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Clan Lord: Mystic quest

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Myranda

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Jan 12, 1999, 3:00:00 AM1/12/99
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I don't really want to be a mystic but since it's almost the only quest
possible in this game, i'm trying to figured out how to be one.

First, i meet Mystic woman in the sunstone tree.
And my conclusion is to found the 3 number in one guest. How to do so
without pureluck? You have to have accomplished another quest before and
use the item you have found to READ her mind. Maybe the sunstone could
be use. I have a idea just now... I won't tell it on the post. Ask me
for it.

Second, they must be other place on the island that are like this one,
place with Mystic helper. Maybe there is(or will be) one quest per land.
Like Desert, Cold and Snowy, Ash island, Marsch...

Since i'm still weak and i can't adventure much in dangerous ground
without strong exile, my exploration is still young. They are many place
i didn't explore yet and i'm sure that many exile didn't too. So these
are the place to check.

So if you have any information or answer, stop me and tell me your
story.

Myranda


ClanMystic

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Jan 13, 1999, 3:00:00 AM1/13/99
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Hi Myranda,

I thought I would help you and others out a little on your quest. Here are
some of my experiences in dealing with the mystic "trainers". I'm not sure
what "\use" does with token but i will try that soon.

1) You should not have chosen a profession to gain a mystic token.

2) You need to solve the number puzzle that Erenal Da'li poses more than once.
A little luck and a lot of logic is needed. If my memory serves me right you
need to solve the puzzle in less than 6 tries to get "partial credit" toward
token. You will be told something in this regard, "perhaps you have the
makings of a mystic", when you get "partial-credit".

3) You need multiple "partial credits" (5-6?) to gain a token. They do NOT
have to be gained in a row. And I think you might be able leave and come back
with any partial credits you earned still intact but am not sure on this point.
The token will suddenly appear in your inventory, no announcement will be made
that you gained the token.

4) There is a least one more mystic "trainer" out there at this time (v58).
The ancients have seen to it that with a little savvy, a relatively weak exile
can make it to these locations.

Others have said they gained tokens faster than I have. And some of the things
I have put down here might be slightly off. However, I do hope this helps you
and others a little and doesn't upset the ancients too much from what I have
revealed.

Anonymous Clan Mystic

Joe Williams

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Jan 16, 1999, 3:00:00 AM1/16/99
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The message boards, web pages, and the sunstone nets are poor places to
discuss quests, puzzles, or secrets of any kind.

In addition to earning the not-so-coveted "blabbermouth" tag, you risk
spoiling the fun of discovery for many players. Plus if we feel that a
puzzle becomes "common knowledge," we'll just pull it out of the world, or
make it valueless.

(And you see how long it takes us to write new quests -- do you really
want us spending our time replacing "public knowledge" newbie quests
rather than writing new ones for more experienced players?)

If you must discuss these things, do so in a private location -- The
Purple Tor Inn is perfect.

--
--Joe Williams
President, Delta Tao Software, Inc.

To subscribe to Joe's rambling personal mailing list,
send "subscribe joedeltalist" to majo...@ten.net.

Kagemusha

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Jan 16, 1999, 3:00:00 AM1/16/99
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In article <joe-160199...@192.168.1.30>, j...@deltatao.com (Joe
Williams) wrote:

> The message boards, web pages, and the sunstone nets are poor places to
> discuss quests, puzzles, or secrets of any kind.
>
> In addition to earning the not-so-coveted "blabbermouth" tag, you risk
> spoiling the fun of discovery for many players. Plus if we feel that a
> puzzle becomes "common knowledge," we'll just pull it out of the world, or
> make it valueless.

You have to be kidding, right? You should redo the entire mystic quest
anyway. The way its implemented now, if you can call it that, is poorly
thought out at best. The fact that people have taken to posting messages
on Usenet should be a clue that it needs to be re-thought. In fact, why
don't you just tell everyone that only special people that you approve of
(ie. kiss your butt) can be mystic apprentices. I have spent at least 3
weeks of on-line time trying to get to the next step. The whole purpose
of this testing period is to test new things, right? I have played a
high-level fighter and a high-level healer and I have found the whole
kill, heal, kill, heal cycle to be boring. I'm sure it will get better
when new areas, new items, new anything comes into being when you ship CL
V1.0. But until then, its the same thing over and over again like the
Noids Assembly line of ranks. So, I decided to try to be a mystic
apprentice. At least its something new that needs to be tested (Which I
thought was the whole purpose of the public testing period). But once you
get a token the whole quest breaks down. I have searched and searched,
compared maps, and departed at least 10 times trying to find where the
next step is. I haven't discussed my quest with anybody, which I guess is
why I haven't seen any progress. There should be much better clues on
what to do next. And don't hand me "Gee, I guess you should try harder or
look in better places". That is crap. A character with just body
training can't survive long on his or her own outside of puddleby, thanks
to the decision to remove any safe areas from the game (Which I always
thought of them as the equivilant of a pause button in CL because not
everybody can sit in front of the screen for hours on end without taking
their eyes off it even when the phone rings or somthing else pops up). I
know its not fully implemented, and perhaps you should have never put
anything into the game at all until it was.

