Unknown2006-03-17 07:17:15
Personally, I don't like that interacting with other nations other than through village influence and neutral quests is quite as discouraged as it is now. I know that a good number of people still have the 'raider = griefer = must suffer' mentality, but I hate that it is next to impossible (or at least insanely stupid) to raid Serenwilde (and to a lesser extent other orgs) at the moment.
Note I'm not talking about raiding as in running in and killing newbies. That's obviously handled and prevented by the Avenger system, and I don't have a problem with how suspect or vengeance is meted out.
But it seems that, outside of the artificial arena of village influence, the nations aren't supposed to interact much except through commerce, quests of annoyance, or minigames. I have no problem with those, but I also think that putting combat skills to use in meaningful RP battles is important.
Currently, given org conglutination, enemy territory experience loss, and the various discretionary powers... even a large, coordinated attack is pretty futile. I realize there is a fine balance between allowing too much conflict, and stifling it, but I feel we are swinging well towards the latter at the moment. The lessened experience loss methods that Lusternia has is a great opportunity for everyone to have a go at taking part in org vs org conflicts without being decimated by those who want to be hardcore fighters, but we don't capitalize on it.
The cities at least have the two cosmic planes to fight over, but requiring a 2000credit artifact to be able to effectively get in and out is crazy. I like the wild nodes, village influence, and so on... but they aren't very immersive at all.
I don't know if this is making much sense, but I lament that the sense of community Serenwilde once had is being lost because there is no external threat. Maybe some of the other orgs are similar, I don't know?
Anyway, what exactly is the intent behind adding extra experience loss to death in enemy territory? Would any admin be willing to contribute their thoughts on what this is intended to achieve?
Note I'm not talking about raiding as in running in and killing newbies. That's obviously handled and prevented by the Avenger system, and I don't have a problem with how suspect or vengeance is meted out.
But it seems that, outside of the artificial arena of village influence, the nations aren't supposed to interact much except through commerce, quests of annoyance, or minigames. I have no problem with those, but I also think that putting combat skills to use in meaningful RP battles is important.
Currently, given org conglutination, enemy territory experience loss, and the various discretionary powers... even a large, coordinated attack is pretty futile. I realize there is a fine balance between allowing too much conflict, and stifling it, but I feel we are swinging well towards the latter at the moment. The lessened experience loss methods that Lusternia has is a great opportunity for everyone to have a go at taking part in org vs org conflicts without being decimated by those who want to be hardcore fighters, but we don't capitalize on it.
The cities at least have the two cosmic planes to fight over, but requiring a 2000credit artifact to be able to effectively get in and out is crazy. I like the wild nodes, village influence, and so on... but they aren't very immersive at all.
I don't know if this is making much sense, but I lament that the sense of community Serenwilde once had is being lost because there is no external threat. Maybe some of the other orgs are similar, I don't know?
Anyway, what exactly is the intent behind adding extra experience loss to death in enemy territory? Would any admin be willing to contribute their thoughts on what this is intended to achieve?
Verithrax2006-03-17 07:20:55
I posted a thread on ideas about a possible mechanics for raiding being something interesting and feasible instead of a huge source of grief. It involved declaring a raid, which would cost Power but remove the extra experience loss and weaken guards, allowing an organized raid to happen. It's quite detailed and interesting.
Unknown2006-03-17 07:21:52
That's not what I'm talking about. I don't want more minigames, artificial arenas.
Verithrax2006-03-17 07:29:24
It would be more like a way of letting raiding go on without the usual problems that come with it, that is, grief. A way of controlling raiding frequency, for example.
And if it makes the game more complex, good.
And if it makes the game more complex, good.
Yrael2006-03-17 07:42:34
QUOTE(Avaer @ Mar 17 2006, 06:17 PM) 270474
I don't know if this is making much sense, but I lament that the sense of community Serenwilde once had is being lost because there is no external threat. Maybe some of the other orgs are similar, I don't know?
Just remove flow and wisp and I'll happily make a nuisance of myself. It's far easier in the cities - after all, they can only demesne summon me and they rarely have anything up. If you want to raid a plane without a cubix, you need to be level 90 or so of a lower con race, or 75 of something like a tae'dae to get in and survive.
(Hey, that or you could just set up player run caravan routes to an area outside, slightly, of each city to trade commodities between organisations, that is peaced. The player pays the money for commodities and to hire a caravan to run, and upon arrival, the organisation is notified and a player negotiator comes out and haggles for the price of the goods, the final price then being given to the caravaneer and the commodities transfered to the said organisations reserves via some sort of shiny new game mechanic.)
Iridiel2006-03-17 09:52:30
QUOTE(Yrael @ Mar 17 2006, 08:42 AM) 270481
(Hey, that or you could just set up player run caravan routes to an area outside, slightly, of each city to trade commodities between organisations, that is peaced. The player pays the money for commodities and to hire a caravan to run, and upon arrival, the organisation is notified and a player negotiator comes out and haggles for the price of the goods, the final price then being given to the caravaneer and the commodities transfered to the said organisations reserves via some sort of shiny new game mechanic.)
Like they do in Imperian? I think they have something very similar, and still developing.
Torak2006-03-17 10:38:14
I completely agree with Avaer, aside from that I have nothing to add but that removing totems and guards from ethereal is a start, as well as allowing Tainting or the likes of it again.
Ekard2006-03-17 10:47:57
Yes. Raiding villages is very hard right now.
Yesterday i raided Acknor killed two orcs and was playing a bit with Yrael amd Ukanthru. But if they would have a few more statues or guards i would be most likely dead. Place like Ankgrag is just almoust impossible to raid for me. I dont have any skill to bypass guards i could try sprinting but i have no idea where exacly are guards there and im not gona try and check them if i will be forced to pray there it will be too much for me. On test server i lost from level 99.19% to 98.99% and i prayed on neutral ground. getting dwarfs would be good for Celest/Serens and fun most likely but no if i get cought.
