Daevos2005-06-16 16:57:11
Basically this is my personal wish list for village influencing. Which is the trademark of Lusternia but has become more of a painful duty, than a enjoyable experience.
1. Eliminate all experience lost in open villages.
2. Make all denizens in open villages invulnerable to attacks of any kind without peacing the room.
3. Restore all villages to their original condition when they revolt, ie no demesnes, no flood, no taint, no forest.
4. Disable melding in open villages so it much much more difficult for a single mage/druid to dominate the whole village.
5. Change crusade/sanctuary so that they can not be placed in rooms that do not have atleast one denizen that is ready to be influenced, ie not tired from a previous discussion. And once all mobs have been influenced in the room, those campaigns should fade after a few seconds.
6. Fix debating by lowering the amount of ego damage you take from being countered. Offense should not be significantly more risky than defense in debating.
7. Increase the time that villages are held by organizations to lessen burnout from having to influence villages alot within a months time.
8. Eliminate all randomness of the revolts by changing the goal of village influencing itself from convincing villages to swear loyalty to you to convincing them to enter contract with you. Safety in exchange for Tributes. The contracts would last certain amounts of time depending on your rulership style, and the expiration date would be posted on the Politics board so that everyone who wants to will be able to make plans to be there.
9. Leave all villages open for violence while they are in play as is currently the case instead of making some peaced.
In short, make influencing Lusternia's version of CTFs with greater stakes.
Edit:
I forgot this the first time but here you go.
10. Set a time limit for village influencing, and I personally like Marcalo's suggestion of three hours. Which basically that gives organizations two ways to succeed, the current way of reaching the victory benchmark, and another way that allows organizations that are superior in influencing battle three hours after the first denizen is influenced to win. I don't even want to imagine the battles in the future between Hallifax, Gaudiguch, Ackleberry, Glomdoring, Magnagora, Celest, and Serenwilde if a limit isnt placed.
1. Eliminate all experience lost in open villages.
2. Make all denizens in open villages invulnerable to attacks of any kind without peacing the room.
3. Restore all villages to their original condition when they revolt, ie no demesnes, no flood, no taint, no forest.
4. Disable melding in open villages so it much much more difficult for a single mage/druid to dominate the whole village.
5. Change crusade/sanctuary so that they can not be placed in rooms that do not have atleast one denizen that is ready to be influenced, ie not tired from a previous discussion. And once all mobs have been influenced in the room, those campaigns should fade after a few seconds.
6. Fix debating by lowering the amount of ego damage you take from being countered. Offense should not be significantly more risky than defense in debating.
7. Increase the time that villages are held by organizations to lessen burnout from having to influence villages alot within a months time.
8. Eliminate all randomness of the revolts by changing the goal of village influencing itself from convincing villages to swear loyalty to you to convincing them to enter contract with you. Safety in exchange for Tributes. The contracts would last certain amounts of time depending on your rulership style, and the expiration date would be posted on the Politics board so that everyone who wants to will be able to make plans to be there.
9. Leave all villages open for violence while they are in play as is currently the case instead of making some peaced.
In short, make influencing Lusternia's version of CTFs with greater stakes.
Edit:
I forgot this the first time but here you go.
10. Set a time limit for village influencing, and I personally like Marcalo's suggestion of three hours. Which basically that gives organizations two ways to succeed, the current way of reaching the victory benchmark, and another way that allows organizations that are superior in influencing battle three hours after the first denizen is influenced to win. I don't even want to imagine the battles in the future between Hallifax, Gaudiguch, Ackleberry, Glomdoring, Magnagora, Celest, and Serenwilde if a limit isnt placed.
Erion2005-06-16 16:58:49
QUOTE(Daevos @ Jun 16 2005, 12:57 PM)
Basically this is my personal wish list for village influencing. Which is the trademark of Lusternia but has become more of a painful duty, than a enjoyable experience.
1. Eliminate all experience lost in open villages.
2. Make all denizens in open villages invulnerable to attacks of any kind without peacing the room.
3. Restore all villages to their original condition when they revolt, ie no demesnes, no flood, no taint, no forest.
4. Disable melding in open villages so it much much more difficult for a single mage/druid to dominate the whole village. 5. Change crusade/sanctuary so that they can not be placed in rooms that do not have atleast one denizen that is ready to be influenced, ie not tired from a previous discussion. And once all mobs have been influenced in the room, those campaigns should fade after a few seconds.
6. Fix debating by lowering the amount of ego damage you take from being countered. Offense should not be significantly more risky than defense in debating.
7. Increase the time that villages are held by organizations to lessen burnout from having influence villages alot within a months time.