> (And you see how long it takes us to write new quests -- do you really
> want us spending our time replacing "public knowledge" newbie quests
> rather than writing new ones for more experienced players?)

Newbie quests?? I have been playing since V.30 and I would hardly
equate this quest to finding the Bell, Book, and Candle to be a healer or
finding the hut with Master Fistus. Maybe it seems simple to you since
you already know the answer, but to this player its just not that simple.

> If you must discuss these things, do so in a private location -- The
> Purple Tor Inn is perfect.

Doesn't that just contridict your previous statement? When you talk to
Zo'Koon she specifically says not to discuss your quests with anybody.
Not Mystic, Mystic Apprentices, or any other exile. Talkative mystic have
been known to be removed from their guild. Which is funny, because she
doesn't give you a quest, but I digress.

I guess that's what makes this game so frustrating. On one hand, its
heavily discourgraged to be a solo player. Ineffective trainers, shareing
bonuses for group hunting, and the complete removal of safe areas among
numerous other problems, seem to be telling you that you *have* to be a
social character, even if you don't want to be. Solo exploration is not
for the faint of heart. Somebody else said "Hence the name *CLAN* Lord".
But on the other hand, to be a mystic you have to be a solo character. If
you ask for information, you could be booted from the guild. Nobody that
knows anything would help you out in fear of them being expelled. And if
you have a group helping you they would know certain things that they
would be happy to tell others, since what are you going to do kick them
out of the Fighter's guild? Which would cause you to replace "Public
Knowledge" rather that working on new stuff. There is no consistantcy.
Tell me Joe, what do you want? Seems like a Catch-22 to me.

I used to be so excited about this game and couldn't wait until you
released. I was happy to pay for play. But seeing the direction the
game has gone since those heady days of optimism it has left me with a
cold frustration. Removal of barriers to monsters out of town and other
areas seemed like a good idea, but what it costs was the fun of the town
invasion. Now if I see a Orga Rage in town all I can do is yawn. Been
there, done that. Those town invasions used to be special, now they
happen every day. It was a good idea, but poorly implemented. A better
way would have been to keep certain areas safe (ie. Town and the other
safe areas that everyone knew about) but let the monsters roam free within
the confines of their areas (ie. Snow Cougars in the Cold and Snowy,
Rockodiles on the beaches, etc.). But that would be too practical.
Remember, this is still a game, not reality.

It seems to me that you might want to do us all a favor and go to your
website and read "Clan Lord Design Principles" one more time. I will help
you out:

http://www.deltatao.com/clanlord/clprinciples.html

1. Clan Lord is fun, not frustrating. (Very Important to repeat this over
and over. You seem to have forgotten this one above all else.)

"Fun activities should prove profitable; boring ones should not." (Noids
assembly line of rank....)

A player should not be forced to do things he or she thinks aren't fun. (Hmmm.)

3. Each character should feel special. (Hmmmm!)


"Characters get to decide, as opposed to having decisions made for them."
(That makes sense....)

Anyway, I seem to have gotten off the point. My frustration with the
mystic quest has left me a little angry with alot of things in the game.
The mystic quest needs to be re-thought completely. If one has to do it
alone, then the clues need to be better, not any less difficult, just
better. I fully realize it isn't supposed to be easy, but having the
quest just end after getting a mystic token is hardly fun for anybody.

Goodbye,

Kagemusha (v.30 Fighter, post-reset Mystic wannabe that may never be)

--
"Bill Gates is a monocle and a white persian cat away from
being a villian in a James Bond Film." -- Dennis Miller

Keith Rose

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Jan 16, 1999, 3:00:00 AM1/16/99
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Kagemusha <molsen@-spamguard-mauimail.com> wrote:

> Newbie quests?? I have been playing since V.30 and I would hardly
> equate this quest to finding the Bell, Book, and Candle to be a healer or
> finding the hut with Master Fistus. Maybe it seems simple to you since
> you already know the answer, but to this player its just not that simple.
>

It is _intended_ to be difficult. The idea seems to be that it takes a
certain temperament to become a Mystic. From previous discussions, I
conclude that the quests are designed to convince anyone who isn't going
to like playing a Mystic to try something else. If they are frustrating
you, then perhaps it is possible that Mysticism just isn't for you.

