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Mythics: General Discussion

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Post by Dragon78114 Tue Mar 22, 2011 2:33 am

First topic message reminder :

Although it is established, it might be good to have this discussion started if it pops up again.

Also, this thread will be for discussing the plot of this uber-sweet quest.
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Post by The Empty Lord Tue Mar 22, 2011 5:27 am

Dragon78114 wrote:um... I think it is cool that we run into our past selves to warn us about the threat of Durial. Now, I think doesn't create a paradox if we create a controlled scenario, like what we can only wear etc, and it will happen in a cutscene.

Yeah, cutscenes do it nicely. But we can't have such large amounts of the quest being non-user controlled.

I like us being the omen too. Also, there's never really any danger of a paradox - so long as we assume time is predestined. Same with Recipe for Disaster. The past and the future can mangle, but events happen in a linear fashion.

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Post by Dark Avorian Tue Mar 22, 2011 5:39 am

I've always been a "separate entity theory" kinda guy...but whatever...
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Post by The Empty Lord Tue Mar 22, 2011 5:45 am

Haha, yeah... arguing about philosophy is probably not the best idea. Wink
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Post by Jeeves Tue Mar 22, 2011 6:33 am

So...the Guild has time in a way...sort of like what I was suggesting with the "ten revolutions" deal? I don't know how well it would work within the scope of the quest to be able to pick and choose when you enter, though...it could either be really eh or *really* cool! Tongue

Like, you can only ever enter the Guild twelve times. Each time you enter, it's the start of the next hour/revolution/whatever. The twelfth time you enter is your last...you're sealed in forever! So it would be cool to sort of have a mechanism like that...? Maybe? But that would kind of get rid of the whole "all enter the Guild at the same moment" thing that we had before...

I really don't know. Tongue
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Post by The Empty Lord Tue Mar 22, 2011 7:14 am

12 revalations and then shut wouldn't work... Because players will likely walk in and out repeatedly and lock it before they complete the quest. I like the idea that it's just a loop though. Sigh
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Post by Jeeves Tue Mar 22, 2011 7:19 am

Yeah...that's the easiest. If we can find a way to make a clock work, though, that would be cool. Pleased
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Post by Dark Avorian Tue Mar 22, 2011 7:24 am

The clock on the outside was only to make our own time warping easier...

WAIT! This is a guild right...did you seriously just suggest that we couldn't get into a guild after doing the quests that's purpose is...getting us in...?
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Post by Jeeves Tue Mar 22, 2011 7:25 am

Tongue Yes. I think that would be cool! Challenging the common concept of what a Guild is...this one is not quite what it appears..
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Post by Dark Avorian Tue Mar 22, 2011 7:26 am

>_< no that's not cool...that's a bitch move...

"Oh here a new guild yay!!!"

"Wait...no"
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Post by Jeeves Tue Mar 22, 2011 7:28 am

Um, duh! The point of the quest is hardly getting into the Guild! It's stopping Durial/etc. The Guild is unlocked soon as you meet all the requirements to actually start the quest. Tongue And plus, having some sort of cool reason why you can't go back (or can't remember it even exists if we do some fun fiddly things with time) would be fun. Grin

But that's probably not going to happen...seeing as I like being able to go in the Guild.
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Post by The Empty Lord Tue Mar 22, 2011 7:34 am

Technically the quest isn't a requirememnt, but yeah...

No locking based on a time interval. Tongue

How about there's multiple uses (plural of us) because we enter the guild from multiple times...? I don't know. Poetic license again?
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Post by Dark Avorian Tue Mar 22, 2011 7:42 am

When we go back to fight durial we are only one of twenty versions of us...each equipped with his finest armor. Exploiting the time loop ftw?
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Post by The Empty Lord Tue Mar 22, 2011 9:13 am

Teh lulz.
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Post by The Empty Lord Tue Mar 22, 2011 11:26 am

I'm not sure how serious Dark was, but how about having to fight Durial multiple times in different instances? Although, I suppose that wouldn't work as you would have to mimic what the future yous do in future fights else people like me will complain (grrr, Meeting History, paradoxes aren't cool!).

One question...

Where is the gate? I imagined the wilderness when I created it, but I don't think it suits Jeeves' prerelease content and Dark's hope for a spawn location. Tongue
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Post by Jeeves Tue Mar 22, 2011 12:26 pm

I imagined just some sort of secluded grove place? Nothing too fancy or out of the way...just a quiet little spot where no one would really go except people out looking for nothing in particular.

And as for the fight with Durial...I think we could fight him over multiple instances so long as we never actually see ourselves fighting him? Like, we could be fighting him, and then he drifts over BEHIND THAT CLIFF, OH NO HOW DO WE GET TO HIM? And then we can just come back some other time and get him.

Or we *could* see ourselves and just have ten of us all on him at once, but just have it so that your character absolutely refuses to perform any action *except* that which he already saw himself doing?
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Post by The Empty Lord Tue Mar 22, 2011 1:15 pm

Kind of makes the fight a bit boring if it has to happen one way. Tongue

It would be interesting, but unfeasible I guess.
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Post by Jeeves Wed Mar 23, 2011 7:16 am

Tongue I'm willing to trade a fight where I can fight any way I want for a fight where I have to fight a certain way but it looks incredibly cool and amazing! I mean, *anyone* could sit there and hack at Durial for ten minutes until he dies, woohoo. But how cool would it be to...fire arrows at him from a thousand yards away with that bow thing while simultaneously casting X on him from a ledge above. While he's distracted, you come in for the kill with your sword, swinging from ten different directions at once! Tongue I think that would be cool, anyway.

