Should Supernals/Avatars/Infernals having "hours of weakness"

by Unknown

Back to The Polling Place.

Unknown2006-08-15 00:47:40
Allow me to present an idea.

Based on some recent rants, a lot of people get upset when the Avatars, Supernals, Infernals, or Elemental Lords get killed when there are few players around to defend. In other words, the players on the other side wait until they know the numbers will be low and prepare an assault.

While some feel this is strategy, others feel this is meta-gaming and a bit OOC--that people wait for the low traffic times and take advantage of that. I'm not sure how to feel. At the very least, it might not be considered "good sportsmanship". To me, it's like playing Unreal Tournament with 3 guys on one side and 12 guys on the other.

An idea that might make things be more fair is to consider limiting the time these beings might be vulnerable. Perhaps it is a window of every 30, 60, or 90 hours there is a 2-4 hour vulnerability when these beings can be killed, and the other times they are invulnerable. This might be able to limit meta-gaming and keeps things as a fair fight. The odd-times might be good to make sure all time zones get their chance to play.

Would this be a good idea?

Diamondais2006-08-15 00:50:43
I dont care either way cause I wont be attacking them at all. Sounds a good idea sure, just wouldnt really effect me either way.
Genos2006-08-15 00:50:55
I actually kind of like this idea, however if they are attacked during the vulnerability phase and people take too long they shouldn't suddenly become invincible. Maybe have a timer where they have to go around 5 minutes without being attacked or so before they go back to invincible if the vulnerability session is over.

Also, I don't think Elemental Lords should be concluded in this because they don't have a real large effect.

EDIT: The only thing I don't like is this will downplay the conflict off prime even more so except for certain times, and it reminds me too much of WoW.
Shamarah2006-08-15 00:56:34
No, that's silly.
Unknown2006-08-15 00:59:31
Don't like it either.
Ildaudid2006-08-15 01:06:59
Not a good idea.... whose to say when people can fight them.... people live all over the world... It is like wildnodes being held on everyother sunday at a certain time... Alot of people can't be here then so many miss out on the nodes... Don't restrict people due to their location.
Unknown2006-08-15 01:10:08
Ildaudid--unlike Wild Nodes, the time would shift so eventually it would be availabe to all players. Every thirty hours for instance, would shift the time be 6 hours, so each time zone would get a chance.

You could even do it so it Randomly shift each time--say every 56-112 hours (randomized each time) so nobody can predict the times.

Nico2006-08-15 01:10:22
I don't like this idea either, and I was the one bitching about people taking advantage of off peak times.

I don't want admin limitation on players actions, just for people to enjoy it like a game and not like a end all contestation for survival.
Vix2006-08-15 01:12:05
Even with this, people will just wait until the cycles goes to a non-peak time and kill like they always do.
Athana2006-08-15 01:12:14
No.
Forren2006-08-15 01:14:16
No!
Melanchthon2006-08-15 01:15:24
I'm alright with how things are. Doesn't really matter how many people are there to defend and how many are there to attack in my mind...from the rp perspective, the point is what you do when it happens, not how successful you are. I had fun, even though the four of us there to defend the Supernals this last time around got our asses handed to us. Saw opportunities to defend better next time, and had a blast doing what I could. Knowing that I'd be spending days and days on the elementals gathering essence to bring the Supernals back if we failed just made it that much more interesting.

To be honest, if you take losing out of character enough to rant about it, you need to step back. These beings are supposed to be hard to kill and just as hard to bring back. They are in many ways the pivot point for off-prime organizational conflict.
Unknown2006-08-15 01:16:54
I really vehemently dislike the kind of raids you are talking about (it felt extremely bad just walking over Celest when they didn't have a chance to fight back), but I don't think forcing artificial rules on when you can do certain things is the answer.

I'd rather there were more avenues for individuals to affect enemy organizations... only slightly of course, but more than just killing something. Because defenders always must have the advantage in a fight, raiding requires large teams, which prompts the unfair team stompdown that usually happens.

If these destroyable upgrades are implemented, that would be a good start. I mean, at the moment the only thing you can do to any of the four orgs is basically kill their Avatars, Aspects, Supernals, Demonlords, and Elemental Lords. Nothing else really does anything. What if you could sneak into either commune and start a delayed quest that allowed you to destroy a limited number of totems a RL day? What if you could do something like the Catacombs quest, but requiring subterfuge inside an enemy city to release a limited number of plant spores each RL day that grow into hostile man-eating flowers? What if you could kidnap the supplicants/pixies/shadows/(mag equivalent) with extreme difficulty, and reduce the amount of power collection an enemy org can get, temporarily or until they perform a non-singularly targetted rescue.

I would prefer more options to interact with other orgs (That aren't something completely irrelevant like steal 2 power from nexus dry.gif ) that give alternatives to the "Kill the Bosses" style raid.
Rauros2006-08-15 01:17:29
Yes. Actually, no
Narsrim2006-08-15 01:44:55
QUOTE(Avaer @ Aug 14 2006, 09:16 PM) 319500

If these destroyable upgrades are implemented, that would be a good start. I mean, at the moment the only thing you can do to any of the four orgs is basically kill their Avatars, Aspects, Supernals, Demonlords, and Elemental Lords. Nothing else really does anything. What if you could sneak into either commune and start a delayed quest that allowed you to destroy a limited number of totems a RL day? What if you could do something like the Catacombs quest, but requiring subterfuge inside an enemy city to release a limited number of plant spores each RL day that grow into hostile man-eating flowers? What if you could kidnap the supplicants/pixies/shadows/(mag equivalent) with extreme difficulty, and reduce the amount of power collection an enemy org can get, temporarily or until they perform a non-singularly targetted rescue.


Good idea, but I have a a two word response:

Farscout, Scent