Having said that, at least some of the frustration probably comes from
the fact the quests are relatively new in their life cycle. Developers
will often tend to work on the mechanics first, and then add polish
(like the hints) afterwards. Give them enough time to catch up with
themselves before you pass judgement.

> Doesn't that just contridict your previous statement? When you talk to
> Zo'Koon she specifically says not to discuss your quests with anybody.
> Not Mystic, Mystic Apprentices, or any other exile. Talkative mystic have
> been known to be removed from their guild. Which is funny, because she
> doesn't give you a quest, but I digress.

I suspect he's saying that if you blab secrets in a private one-on-one
conversation, you're less likely to be flagged as a blabbermouth than if
you shout them to the world, not that he _wants_ you to do so.

> It seems to me that you might want to do us all a favor and go to your
> website and read "Clan Lord Design Principles" one more time. I will help
> you out:

Those design principles, which seem so simple, are probably quite
difficult to live up to in practice. What is fun to one person is
frustrating to another, and vice versa. If you're feeling frustrated,
you definitely should complain, at least once. DT presumably wants your
business, so they want to make you happy. But they want everybody
else's business too. So you can't expect the game to work exactly the
way you want it to. If you want that, you'll have to design your own
game.

KR -aka Kevas
--
Keith Rose
kr...@cyberus.ca (home)
K.R...@telesat.ca (work)

Marty Dodge

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Jan 17, 1999, 3:00:00 AM1/17/99
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> . In fact, why
> don't you just tell everyone that only special people that you approve of
> (ie. kiss your butt) can be mystic apprentices.

Well butts come into play in my case but it is more "pain in the...." than kissing
up. Actually it some cases the tests (once you find them) are way too easy. Easy
way to find out where stuff is without asking is to keep your eyes open. (The
no-race guys are a dead give-away.)

Marty


jo...@john.com

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Jan 17, 1999, 3:00:00 AM1/17/99
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i thought i would never says this,
ok people you are all wrong and joe is right.
1. people need to keep things on the down low
2. mystics are for the most intelligent if you can't figure it out then
you don't have the right stuff, so you should become a fealer or a healer.
but i do think there there needs to be thing for fighters and healers to
get them into it to and have them do dome thing

-mystic in the making...


jo...@john.com

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Jan 17, 1999, 3:00:00 AM1/17/99
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i have a question do you need more then one mystic token? and why? you
only need one from what i have seen. though there are more then one
game...
-...


T.

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Jan 17, 1999, 3:00:00 AM1/17/99
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In article
<19990116232...@ip30.ts1.mn.dialup.ottawa.cyberus.ca>, Keith
Rose <kr...@cyberus.ca> wrote:

> > It seems to me that you might want to do us all a favor and go to your
> > website and read "Clan Lord Design Principles" one more time. I will help
> > you out:
>

> Those design principles, which seem so simple, are probably quite
> difficult to live up to in practice. What is fun to one person is
> frustrating to another, and vice versa. If you're feeling frustrated,
> you definitely should complain, at least once.
>

> KR -aka Kevas

Heh... Kevas assumes there is a vise versa, which begs the question...
is _anyone_ enjoying the mystic quests?


Well, besides me, who get's a sick sense of joy outta watching usually
intelligent people repeatedly bang the heads againt a wall, stop to
wipe off the blood, and then do it again, but that's besides the point,
and don't begrudge me my small joys! After all, they aren't my
quests... \curse the creators, not the bystanders! :)

Mandos

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Jan 17, 1999, 3:00:00 AM1/17/99
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In article <tak_BLAH_-1701...@35.but1.but.dialup.nauticom.net>,
"T." <t...@nauticom.net> wrote:

> Heh... Kevas assumes there is a vise versa, which begs the question...
> is _anyone_ enjoying the mystic quests?
>
>
> Well, besides me, who get's a sick sense of joy outta watching usually
> intelligent people repeatedly bang the heads againt a wall, stop to
> wipe off the blood, and then do it again, but that's besides the point,
> and don't begrudge me my small joys! After all, they aren't my
> quests... \curse the creators, not the bystanders! :)

Well, I am enjoying it. Most games that I've played that had to do with
puzzle-solving typically included some frustration when you can not find
the 'next step' or found it but are having a hard time solving it...but
then subsequent joy as you overcome the riddle. But I digress.

The mystic quest I find very fun, exciting, and even intellectually
stimulating. So far it has been a fascinating quest. I really can't expect
much more. Great stuff, DT! Keep up the good work!
--

Mandos of Tanglewood
The Dwarven Militia: http://tbw.net/~phils/dm/

Joe Williams

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Jan 17, 1999, 3:00:00 AM1/17/99
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>Heh... Kevas assumes there is a vise versa, which begs the question...
>is _anyone_ enjoying the mystic quests?

