the attunement of that tree should be handed to the players who wish to go out of it after said mechanical change. Please reconsider.]]></description>
			<content:encoded><![CDATA[I am breaking my incog but I think it's too important to ignore.<br />
First off, thank you Erside for being very patient with a mildly upset me on tickets:<br />
<br />
<a href="https://prnt.sc/oiDKsrTtP4Gp" target="_blank" rel="noopener" class="mycode_url">https://prnt.sc/oiDKsrTtP4Gp</a> - First ticket<br />
<a href="https://prnt.sc/Pn_Oz_nr0PQC" target="_blank" rel="noopener" class="mycode_url">https://prnt.sc/Pn_Oz_nr0PQC</a> - Advice given by a helpful member of the community<br />
<a href="https://prnt.sc/IFMGSfFDgrrT" target="_blank" rel="noopener" class="mycode_url">https://prnt.sc/IFMGSfFDgrrT</a> - Second ticket<br />
<br />
We recently had a huge change on Metal, where two new spells got added as basic spells, and two basic spells became Intermediate.<br />
This made it so the prior investment I had on the three jumped from:<br />
<br />
Opener + 30<br />
To<br />
Opener + 50<br />
<br />
As we all know, 20 RPP is a lot of investment when you are planning certain specific things.<br />
As I was told, a refund is only accepted if you have illegal spells in your bar, but since the spells I had were switched to new ones (Which I hold no interest in for the sake of my build), I was also told that I would need to app for a refund. That makes very little sense.<br />
<br />
It's a mechanical change (quite a huge one) imposed by the balancing team, that directly reflects on players and how the game is played, and I need to suddenly find an IC excuse to then app out of a change I did not wish for? I am not saying the change is bad, I do think the new spells will have interesting combos with blood and armed, but that is beside the point.<br />
<br />
If a huge mechanical change, such as this one, is made? A refund on the tree and the attunement of that tree should be handed to the players who wish to go out of it after said mechanical change. Please reconsider.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Transitioning away from ability apps]]></title>
			<link>https://chronicles-of-eternia.com/forum/thread-18984.html</link>
			<pubDate>Mon, 02 Sep 2024 13:47:23 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://chronicles-of-eternia.com/forum/member.php?action=profile&uid=1">Chance</a>]]></dc:creator>
			<guid isPermaLink="false">https://chronicles-of-eternia.com/forum/thread-18984.html</guid>
			<description><![CDATA[This is an idea that's fairly fresh in my mind that I've been considering, but I think doing away with the application process (for abilities) might be a better and healthier direction for the game. <br />
<br />
Instead a player could request a Signature if they meet requirements. This is extremely rough/can change, but here's an example,<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Master Signature</span><br />
Requires the following,<br />
Level 220<br />
3+ Dangers<br />
3+ 'legit' Commends (clearly not OOC influenced)<br />
Rank 3 (elite+) in a faction for 1+ month (or total if multiple factions)<br />
Participated in 3+ events (raids, public events, etc)<br />
Costs 10,000 influence to acquire (alternatively can spend Faith, Undeath, or Essence)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Exalted Signature</span><br />
Requires the following,<br />
Level 225<br />
5+ Dangers<br />
5+ 'legit' Commends (clearly not OOC influenced)<br />
Rank 4 (captain+) in a faction for 1+ month (or total if multiple factions)<br />
Participated in 5+ events (raids, public events, etc)<br />
Costs 15,000 influence to acquire (alternatively can spend Faith, Undeath, or Essence)<br />
<br />
Master Signature would be similar w lower requirements; can trade a Master to Exalted on meeting the higher requirements.<br />
A<span style="font-weight: bold;" class="mycode_b"> Mythic Signatures</span> can be obtained via world events/lorekeepers/headmin blessings/etc, as well as meeting the Exalted requirement (perhaps to a higher standard- those leading/starting up plot, organizing events, etc). These can be temporary/fade depending on activity levels, but more or less the road for those iconic legendary characters, whether it's an Imperfect or Camino/Lazarus/Jokul/etc etc.<br />
<br />
Also <span style="font-weight: bold;" class="mycode_b">Mentor</span> can be encouraged more for an avenue similar to the above (but with a cap).<br />
<br />
'Custom' abilities (not coded, battle stuff) would still be encouraged, as people get creative w this. We could keep the basics (classes etc) as well, but maybe offer 'starter' avenues for rebirths to streamline it a bit, like the spawn-a-soldier initiative.<br />
<br />
It's rough and needs refinement, but thoughts?]]></description>
			<content:encoded><![CDATA[This is an idea that's fairly fresh in my mind that I've been considering, but I think doing away with the application process (for abilities) might be a better and healthier direction for the game. <br />
<br />
Instead a player could request a Signature if they meet requirements. This is extremely rough/can change, but here's an example,<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Master Signature</span><br />
