Unknown2006-11-21 06:33:48
Are they going to stay permanently now?
If so could we be able to at least distort them? Preferably though unravel? Cause right now.. you can't do crap, and some are in really interesting locations. For example the one from Prime Seren to Eth Glom (or the other way around) or from Water to Nil (or did it change to Earth - Celestia?) too..
If so could we be able to at least distort them? Preferably though unravel? Cause right now.. you can't do crap, and some are in really interesting locations. For example the one from Prime Seren to Eth Glom (or the other way around) or from Water to Nil (or did it change to Earth - Celestia?) too..
Anarias2006-11-21 06:37:12
They need to die and never come back.
Unknown2006-11-21 06:38:46
Well right now I see like three possibilities...
1) The event isn't over yet.
2) The Admin totally forgot about their existance and/or think we can remove them (which is not the case).
3) They are of the general opinion that 'needing' a cubix to raid costs too many credits.
... okay the last one was a joke.
1) The event isn't over yet.
2) The Admin totally forgot about their existance and/or think we can remove them (which is not the case).
3) They are of the general opinion that 'needing' a cubix to raid costs too many credits.
... okay the last one was a joke.
Forren2006-11-21 06:38:52
Magnagorans have been trying to take down our rifts in the Catacombs with the permanent rift we can't remove...
Unknown2006-11-21 06:48:25
Yeah it would be good if they would cease to exist.
Morgfyre2006-11-21 07:09:03
These rifts are actually going to stay around for awhile. We're gauging the effect of having more permanent planar gates in the game.
I will note that you are able to distort these gates as with any other permanent or woven planar gateway, though unravelling them is of course not possible. The location of the gates has changed from the event, however, such that there are no gates in non-linear routes from Earth to Celestia, Water to Nil, and so on (a gate will follow the path Prime -> Ethereal -> Water -> Celestia or Prime -> Ethereal -> Earth -> Nil). There are not, and were not during the event, any gates from Prime Serenwilde into Ethereal Glomdoring, so I'm not certain that you have accurate information upon which you are basing your post.
My inital guess is that Bards, Warriors, and Communes will enjoy the new gates (having asked for more planar and higher-plane access for some time), and that Mages and Guardians will hate them (already possessing this higher plane access), but we'll be closely watching their effect for some time.
I will note that you are able to distort these gates as with any other permanent or woven planar gateway, though unravelling them is of course not possible. The location of the gates has changed from the event, however, such that there are no gates in non-linear routes from Earth to Celestia, Water to Nil, and so on (a gate will follow the path Prime -> Ethereal -> Water -> Celestia or Prime -> Ethereal -> Earth -> Nil). There are not, and were not during the event, any gates from Prime Serenwilde into Ethereal Glomdoring, so I'm not certain that you have accurate information upon which you are basing your post.
My inital guess is that Bards, Warriors, and Communes will enjoy the new gates (having asked for more planar and higher-plane access for some time), and that Mages and Guardians will hate them (already possessing this higher plane access), but we'll be closely watching their effect for some time.
Forren2006-11-21 07:11:11
My concern is more with gates like that in the Catacombs.. not normally accessible except by completing a little quest, killing Krangar, or having a tracker handy. Kind of nullifies all of that.
Or are they now becoming more of an open bashing area?
Or are they now becoming more of an open bashing area?
Shorlen2006-11-21 07:15:24
I will point out though that the only purpose of these rifts is for raiding, as the rifts do not get one to or from Astral, and they do not get you anywhere you can't already get to easily. Well, I guess they help city bards and city warriors and noone else in that regard.
I will also note that city folk can get down from their cosmic and elemental planes through their Nexus World, they just can't get up easily if they aren't the right class.
--------------------
Woah, these rifts MOVE?!
Dunno if that's a good thing or bad thing...
I will also note that city folk can get down from their cosmic and elemental planes through their Nexus World, they just can't get up easily if they aren't the right class.
--------------------
Woah, these rifts MOVE?!
Dunno if that's a good thing or bad thing...