If you dont enjoy them, don't do them. Sheesh. It's a big world, and not
many people will enjoy being mystics. People who probably shouldn't are
trying it now, just because it seems to be the new thing.

Sutai

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Jan 17, 1999, 3:00:00 AM1/17/99
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I actually like the mystic quests (if anyone can believe it), when i
finally find them. The problem is that they become public knowledge too
quickly, and can only be found by word of mouth or by blindly running into
them. I usually find them on accident, and they are crowded and well
known within a few days. My complaint is that there should be
difficult riddles given as to where the next step is. Something hard to
figure out that helps intelligent mystics get ahead of the fireball hungry
ones. Plus, block out any mystic areas from fighters or healers, as they
are the ones who are prone to stumbling into these areas and telling
everyone. And get rid of the sparks! How obvious is that? If you had a
good riddle, you would know where to go, and noone else would. With some
good deduction you could get right to where you want to be without having
to look for those sparks, or rely on talkative people.

those are me 2¢

-sutai, the mad monk-

| \ ''/ |
| (0) (o)|
| -- |
\ O /

--
To reply, remove SCRIMP SAMMICH. :P

jason rochelle

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Jan 17, 1999, 3:00:00 AM1/17/99
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mystics are for the most intelligent if you can't figure it out then

Kagemusha

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Jan 17, 1999, 3:00:00 AM1/17/99
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In article <joe-170199...@192.168.1.30>, j...@deltatao.com (Joe
Williams) wrote:

> In article <tak_BLAH_-1701...@35.but1.but.dialup.nauticom.net>,
> "T." <t...@nauticom.net> wrote:
>
> >Heh... Kevas assumes there is a vise versa, which begs the question...
> >is _anyone_ enjoying the mystic quests?
>
> If you dont enjoy them, don't do them. Sheesh. It's a big world, and not
> many people will enjoy being mystics. People who probably shouldn't are
> trying it now, just because it seems to be the new thing.

That's the problem Joe, I *did* enjoy the first portion of the mystic
quest. Sure it was just a number game, but I still had fun with it. The
problem is that once I completed that portion the quest just stopped. No
hints, no nothing but a vague idea of where to go next, but no idea if its
right or wrong. I would like to continue in the quest so I can say that I
am enjoying it or not. And yes, I am trying it because its the new
thing. I played a fighter and a healer and found that there was nothing
new for those characters to do. I could endlessly chase ranks or shares
and then get reset when you go commercial, or try something new and wait
to build up another fighter when it counts. But as it stands now there is
no reason for me to either try to be a mystic or buy the game when it goes
commercial. I have no idea on how the game is going to be like when its
released, I can only go on what I have seen.

Kagemusha

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Jan 17, 1999, 3:00:00 AM1/17/99
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> It is _intended_ to be difficult. The idea seems to be that it takes a
> certain temperament to become a Mystic. From previous discussions, I
> conclude that the quests are designed to convince anyone who isn't going
> to like playing a Mystic to try something else. If they are frustrating
> you, then perhaps it is possible that Mysticism just isn't for you.

Well, I can understand difficult, but I don't think this is it. Its been
my experience that the quest just stops. I don't want to piss off
everybody and spoil it, but once you get the token and take it to that
place, there is not much else to point me in any direction. Maybe I
missed something small that some NPC said, but I have reviewed my steps
and I don't think I did.

> Having said that, at least some of the frustration probably comes from
> the fact the quests are relatively new in their life cycle. Developers
> will often tend to work on the mechanics first, and then add polish
> (like the hints) afterwards. Give them enough time to catch up with
> themselves before you pass judgement.

Fair enough.

> I suspect he's saying that if you blab secrets in a private one-on-one
> conversation, you're less likely to be flagged as a blabbermouth than if
> you shout them to the world, not that he _wants_ you to do so.
>

> > It seems to me that you might want to do us all a favor and go to your
> > website and read "Clan Lord Design Principles" one more time. I will help
> > you out:
>

> Those design principles, which seem so simple, are probably quite
> difficult to live up to in practice. What is fun to one person is
> frustrating to another, and vice versa. If you're feeling frustrated,

> you definitely should complain, at least once. DT presumably wants your
> business, so they want to make you happy. But they want everybody
> else's business too. So you can't expect the game to work exactly the
> way you want it to. If you want that, you'll have to design your own
> game.
>

That's true enough. I don't expect the game to work exactly as I would
like it too. I just expect it to work. I still don't think it would be
that hard to add a solid hint on where to look generally next. Heck, if
they need help, I'll write the clue for them.