8. Eliminate all randomness of the revolts by changing the goal of village influencing itself from convincing villages to swear loyalty to you to convincing them to enter contract with you. Safety in exchange for Tributes. The contracts would last certain amounts of time depending on your rulership style, and the expiration date would be posted on the Politics board so that everyone who wants to will be able to make plans to be there.
9. Leave all villages open for violence while they are open as is currently the case. Instead of making some peaced.
In short, make influencing Lusternia's version of CTFs with greater stakes.
1. Eliminate all experience lost in open villages.
2. Make all denizens in open villages invulnerable to attacks of any kind without peacing the room.
3. Restore all villages to their original condition when they revolt, ie no demesnes, no flood, no taint, no forest.
4. Disable melding in open villages so it much much more difficult for a single mage/druid to dominate the whole village. 5. Change crusade/sanctuary so that they can not be placed in rooms that do not have atleast one denizen that is ready to be influenced, ie not tired from a previous discussion. And once all mobs have been influenced in the room, those campaigns should fade after a few seconds.
6. Fix debating by lowering the amount of ego damage you take from being countered. Offense should not be significantly more risky than defense in debating.
7. Increase the time that villages are held by organizations to lessen burnout from having influence villages alot within a months time.
8. Eliminate all randomness of the revolts by changing the goal of village influencing itself from convincing villages to swear loyalty to you to convincing them to enter contract with you. Safety in exchange for Tributes. The contracts would last certain amounts of time depending on your rulership style, and the expiration date would be posted on the Politics board so that everyone who wants to will be able to make plans to be there.
9. Leave all villages open for violence while they are open as is currently the case. Instead of making some peaced.
In short, make influencing Lusternia's version of CTFs with greater stakes.
139639
For the sake of mage/druids, you've basically ruined their primary offensive skillset. What, are Hartstone druids going to just Ancestralcurse, and Blacktalon peck your eyes out?
Daevos2005-06-16 17:01:12
They are still able to use their demesne skills, most of them anyway. By tainting/foresting/flooding/whatever and then laying down effects.
Edit: Obviously though, druids may need a skill in druidry that would allow them to change terrain, and thereby protect their prepared rooms somewhat.
Edit: Obviously though, druids may need a skill in druidry that would allow them to change terrain, and thereby protect their prepared rooms somewhat.
Erion2005-06-16 17:02:16
QUOTE(Daevos @ Jun 16 2005, 01:01 PM)
They are still able to use their demesne skills, most of them anyway. By tainting/foresting/flooding/whatever and then laying down effects.
139644
Eh, true. But they do lose their influence bonus from their demesne.
Erion2005-06-16 17:04:38
And for the record, I'm honestly surprised a Magnagoran is suggesting removing xp penalties from it - although I think a minor loss would be fair, and making them conglute.
I don't know, making influencable mobs invuln? I don't like it - it destroys a well-founded method of destroying the opposition's influence. It'll then become the team with the most trans-influence mugwumps (with Quickening) wins.
I don't know, making influencable mobs invuln? I don't like it - it destroys a well-founded method of destroying the opposition's influence. It'll then become the team with the most trans-influence mugwumps (with Quickening) wins.
Nayl2005-06-16 17:05:22
Hmm... Maybe just turn it back to original terrain type, and have melding enabled, entire skillset... Sure, druids/mages could be alright in one room, but their whole idea is controlling ground, maybe make 10 room demesnes?
Partial control?
Partial control?
Amaru2005-06-16 17:05:45
I think Daevos has it just right with this. My only problem is.. if all players are informed of when to be here, the team fights could be absolutely huge, and this could get out of hand.
There would need to be a way to make smaller teams fight one another, instead of some huge army which runs in and instakills by putting 20 entities on one person.
There would need to be a way to make smaller teams fight one another, instead of some huge army which runs in and instakills by putting 20 entities on one person.
Richter2005-06-16 17:07:47
Solution to the demesne problem:
With so many people fighting/debating/contesting over a villiage, it is harder for a mage to keep hold on his demesne. Therefore, if he is more than ten rooms away, he cannot maintain his magical hold on the area, and it will crumble.
They log off, demesne goes. They leave the conflict, or go to the other side of the Basin, boom. They die, they lose thier hold on it as well.
With so many people fighting/debating/contesting over a villiage, it is harder for a mage to keep hold on his demesne. Therefore, if he is more than ten rooms away, he cannot maintain his magical hold on the area, and it will crumble.
They log off, demesne goes. They leave the conflict, or go to the other side of the Basin, boom. They die, they lose thier hold on it as well.
Erion2005-06-16 17:09:31
QUOTE(Richter @ Jun 16 2005, 01:07 PM)
Solution to the demesne problem:
With so many people fighting/debating/contesting over a villiage, it is harder for a mage to keep hold on his demesne. Therefore, if he is more than ten rooms away, he cannot maintain his magical hold on the area, and it will crumble.
