Shadows 2.0!!!
Divine Subguilds

SHADOWS2
(this help file was last updated at 4/21/98, 00:48, according to
Merc system time (type 'time' on the mud to see current system time) ).

There has been some discussion amongst the imms to rework some of the
muds fundamentals.  The following ideas are possible:

1) Re-do random object load.

        a) Path mobs will load objects of OPPOSING paths, so that it makes
        sense to kill opposite-aligned mobs (except amorals of course).

        b) Make aggressive mobs load more than non-aggressive, to encourage
        exploration into disused areas.  Current non-aggressive loads
        would remain the same.

2) Entirely re-do divines.

        a) Each class would have various choices when the reach divine.

        b) Each choice would have VERY different spells and skills.
        (ie. The Divine Paladin option might have a heal spell like a
        greater cure critical spell as a high level spell...
        yes spells for divine warriors and thieves!... this is only 
        example).

        c) The choices you have available would depend on your path.

        d) We would try to have 12 options available for each class:
        3 for unholies, 3 for holies, 3 for amorals, and 3 for nonpaths.
        This means a total of 60 different divines would be created.
        Yes, a lot of work, but we think it would be very cool.

        e) Provide some sort of reward basis for divines (such as
        diveq, their own room, or something... it has NOT been
        decided yet).  Whatever is done, it will be automated.

3) Re-structure the world.

        a) Take out useless areas.

        b) Create a possible random-connecting routine so that you
        won't always know where to find an area (this would apply to
        only a few areas, not all... possibly only the areas that
        would load legendary items/artifacts).

        c) Make newbie areas reset much faster, right after the pwipe.

4) Add in an auto-purge routine to delete any notes over a week
        old if they were not written by an immortal.

5) Game balance.

        a) All non-divine spells/skills would be reworked, if necessary, for
        game balance.  Useless ones would be removed.

        b) Player races would be re-addressed.

        c) Extensive playtesting would take place to ensure each New
        Divine Class was balanced with all the others.

6) Go through all objects and come up with a standardized formula.

        a) It would still be impossible to tell the power of an item
        without identifying it.

        b) Come up with 'legendary' items that would only load on
        *nasty* mobs, to give people a reason to go to those areas
        (obviously, the new divine guilds would have to have enough
        power at upper levels to handle those areas).

7) Implement 'religions', for paths only.

        a) Imms could now be worshipped and participate in battle,
        but could only fight other gods.

        b) If your god is present in your battle, you would gain
        bonuses in combat while he/she was there.

        c) Such gods would lose the ability to read all path channels,
        and would be restricted from entering certain areas.

        d) Such gods could cast spells on their players and aid them
        in other ways.

        e) These gods would have the ability to 'unpath' players who
        do not follow the strictures of their path.

        f) Not all immortals have to participate, only those interested
        in it would do so.

        g) 'Religions' would be completely voluntary and would not
        unbalance gameplay in their bonuses or penalties.

8) Restructure mobs.

        a) Fix 'switch', the imm power that allows gods to take control of
        mobs.  It has been disabled for years.

        b) We would try to ensure that there were fairly equal
        numbers of mobs for each path.

        c) Enhance all special routines, and update the assist routine.

        d) Create a path-aggression... where mobs are aggressive to
        paths opposite of their alignment, but are passive to those of
        similar alignments. (this would only be done if 1a were done).

9) Players would be required to path before reaching level 25.

        a) If they did not path before level 26, they would either
        not be able to path at all, or they would have some 
        penalty for doing so.

        b) Path Strictures would be even more strict than before.
        (prevents abuse of 8d).

10) Implementing all of these changes would require a ***PWIPE***.

        a) The pwipe would not take place until all of the changes
        were ready.

        b) This could take weeks, so it would be at least this long
        before the pwipe occurred.

        c) Reimbursement after pwipe:  nothing has been decided yet.
        There is nothing that will replace months of effort, believe
        me... I know.  You should vote ASSUMING there will be no
        reimbursement for the time being.  Until something can be
        agreed upon, in which case we will let you know.

        d) All current immortals that are active would keep their
        immortal characters.

        e) The week before the pwipe, all exp gains will be 100x
        normal, and all eq loads will be 100x normal, so you guys
        can have fun.

11)     Beta-testing.

        a) A select group of players and immortals will be 
        invited to beta-test.

        b) This is by invitation-only.  If you are not invited,
        do not bother asking.  We will ask you.   

Ok, that's all we have for now.  More may be added to this later,
so keep checking.  

WHEN WRITING NOTES IN RESPONSE, please:
        1) Be constructive.  Give reasons for your responses.
        2) Reference your response with the numbering system above.
        (ie. 6b is really cool!  - would mean you think legendary
        items are really cool) (unless you have general feedback).
        3) It is ok to reply to this with notes to 'all'.

For the current vote status, see HELP VOTE.