Karla Montgomery

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Jan 17, 1999, 3:00:00 AM1/17/99
to

Mandos wrote:

> In article <tak_BLAH_-1701...@35.but1.but.dialup.nauticom.net>,
> "T." <t...@nauticom.net> wrote:
>
> > Heh... Kevas assumes there is a vise versa, which begs the question...
> > is _anyone_ enjoying the mystic quests?
> >
> >

> > Well, besides me, who get's a sick sense of joy outta watching usually
> > intelligent people repeatedly bang the heads againt a wall, stop to
> > wipe off the blood, and then do it again, but that's besides the point,
> > and don't begrudge me my small joys! After all, they aren't my
> > quests... \curse the creators, not the bystanders! :)
>
> Well, I am enjoying it. Most games that I've played that had to do with
> puzzle-solving typically included some frustration when you can not find
> the 'next step' or found it but are having a hard time solving it...but
> then subsequent joy as you overcome the riddle. But I digress.
>
> The mystic quest I find very fun, exciting, and even intellectually
> stimulating. So far it has been a fascinating quest. I really can't expect
> much more. Great stuff, DT! Keep up the good work!

I agree that the games are quite fun and intellectually stimulating! I have
enjoyed them very much.

My only criticism with the quests is that I would like for there to be more
clues as to where to find the challenges. So far, all of the challenges that
I have found have been just through random exploration. At first, I though
the mystic building held a clue to where to find the next quest, but I have
since abandoned this as a red herring. And other mystic seekers that I have
talked with seem to concur: if the building does house a clue, no one that I
have spoken to has been able to understand it. Everyone thus far confirms
that they found the quests strictly through random exploration. Which is
fine, if this is how Joe means for it to be. But based on previous
conversations, I had just thought that there would be vague clues that could
be assembled to help point one in the general direction where a challenge is
located.

But again, I would not soften the challenges. I would keep them just as
tough, or maybe even harder. For example, I suggested to Joe a way for one
of the challenges to be set to where an intellegent person with careful study
and play would be able to get it 100% of the time, but it would require 5
successes in a row to get a token. This would weed out those who do not
carefully study the challenge for the best possible method of success, but
just depend upon playing the games enough times to eventually succeed in
gaining a token, without really mastering the challenge.

I would just like a little more direction or vague clues as to where to find
the next challenge, instead of running into it through just random
exploration and blind luck.

- Karla aka Gem


Joe Williams

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Jan 18, 1999, 3:00:00 AM1/18/99
to
Fair enough.

Once we have all the mystic quests done, there will be better hints placed
as to what to do next. Currently, what to do next is mostly "wait until
we write some more quests."

Mitch Adler

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Jan 18, 1999, 3:00:00 AM1/18/99
to
In article
<john-17019...@pool040-max9.ds6-ca-us.dialup.earthlink.net>,

jo...@john.com ( ) wrote:
>1. people need to keep things on the down low
>2. mystics are for the most intelligent if you can't figure it out then
>you don't have the right stuff, so you should become a fealer or a healer.
>but i do think there there needs to be thing for fighters and healers to
>get them into it to and have them do dome thing

Interesting assertions.

I agree with #1 that we shouldn't be blabbing about the quests, but I
completely disagree with number 2.

The way the mystics are designed right now they are for the LUCKY,
PERSISTENT and there is a minimum intelligence requirement.

It doesn't matter how smart you are, finding the quests is a matter of
luck or social connections.

One of the quest locations I had tried to go into 10 times and given up
(about 6 versions ago). It only holds one person I couldn't get in,
thought there was nothing there, and didn't go back until I was TOLD (in
v58) that it was the location, then I tried it again and got in.

That is extremely frustrating and has no reflection on my intelligence,
just my threshold of boredom.

The whole mystic process is secret, yet incomplete, so we don't know if we
should even look. After a month of "I wonder where the mystic temple went"
annoying non-hint messages and nothing to show for it execpt tons of
departs, I gave up only to discover that game mechanics kept me from
seeing the "interesting" stuff. Namely the full area I couldn't get into.

Now, I've gotten in to the area, been told I'd make a good mystic, yet no
token. Why? Didn't say. Do I need more Mind? More Body? Better solution to
the game? No hint, no nothing. No direction to even strive for.
Frustration.

Read the net (out of game!), hear to be persistent, get told 10 times I'd
make a good mystic. Still nothing. Even more frustration.

And on top of it all, solving the three number guessing game in the right
number of tries requires some minimum skill, but significantly more luck.
Why? Especially if this is only the beginning of being an apprentice!

People say it's too hard to find the next quest, you say to lay off it's
not done yet. If the hints aren't in, then we're not testing the quests,
we're only testing the mechanics of the games at the end of the quest. If
that's what you want, put the games in a test room and let us wander in
and test the games. Don't pretend we're actually testing the quest system.