Its just not worth for me to even try it.
Yesterday i raided Acknor killed two orcs and was playing a bit with Yrael amd Ukanthru. But if they would have a few more statues or guards i would be most likely dead. Place like Ankgrag is just almoust impossible to raid for me. I dont have any skill to bypass guards i could try sprinting but i have no idea where exacly are guards there and im not gona try and check them if i will be forced to pray there it will be too much for me. On test server i lost from level 99.19% to 98.99% and i prayed on neutral ground. getting dwarfs would be good for Celest/Serens and fun most likely but no if i get cought.
Its just not worth for me to even try it.
Shamarah2006-03-17 11:07:59
I agree, raiding villages (particularly the mining villages, where raiding matters most) is insanely difficult ATM.
Aiakon2006-03-17 11:28:56
QUOTE(Shamarah @ Mar 17 2006, 11:07 AM) 270507
I agree, raiding villages (particularly the mining villages, where raiding matters most) is insanely difficult ATM.
Kinda fun difficult though. You have to devise tactics and plans and organise a little.. rather than just thinking.. ooh! I've got a spare half an hour.. I'll go raid a Mag village, you have to (in Angkrag at least) get yourself a dreamweaver.. and set up a painting link or astral gate. And I sort of like that actually, at least at the moment.. there's nothing more dull than ALWAYS having to defend. With the more important Villages essentially water-tight, it means that there's only really Nil to worry about.
ferlas2006-03-17 11:41:23
QUOTE(Torak @ Mar 17 2006, 10:38 AM) 270505
I completely agree with Avaer, aside from that I have nothing to add but that removing totems and guards from ethereal is a start, as well as allowing Tainting or the likes of it again.
You would have to make it so that ethereal only had one physical enterance to guard then. There are already four permant enterances to it two which cant be guarded by anyone.
Yrael2006-03-17 11:46:46
QUOTE(Iridiel @ Mar 17 2006, 08:52 PM) 270502
Like they do in Imperian? I think they have something very similar, and still developing.
I don't play Imperian. Or haven't for a very long time. I need to work out how to type Shodan-style on the forums. Hm. It's just a way to encourage inter-organisational interaction and merchantile style efforts.
Unknown2006-03-17 12:01:45
QUOTE(Torak @ Mar 17 2006, 10:38 AM) 270505
I completely agree with Avaer, aside from that I have nothing to add but that removing totems and guards from ethereal is a start, as well as allowing Tainting or the likes of it again.
I'd like to see that also.
Xavius2006-03-17 13:38:19
I don't know about you, but I find both Serenwilde and its villages insanely easy to raid, and don't want anything more to encourage more annoyances in Glomdoring.
Angkrag would be well-nigh impossible to raid without three sacrificial party members to get you through the first three rooms, unless you don't mind burrowing half-way across the world to get there. Even then, you'd better hope that you don't poke your head up where the patrols are. This, however, is costly. Just on the count of the guards I've found, they're spending 1900 power each day on that village.
The cities, however, aren't worth the effort.
Angkrag would be well-nigh impossible to raid without three sacrificial party members to get you through the first three rooms, unless you don't mind burrowing half-way across the world to get there. Even then, you'd better hope that you don't poke your head up where the patrols are. This, however, is costly. Just on the count of the guards I've found, they're spending 1900 power each day on that village.
The cities, however, aren't worth the effort.
Yrael2006-03-17 13:43:07
QUOTE(Xavius @ Mar 18 2006, 12:38 AM) 270527
I don't know about you, but I find both Serenwilde and its villages insanely easy to raid, and don't want anything more to encourage more annoyances in Glomdoring.
Wisp and flow for that instant defender appearance.
Xavius2006-03-17 13:45:25
QUOTE(Yrael @ Mar 17 2006, 07:43 AM) 270528
Wisp and flow for that instant defender appearance.
Wow, really? I don't think we've ever tried those in Glomdoring! Never had it used against me, either.
No, seriously. It's easy. Learn to climb and give it a shot.
Shiri2006-03-17 13:53:45
QUOTE(Yrael @ Mar 17 2006, 11:46 AM) 270511
I don't play Imperian. Or haven't for a very long time. I need to work out how to type Shodan-style on the forums. Hm. It's just a way to encourage inter-organisational interaction and merchantile style efforts.
InsigNIficnnnnt IIIINNNssectecteeeccct
Sylphas2006-03-17 13:54:41
Acknor is the only place I've ever tried raiding, and that's simply because it really looks like Magnagora doesn't care, if guards and statues are anything to go by. Most of the time the back way is undefended, and if you fly over/sprint by the first room of guards, you can walk around untouched.
Shorlen2006-03-17 14:17:04
QUOTE(Sylphas @ Mar 17 2006, 08:54 AM) 270534
Acknor is the only place I've ever tried raiding, and that's simply because it really looks like Magnagora doesn't care, if guards and statues are anything to go by. Most of the time the back way is undefended, and if you fly over/sprint by the first room of guards, you can walk around untouched.
Unless it's demensed, then you just die. Or I do, at least. Stupid unblockable undelayed summon into guards
Shaeden2006-03-17 14:52:14
I want to see some bigger off plane stuff, especially if there are some mini power quest (Like Pixies/Shadow Crows/Supplicants/Mag one (spikes?), Scholars) Plus, all of it should take place in a neutral area. It could have some quirkyness to it, like an object you have to rub/touch/enter that keeps runining around, or some weird terrain to make gaurding a little tougher. Something like that could be a nice consistent battle ground. No totems, no gaurds, no avenger, and completely avoidable if you don't want to PK.