Dead Ends

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Nunul
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Re: Dead Ends

Post by Nunul » Thu Jul 16, 2009 11:32 am

Aldernon wrote:
Nunul wrote:
Alces wrote:Yes, someone was telling me who had it- but I didn't know if that knowledge was widespread.

It was that information that what got me interested in it- I thought maybe we could attach his name to the weapon(s) in some way. A digital legacy, if you will.
Dunno how I feel about that. I spoke with him way back about the part he had. He had hope that it would become "complete". Wouldn't seem right somehow to make it useful at this point. *shrugs* Mixed feelings.
I agree, don't think it's necessary. He, like all the others known to have OOC left us, have a memorial in the memorial garden. I think that is a fitting way to remember them and their legacy in CL.

I would, however, like to see more of that storyline happen. Or see it removed. If the GM behind some obscure open-ended storyline has moved on, remove the stuff that ultimately irritate more than it entertains. There are many of these, one my biggest pet peeves is Votenkath's...kinda hoping we'd go there one day and find a big old crator. Then we can at least move on to trying to solve something that's solvable ;)
Yeah. After further thought, I think what would bug me seeing the completed blades and storyline, thinking "he didn't live to see this finished". There is already too much animosity about red herrings and incomplete content.
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Re: Dead Ends

Post by Alces » Fri Sep 25, 2009 10:44 am

We were at the castle on Noth early this morning, but could not figure out how to open the gate.

Is this a dead end, or do we just need to try harder?
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Re: Dead Ends

Post by xepel » Fri Sep 25, 2009 10:50 am

Alces wrote:We were at the castle on Noth early this morning, but could not figure out how to open the gate.

Is this a dead end, or do we just need to try harder?
This is a really, really, really dead end.
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Re: Dead Ends

Post by Salandra » Fri Sep 25, 2009 3:21 pm

xepel wrote:
Alces wrote:We were at the castle on Noth early this morning, but could not figure out how to open the gate.

Is this a dead end, or do we just need to try harder?
This is a really, really, really dead end.
I'm pretty sure that at some point in time we were told the answer (to noth) was right there and we just never found it...
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Re: Dead Ends

Post by xepel » Fri Sep 25, 2009 7:18 pm

Salandra wrote:
xepel wrote:
Alces wrote:We were at the castle on Noth early this morning, but could not figure out how to open the gate.

Is this a dead end, or do we just need to try harder?
This is a really, really, really dead end.
I'm pretty sure that at some point in time we were told the answer (to noth) was right there and we just never found it...
I thought we tried a million times to get in, and then NothGM went away. It'd be great to see if this is a dead end or not, but right now I'm leaning towards 'dead.'
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Re: Dead Ends

Post by Salandra » Fri Sep 25, 2009 8:08 pm

xepel wrote:I thought we tried a million times to get in, and then NothGM went away. It'd be great to see if this is a dead end or not, but right now I'm leaning towards 'dead.'
At some point in time the Separ was given to us via a GM played character and the story ended with a battle with Qual in TC. As of now the story is "finished" but it wasn't completed as it was originally intended (We find the Separ on our own and defeat Qual). afaik we never discovered any additional areas/NPCs on Noth that would have led to us completing the story on our own.
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Re: Dead Ends

Post by Nunul » Sat Sep 26, 2009 4:58 am

Salandra wrote:
xepel wrote:I thought we tried a million times to get in, and then NothGM went away. It'd be great to see if this is a dead end or not, but right now I'm leaning towards 'dead.'
At some point in time the Separ was given to us via a GM played character and the story ended with a battle with Qual in TC. As of now the story is "finished" but it wasn't completed as it was originally intended (We find the Separ on our own and defeat Qual). afaik we never discovered any additional areas/NPCs on Noth that would have led to us completing the story on our own.
I recall Qual mumbling something about "dark bubbling". But again, that GM's ship has sailed.
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Re: Dead Ends

Post by Daimoth » Sat Sep 26, 2009 3:01 pm

CL needs a new wizard to fight.
Extreme level disparity is community disparity.

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Re: Dead Ends

Post by Phroon » Sat Sep 26, 2009 8:42 pm

Daimoth wrote:CL needs a new wizard to fight.
Colmert not doing it for you? He's alive and well changing passwords... yeah...


What's that Skirwan? A wizard did it? Again?

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Re: Dead Ends

Post by Seld'kar » Sun Sep 27, 2009 2:22 am

Phroon wrote:Colmert not doing it for you? He's alive and well changing passwords... yeah...
I though Colmert was a "good-guy"?
I think having an opinion makes you an asshole.

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Re: Dead Ends

Post by Daimoth » Sun Sep 27, 2009 3:54 am

Need a real wizard that goes around casting crazy spells on you like turning you into a frog, or putting you in a giant cube of ice, etc.
Extreme level disparity is community disparity.

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Re: Dead Ends

Post by Eldon » Mon Sep 28, 2009 8:28 am

Seld'kar wrote:I though Colmert was a "good-guy"?
He's misunderstood. Complex. Occasionally thought he was a god that thought he always knew what was best. You know, he's a wizard.
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Re: Dead Ends

Post by Sativa » Mon Sep 28, 2009 8:54 am

I'd like to see something happen with the locked door in the hut on CI.

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Re: Dead Ends

Post by Seld'kar » Mon Sep 28, 2009 11:20 am

Sativa wrote:I'd like to see something happen with the locked door in the hut on CI.
I thought this was one of three crowbarable doors in the game?
I think having an opinion makes you an asshole.

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Re: Dead Ends

Post by Maeght » Mon Sep 28, 2009 11:24 am

Seld'kar wrote:
Sativa wrote:I'd like to see something happen with the locked door in the hut on CI.
I thought this was one of three crowbarable doors in the game?
Nope. I've tried many times.

It's one of the doors where a crowbar most obviously SHOULD work.

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