The "mystic" bulding in town, some people go in. I can't? Why? No one
tells me I can't go in, the game just doesn't let me. This is rude,
frustrating and annoying. The pesant outside just says something about
mystics. Then again, the "women only" area is like that too. Give me some
in game reason why I can't go throught the exit I just SAW another player
use. (I assume the mystic building is due to lack of a mystic token).
Even a message that says "Try as you might, you can't get the door open"
would make me more sure that I wasn't allowed in yet, and it wasn't just
too crowded or a bug.

I think the path to mysticism should be easy to find, and the puzzles hard
to solve. But currently there is NO way to find the path, or the
continuation of the path, without large amounts of luck, or word of mouth
(which is completely opposed to the Mystic credo).


Kage's right, given how truly dangerous it is to wander around and look
for (more like stumble into) mystic quests, it is next to impossible to
find them, especially with no hints. How do I know if I should go back
after my 10th depart to check that last tree in Orga camp for secret
rooms? No hint either way. I get to guess, or wonder, or play a powerful
fighter and "share" the info between characters. I'd bet there is not a
single mystic that doesn't have a second character that "discovered"
something for them.

Oh wait, I was supposed to read rec.games.mac.adventure and see the post
that assures us that they are all reachable safely. Bull! Someone in
puddleby should tell me what I need to know so I don't waste my energy and
Delta Tao's potential for keeping my business on frustrating acts like
scouring dangrous places.

The worst thing about this whole mystic thing is that we won't know how
mystics fit in the social structure of Puddleby until they are completed
and some players become real mystics.

I have never seen anyone do anything as an Apprentice Mystic that seemed
to warrant anything other than a "neato". So I have no reason, other than
frienship, to travel (or, more important to them, \share) with them, and
no reason at all to seek them out - except to try to pry mystic
information from their sealed lips.

Mitch

<Wisher - Though not for the Mystic stuff>
------------------------------------------------------------------------
Mitch Adler "You rush a miracle man,
Intelligent Paradigm you get rotten miracles."
Mi...@Mitch.org - Miracle Max, The Princess Bride
Mi...@IntelligentParadigm.com

Mike Pearson

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Jan 18, 1999, 3:00:00 AM1/18/99
to
From the Mac of Mike Pearson:
----------------------------------------------------------------------

On Mon, Jan 18, 1999 3:55 PM, Mitch Adler
<mailto:mi...@intelligentparadigm.com> wrote:
| Even a message that says "Try as you might, you can't get the door open"
| would make me more sure that I wasn't allowed in yet, and it wasn't just
| too crowded or a bug.

Speaking of too crowded, how about a message when you can't enter an area
because it is too crowded? Perhaps an action "can't fit in there!", it's
short and to the point. Or a side bar message "It is too busy there for you
to enter."

--
Mike Pearson - Sleep Deprived Student - Adrian on Clan Lord
----------------------------------------------------------------------
It is my conviction that killing under the cloak of war is
nothing but an act of murder. - Albert Einstein
----------------------------------------------------------------------
This message was created and sent using the Cyberdog Mail System


T.

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Jan 18, 1999, 3:00:00 AM1/18/99
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In article <joe-180199...@192.168.1.30>, Joe Williams
<j...@deltatao.com> wrote:

>
> Fair enough.
>
> Once we have all the mystic quests done, there will be better hints placed
> as to what to do next. Currently, what to do next is mostly "wait until
> we write some more quests."

\action scratches this down on the "things that could have been
mentioned weeks ago" list :)

And before I hear yet another "if you don't like the quests, don't be a
mystic, they'll suck anyway" comment...

I'm just saying it for the no profession exiles who'd like to say it,
but are too worried about getting ancients pissed off at them and
ruining their chances at being mystics.

It's kinda amazing how all the folks that complain have nothing but
good things to say when an ancient is around... makes it hard to
improve the game when the testers are brown-nosing over any bugs :)

Food for though... why is it taking weeks and weeks (that's months to
those who can't add) of work on something they swear is gonna suck
bigtime and 98% of the players will hate? What's the ROI on months of
delayed shipping for something for only 2% of the customers?

Shel Carpenter

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Jan 18, 1999, 3:00:00 AM1/18/99
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Sutai <bSCRIMPsS...@nkn.net> wrote:

> I actually like the mystic quests (if anyone can believe it),

I'm really glad that mystics are coming somewhat to the fore. A third
class of characters is sorely needed. As a matter of fact, MORE classes
of characters would probably be warranted. Who knows, they may debut
someday.