Requires the following,<br />
Level 220<br />
3+ Dangers<br />
3+ 'legit' Commends (clearly not OOC influenced)<br />
Rank 3 (elite+) in a faction for 1+ month (or total if multiple factions)<br />
Participated in 3+ events (raids, public events, etc)<br />
Costs 10,000 influence to acquire (alternatively can spend Faith, Undeath, or Essence)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Exalted Signature</span><br />
Requires the following,<br />
Level 225<br />
5+ Dangers<br />
5+ 'legit' Commends (clearly not OOC influenced)<br />
Rank 4 (captain+) in a faction for 1+ month (or total if multiple factions)<br />
Participated in 5+ events (raids, public events, etc)<br />
Costs 15,000 influence to acquire (alternatively can spend Faith, Undeath, or Essence)<br />
<br />
Master Signature would be similar w lower requirements; can trade a Master to Exalted on meeting the higher requirements.<br />
A<span style="font-weight: bold;" class="mycode_b"> Mythic Signatures</span> can be obtained via world events/lorekeepers/headmin blessings/etc, as well as meeting the Exalted requirement (perhaps to a higher standard- those leading/starting up plot, organizing events, etc). These can be temporary/fade depending on activity levels, but more or less the road for those iconic legendary characters, whether it's an Imperfect or Camino/Lazarus/Jokul/etc etc.<br />
<br />
Also <span style="font-weight: bold;" class="mycode_b">Mentor</span> can be encouraged more for an avenue similar to the above (but with a cap).<br />
<br />
'Custom' abilities (not coded, battle stuff) would still be encouraged, as people get creative w this. We could keep the basics (classes etc) as well, but maybe offer 'starter' avenues for rebirths to streamline it a bit, like the spawn-a-soldier initiative.<br />
<br />
It's rough and needs refinement, but thoughts?]]></content:encoded>
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		<item>
			<title><![CDATA[Raid Mechanics suggestion:]]></title>
			<link>https://chronicles-of-eternia.com/forum/thread-18972.html</link>
			<pubDate>Sun, 01 Sep 2024 00:16:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://chronicles-of-eternia.com/forum/member.php?action=profile&uid=2616">Benyah</a>]]></dc:creator>
			<guid isPermaLink="false">https://chronicles-of-eternia.com/forum/thread-18972.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align">Allow more intervenes on raids if the party intervened for cannot be chosen.<br />
This makes the process alot more fair for the players affected by the staff's decision. <br />
<br />
If more intervenes are not an acceptable idea, then I suggest reverting to the prior ruling where, the faction leaders can choose who to intervene on behalf of. </div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align">Allow more intervenes on raids if the party intervened for cannot be chosen.<br />
This makes the process alot more fair for the players affected by the staff's decision. <br />
<br />
If more intervenes are not an acceptable idea, then I suggest reverting to the prior ruling where, the faction leaders can choose who to intervene on behalf of. </div>]]></content:encoded>
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		<item>
			<title><![CDATA[Toggle Pets picking up drops.]]></title>
			<link>https://chronicles-of-eternia.com/forum/thread-18908.html</link>
			<pubDate>Sat, 24 Aug 2024 04:20:11 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://chronicles-of-eternia.com/forum/member.php?action=profile&uid=163">PsychoticDave</a>]]></dc:creator>
			<guid isPermaLink="false">https://chronicles-of-eternia.com/forum/thread-18908.html</guid>
			<description><![CDATA[My pet keeps stealing people's shit and I don't want it to. Lmfao...]]></description>
			<content:encoded><![CDATA[My pet keeps stealing people's shit and I don't want it to. Lmfao...]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Incognito Rework!]]></title>
			<link>https://chronicles-of-eternia.com/forum/thread-18904.html</link>
			<pubDate>Sat, 24 Aug 2024 01:49:29 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://chronicles-of-eternia.com/forum/member.php?action=profile&uid=163">PsychoticDave</a>]]></dc:creator>
			<guid isPermaLink="false">https://chronicles-of-eternia.com/forum/thread-18904.html</guid>
			<description><![CDATA[Incognito should not be something everyone simply has access to. It should only be applied by abilities / items that make sense for it to do so.<br />
<br />
Camouflage, Invisibility Potion, or a Disguise come to mind off-top.<br />
<br />
Hell, even making it so that if you stand still long enough that you'll disappear from the minimap would be great. But it makes no sense as it currently is.]]></description>
			<content:encoded><![CDATA[Incognito should not be something everyone simply has access to. It should only be applied by abilities / items that make sense for it to do so.<br />
<br />
Camouflage, Invisibility Potion, or a Disguise come to mind off-top.<br />
<br />
Hell, even making it so that if you stand still long enough that you'll disappear from the minimap would be great. But it makes no sense as it currently is.]]></content:encoded>
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