They log off, demesne goes. They leave the conflict, or go to the other side of the Basin, boom. They die, they lose thier hold on it as well.
With so many people fighting/debating/contesting over a villiage, it is harder for a mage to keep hold on his demesne. Therefore, if he is more than ten rooms away, he cannot maintain his magical hold on the area, and it will crumble.
They log off, demesne goes. They leave the conflict, or go to the other side of the Basin, boom. They die, they lose thier hold on it as well.
139651
I guess I just hate the idea of demesnes being tossed aside so easily - it's not cheap, power-wise, to set one up.
Amaru2005-06-16 17:10:35
Don't go too far and make this a place for your own suggestions, and put the people who matter off Daevos' idea, which works in and by itself.
Richter2005-06-16 17:18:10
Well, true, he does have a number of good suggestions, I was just trying to hit the weak point of every argument/suggestion so far, and that was the issue with demesnes in villiages.
But, continue talking about Daevos' idea!
But, continue talking about Daevos' idea!
Athana2005-06-16 17:45:14
I think his ideas are great, however I'm with Erion in that I believe when you die you should just conglutinate to your respective nexus.
Gwylifar2005-06-16 17:45:28
I like quite a few of Daevos's ideas here. I'm not sure about the scheduled "revolts" thing; and I'd still prefer to simply take violence out of village influence entirely since the world is so full of other places to do that. But assuming that idea won't be seriously considered, Daevos's plan has some nice features.
Marcalo2005-06-16 18:22:56
personally i like them all, it would bring some order to the chaos if these current influence battles, personally i am sick of these 9+ hour influence battles where for the most part its basicly who gets the demense and who can get newbs to stand in sancturied rooms first.
Revan2005-06-16 18:50:27
I think Daevos' ideas hit the nail on the head. As for demesnes in influencing, get rid of them. This is coming from a mage: We don't need nor want demesnes to be such a gigantic factor in influencing. We can cast our effects in single rooms. That's more than enough for influencing. The fact that a single mage can dominate the event really makes it stressful. Don't change demesnes any other way, just get rid of them for influencing.
Erion2005-06-16 18:51:10
Estarra has a thread for this, really. Ideas should be posted there - and she's posted a few good ones of her own.
Daevos2005-06-16 18:53:00
What thread?
Marsu2005-06-16 19:16:39
I like Daevos' idea a lot. Let me explain:
Demesnes are (at the moment) a very large factor in who can control and keep control of a village. They leave little room for another city/commune to enter the village and at least attempt to influence as you can be summoned into a large group of enemies immediately.
I like the idea of removing experience loss from village influencing completely. Death in village influencing is a good thing, it allows people the chance to influence freely whilst their enemies put their defenses back up etc.
I would personally like to see set times for villages that can be viewed by everyone mostly due to the fact that villages often revolt just as I have to leave the realms and not only does it make me feel bad and useless, it also makes me look bad in my citymates eyes and I'm sure other people feel this same way. Set times would require Cities/Communes to come up with better strategies in handling influencing.
I dislike the fact that influencing can go on and on. Look at yesterday, I sign on every morning for around 20 minutes and at lunch for a further 20-30 minutes. Stewartsville revolted just as I was leaving to return to work and was still in play 6 hours later when I returned. I believe this is a factor that burns a lot of people out about village influencing and could do with a change.
I'm tired and not in a posty mood so if you want any clarification or to just whine at me, feel free
Demesnes are (at the moment) a very large factor in who can control and keep control of a village. They leave little room for another city/commune to enter the village and at least attempt to influence as you can be summoned into a large group of enemies immediately.
I like the idea of removing experience loss from village influencing completely. Death in village influencing is a good thing, it allows people the chance to influence freely whilst their enemies put their defenses back up etc.
I would personally like to see set times for villages that can be viewed by everyone mostly due to the fact that villages often revolt just as I have to leave the realms and not only does it make me feel bad and useless, it also makes me look bad in my citymates eyes and I'm sure other people feel this same way. Set times would require Cities/Communes to come up with better strategies in handling influencing.
I dislike the fact that influencing can go on and on. Look at yesterday, I sign on every morning for around 20 minutes and at lunch for a further 20-30 minutes. Stewartsville revolted just as I was leaving to return to work and was still in play 6 hours later when I returned. I believe this is a factor that burns a lot of people out about village influencing and could do with a change.
I'm tired and not in a posty mood so if you want any clarification or to just whine at me, feel free
Erion2005-06-16 19:24:24
Read Estarra's thread, Marsu. There's a list of possible (likely?) changes, a lot of which are equal to and/or better than Daevos'.
Nyla2005-06-16 19:24:41
I think number 9 is a bad idea. I believe there needs to be something for those who arent all gungho about PK during influencing.