As for the frustrations, if this were a fully implemented, commercial
release that you were paying money for, I can understand your
exasperation. But, as far as I can tell, mystics are still very new and
being somewhat gradually incorporated into the game in stages.
Constructive criticism, ideas and bug reports are warranted. Rants don't
help a whole lot (but they may help you feel better). As with ANY beta
I've EVER tried, patience is a huge virtue.

> Plus, block out any mystic areas from fighters or healers, as they
> are the ones who are prone to stumbling into these areas and telling
> everyone.

Well, I can understand this to some degree. As a fighter, I tend to
wander far and wide and blunder upon many exciting things. This is the
beauty of the game! Discovery of something new is always gerat fun. And,
yes, being the social fighter that I am, I blab my great new find to all
who'll listen. What good is a discovery if you don't share it?

Also, I'm not real keen on this better-than-thou attitude of the mystic
adventurer. Who says that since I am a fighter I am some sort of
dullard? What, just because I put myself in harm's way, I'm an idiot?
Also, while I applaud the implemetation of the mystic quest, I am
likewise a bit put out that healers and, even to more of a degree,
fighters have less of a challenge to gain their role. I don't want the
mystics to become some sort of overclass that will resent and likewise
be resented by the other classes.

Alonzo Young

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Jan 18, 1999, 3:00:00 AM1/18/99
to
Replying to:

>I actually like the mystic quests (if anyone can believe it), when i >finally find them.

Sutai... I love this guy, man! He speak my mind so clearly! I love the
Mystic games. I think they are the cleverest "guessing games" I have
ever played. When I first stumbled upon the first game, it was fun
figuring out what all the Sun, Moon, Earth, whatever, that was being
blabbed about. I played that game for hours on end, even when I got my
token.

>My complaint is that there should be difficult riddles given as to
>where the next step is. Something hard to figure out that helps
>intelligent mystics get ahead of the fireball hungry ones.

Nod. That would definately be much better than the current system. I
mean the only hints that I get the ones that I have to garner from
people like Martlet, Uni, and Mai, begging them, paying them money, etc.
which I think is pretty shameful.

>Plus, block out any mystic areas from fighters or healers, as they
>are the ones who are prone to stumbling into these areas and telling >everyone.

Nod. These people think that just because THEY aren't mystics, they can
blab everything about it to the whole town. I have seen figters and
healers stumble upon Ma'ta's Garden and the Sacred Grove, and it really
makes me angry. Then they go off and start off new characters named
"Wannabe Mystic" or "Mystico" and we have even more "undisclosed"
figures running around. Blech!

>And get rid of the sparks! How obvious is that? If you had a good
>riddle, you would know where to go, and noone else would. With some
>good deduction you could get right to where you want to be without
>having to look for those sparks, or rely on talkative people.

Nod. If ever they get the riddles in, the sparks shall become
obsolete. Right now, though, they are helpful in finding locations such
as the Sacred Grove.

-Moonchild

P.S. If this ended up in some weird place, it's because this is my
first post to this News Group. Please bare with me for a while. See
you all online!

John Sarapata

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Jan 19, 1999, 3:00:00 AM1/19/99
to
T. wrote:

> What's the ROI on months of delayed shipping for something for only 2% of the
> customers?

Entertainment for the non-mystics seeing people thrilled at wearing cloaks? In
elementary school, very few put nickels in their noses, but all the other kids
could laugh at what idiots they were.

John

akio ogawa

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Jan 19, 1999, 3:00:00 AM1/19/99
to
Hello,

Wait a second....

You, Joe, stated few weeks ago at somewhere that it's possible to
become a mystic app. for anybody without any help of gods or ancients.
Did it change at some point? Your article:

>Once we have all the mystic quests done, there will be better hints placed
>as to what to do next. Currently, what to do next is mostly "wait until
>we write some more quests."

confuses me. Is it for full mystic or it's for app. mystic? Is it
possible to be a app. mystic NOW for me?

I'm not asking for a hint nor clue. But I want to know at least
that the way is open for me, or not. I thought this was cleared
out by you a few weeks ago, but now I'm confused...

We all know your hard work, and secrets becomes public so quickly.
So I understand that it takes time. But can you be clear about
this point at least, please?

Getting a message when one try to go in a room which is full
and cannot go in, is a very important point for us. Please
think about it. You've already got some good suggestions.