Like, the first time you go back to kill him, it goes horribly. Your big, killing blow ends up glancing uselessly off of him. TAKE TWO! You see yourself fighting Durial and just at the moment where past-you tries to kill him, *present* you goes in from a different direction! He still manages to deflect the two of you! TAKE THREE!! It keeps on repeating, with you adding on and adding on to the fight, until finally, whether it's through melee or ranged or magic or whatever, you finally kill him...

Actually, wait...that wouldn't work? Because then the first time you went, they would all be there anyway. Well, it would still work, but we'd end up killing Durial about eight different times...one for each new guy we had.

I'm confusing myself... Confuse
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Post by Dark Avorian Wed Mar 23, 2011 8:00 am

I may have been joking...
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Post by Jeeves Wed Mar 23, 2011 8:44 am

And *I* may have had a brilliant idea! Tongue You can keep your jokes, sir.
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Post by The Empty Lord Wed Mar 23, 2011 9:52 am

How about we do it Harry Potter style? We can't see who's helping us?

Perhaps, we fight him once with each item... the first us arrives with the Rising Sun, then X, and then Y. And finally the one in the middle doing the fighting... thus, they aren't all fighting, they're just performing a role that would be difficult to vary from. There could be some degree of change, but it's possible to "Fail" and you'll be sent back to before it happens almost like dying. Smile
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Post by Jeeves Wed Mar 23, 2011 10:01 am

So only one actually *fights*, but the rest of our selves just sort of perform various tasks in the meantime?
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Post by The Empty Lord Wed Mar 23, 2011 10:03 am

I can see it working without some players trying to troll time. Wink
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Post by Jeeves Fri Mar 25, 2011 10:43 am

So...let's get writing? Neutral
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Post by The Empty Lord Sat Mar 26, 2011 9:51 am

The wraiths are beings of unknown origin. They are collectors by nature--collecting treasures, collecting knowledge, collecting secrets--and those within the guild collect persons of importance. The guild was constructed within a pocket dimension, and anchored to real-space by an archway that will transport via two-way portal technology. The archway was enchanted such that it would measure the relative renown, skill and heroism of those who stood upon it's plinth - only responding to those who met all three requirements.

However, simply cataloguing adventurers did not satisfy the Wraiths, such that they wished to create a perminant haven - free from the bounds of mortality. The Chronarch's Throne was constructed at the heart of the guild, a powerful artifact that warped reality.

Unfortunately, it malfunctioned. A singularity erupted. Like a time machine that travelled everywhen at once, the archway appeared throughout time (relative future only, mind) - an ageless portal.

The guild soon began populating: the relativity-magic of the archway retaining an occupants local timestream (allowing them to return to their present without having lost any time). However, the guild acquired a perculiar perk: whilst an occupant will enter and leave to their own time, the collective occupants will appear within the guild together (regardless of time). One huge collage.

An abuse to the archway's relativity charm is to "drag" or "piggyback" another hero. This will allow you to enter/exit on their localstream (or them to yours), rather than your own.

To prevent the guild becoming populated with duplicates of individual heroes, or too many heroes that you cannot see beyond the crowd, the wraiths quickly tinkered with the relativity charm. Firstly, the guild stores each individual's occurrences on separate "discs", and will only ever execute a single instance within the collage. Secondly, those in your past and future will become less visible the further away they are. (The Ring of Visibility, as usually, grants players better sight - thus seeing Mythics who are invisible to the naked eye).

The first clause can be bypassed by two means - first, piggybacking. By exiting via piggyback, the guild does not technically register you exiting... and thus when you enter again you continue as from your previous instance. Secondly, entering the past without exiting the guild (via the chronarch's throne): you both exist in one instance of entering the guild, but appear in two different time periods.


I tried, however, I had to alter the time-feature somewhat. I tried to implement what I understood as discs--I said I never really understood that part--but I don't think I got it. Tongue


Last edited by 3mptylord on Sat Mar 26, 2011 1:28 pm; edited 3 times in total
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Post by Dark Avorian Sat Mar 26, 2011 1:10 pm

*facepalm* Not how piggybacking works. piggybacking cuts your connection to your time, and attached you to the time you piggybacked to. you then have to piggyback on yourself to get back.

Also, I dislike the idea that it's just some random ether beings who happen to collect heroes. Why can't it just be the collective consciousness of the universe, with the heroes being the only thing that have a strong enough presence to enter.

Okay, let's try this time thing again. Guild time is a twelve hour loop. Normal time is a straight line (or a loop so big we can't comprehend it). When you enter the guild, you STOP moving in normal time, and begin circling the guild loop. You are connected by something similar to an astral thread to your time. When you leave the guild, you are reeled back to your time and continue on in that time.

Everyone who has ever entered the guild has been in that same twelve hours, but you can only see two categories of people 1) those who are tied to time close to yours, and 2) those who need you or who you need.
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Post by The Empty Lord Sat Mar 26, 2011 1:29 pm

In the edit I added "(or them to yours)", but I don't understand how what I've described as piggybacking differs from your description...

>Also, I dislike the idea that it's just some random ether beings who happen to collect heroes.

I ran the collectors concept by the group prior to writing, so I went with it. *shrugs* Each to his own.

>Okay, let's try this time thing again. Guild time is a twelve hour loop. Normal time is a straight line (or a loop so big we can't comprehend it). When you enter the guild, you STOP moving in normal time, and begin circling the guild loop. You are connected by something similar to an astral thread to your time. When you leave the guild, you are reeled back to your time and continue on in that time.

That's essentially the original concept anyway, almost to a tee, I was only ever confused about what the "discs" were and how the dial on the entrance would contribute to the quest.



If it's someone who needs your help, but exist in the past, are they an omen or an echo? As they represent something you're yet to do, even if it's already happened. Tongue
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