For other mystic wanabees:

Hello my friends.
Most of the articles I saw on this NG (few exceptions, like sutai's
good suggestions, I liked it!) *SEEMS for ME* that you guys just
complaining the way is too hard for you. (sorry, but I feel so)
OK, we are beta testers and should give feedback to DT. I agree.
I've already sent my suggestions to Joe by mail. So I don't repeat
all here. but just one here. I found that quests which I found
so far are too easy. (and quests whcih I didn't find so far is
too hard to find, if it's exist :-)

Few tips I found useful for us(non-proffesions):

-We need more knowledges about the world, but not clues.
-We need more patiences instead of lucks.
-We need to use eyes and mind rather than our mouth and ears.
-explore the world and keep your eyes open. I usually spent most of
week after update to visit EVERY corner of the world as far as I
can go. I still find/learn something new every week.
-visit body master and troilus more so that your exploring to be
safer and longer. Un-used ranks harms your exp and slaug badly.
-run well. Don't fight unless you are sure that you can take it even
a large vermin suddenly come from your back. We are not fighters.
I'm not using strong fighter to explore. Still I can go *very far*
alone (almost of all the world except few very hard places like OC,
DT and SSS forest) if I know how to run, where is safe place, where
I can trap nasty creatures.
-often you find me running south forest with my pants/beer/book
on my right hand (white pants is my recent favorite). Money bag
works same.
-lure monsters out to next screen and come back is useful way to
search an area.
-departing is cheaper than the knowledge (I did about 60)
-close your ears. no kidding, really. Not only because that too
many fake rumors are flying. What makes you feel bad is that
you hear others are ahead to you.... Why the hell you worry about
t*k*n before you get one? Don't worry. Instead, you seek,
gain knowledge and be patient, then you will find the path.
-be a little bit more parient.

It may change later(I would love to see some more sensible clues,
logical way to reach the secrets, etc...), but these seem to be
the way to mystic, as it is now. And if you do, you will be able
to find the path by yourself whitout any more clues or luck, at
least as far as I came (but my path is still way to go)

Bye, and have a fun!

-aki
-If I don't play by their rules, I die.

Ed Upton

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Jan 19, 1999, 3:00:00 AM1/19/99
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akio ogawa wrote in message ...
-snip-

> -visit body master and troilus more so that your exploring to be
> safer and longer. Un-used ranks harms your exp and slaug badly.
-snip->

>-aki
>-If I don't play by their rules, I die.

Aha!
Another target for complaint!
Fighter mystics!

<G>

--Oedipus

Marty Dodge

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Jan 19, 1999, 3:00:00 AM1/19/99
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Yeah and some of us put mid-level fighters to shame. Hehe.

Marty

hjanszen

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Jan 20, 1999, 3:00:00 AM1/20/99
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>Also, I'm not real keen on this better-than-thou attitude of the mystic
>adventurer. Who says that since I am a fighter I am some sort of
>dullard? What, just because I put myself in harm's way, I'm an idiot?
>Also, while I applaud the implemetation of the mystic quest, I am
>likewise a bit put out that healers and, even to more of a degree,
>fighters have less of a challenge to gain their role. I don't want the
>mystics to become some sort of overclass that will resent and likewise
>be resented by the other classes.

I agree. While Mystics should be an asset to a party in some way-
I don't want Mystics to have power over fighters. (Such as teleporting them
away, stealing from them- becoming pseudo GMs without the ability to
fight).

Quests should be solvable without the aid of a Mystic. But the mystic could
be very helpful for quests.

I heard Joe will keep the classes in balance with each other. So, for now,
I don't see Mystics becoming cult leaders.

Though, like Martlet, I question whether Mystics are necessary for the
game. But , I'm reserving judgement, heh.

hjanszen.

--
To get random signatures put text files into a folder called ³Random
Signatures² into your Preferences folder.

tdean

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Jan 21, 1999, 3:00:00 AM1/21/99
to
In article
<hjanszenNospam-ya0240...@news.mindspring.com>,
hjansze...@mindspring.com (hjanszen) wrote:

>>Also, I'm not real keen on this better-than-thou attitude of the mystic
>>adventurer. Who says that since I am a fighter I am some sort of
>>dullard? What, just because I put myself in harm's way, I'm an idiot?
>>Also, while I applaud the implemetation of the mystic quest, I am
>>likewise a bit put out that healers and, even to more of a degree,
>>fighters have less of a challenge to gain their role. I don't want the
>>mystics to become some sort of overclass that will resent and likewise
>>be resented by the other classes.
>
>I agree. While Mystics should be an asset to a party in some way-
>I don't want Mystics to have power over fighters. (Such as teleporting them
>away, stealing from them- becoming pseudo GMs without the ability to
>fight).
>

Well, considering what a big deal/ hush hush DT has made about Mystics,
its inevitable that they will develop into an elitist overclass. No, I
don't feel like explaining it. Like a small, half witted child, they pay
attention only to their latest toy. They let healers and especially
fighters, rot. The Fighter quest is pathetic. Hey, how come just about
every single quest in the game is for one person only? What ever happened
to groups?


-Bitter Outcast

--
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