Morgfyre2006-11-21 07:20:40
QUOTE(Shorlen @ Nov 21 2006, 01:15 AM) 355594
Woah, these rifts MOVE?!
Dunno if that's a good thing or bad thing...
They do not move, but that's a pretty interesting idea (however I'm not sure how well it would work). In regards to places that they do lead/do not lead, please offer constructive feedback. I want to emphasize constructive because I'm sure that some players will be dissatisfied with this test, and feedback like "this sucks, remove it" serves no purpose other than to exacerbate negative feelings between the players in question and the administration.
Shorlen2006-11-21 07:25:22
Oh, I found the source of some of the rumors about the rift into Serenwilde. That was one WE wove a long time ago. It did not go to Elemental or Cosmic or anything. It was a rift from Seren to Faethorn, nothing more.
The rifts are not where they used to be when they first appeared.
Having an entrance from Celestia to Etherwilde and the like is just.... wrong in my eyes. It's so amazingly powerful for raiding and for escaping. Keeping a rift distorted permanently is EXPENSIVE - 10 power an hour? 240 power every OOC day? Meh. Raiding should require time and skill, not transverse, kill a few things, transverse, available to everyone. But that's just my opinion.
QUOTE(Morgfyre @ Nov 21 2006, 02:20 AM) 355595
They do not move, but that's a pretty interesting idea (however I'm not sure how well it would work). In regards to places that they do lead/do not lead, please offer constructive feedback. I want to emphasize constructive because I'm sure that some players will be dissatisfied with this test, and feedback like "this sucks, remove it" serves no purpose other than to exacerbate negative feelings between the players in question and the administration.
The rifts are not where they used to be when they first appeared.
Having an entrance from Celestia to Etherwilde and the like is just.... wrong in my eyes. It's so amazingly powerful for raiding and for escaping. Keeping a rift distorted permanently is EXPENSIVE - 10 power an hour? 240 power every OOC day? Meh. Raiding should require time and skill, not transverse, kill a few things, transverse, available to everyone. But that's just my opinion.
Unknown2006-11-21 07:37:11
Well, the only classes that plane accessability is a -real- problem for are city warriors and bards. Every other class can learn to access the planes by learning planar. Commune bards and warriors need to learn -alot- more than any other classes granted, but they can do it. City bards and warriors are totally locked of.
You still have to learn a lot of planar to be able to use rifts in the first place, so this is not something that most newbies or lowbies would use but stronger (as in skill might) and more experiences players.
As such, I think that rifts from Faethorn to prime would be enough to fix that. Considering the cubix entrances to the cosmic planes it's already damn easy to raid them.. adding rifts makes it a walk through the park.
EDIT: Feedback on the rifts: Last I checked there was one from spectre isle to the bottom level of the cats. While I do think this solves the problem of the cats being totally dominated by one org, I think the rift on prime should be placed in a -neutral- area. Right now it makes sense since Celest holds the cats but that might not stay like that forever.
Having an entrance from Celestia to Etherwilde and the like is just.... wrong in my eyes. It's so amazingly powerful for raiding and for escaping. Keeping a rift distorted permanently is EXPENSIVE - 10 power an hour? 240 power every OOC day? Meh. Raiding should require time and skill, not transverse, kill a few things, transverse, available to everyone. But that's just my opinion.
Well for the cities so far it has been... buy credits; buy cubix; kill a few things; cubix out. I know that a lot of people got a cubix for reasons like that, rifts just make raiding cheaper and more accessable to other people without a 2k credit artifact. Whether that is good or not..
In regards to EthWilde.. I think one, not moving rift from prime to it would make sense, after all there is no cubix exit into it right? Doesn't mean I like it since it's additional effort to defend.. but it puts SerenEth more on par with cosmic planes..
Does GlomEth have a rift into it too?
You still have to learn a lot of planar to be able to use rifts in the first place, so this is not something that most newbies or lowbies would use but stronger (as in skill might) and more experiences players.
As such, I think that rifts from Faethorn to prime would be enough to fix that. Considering the cubix entrances to the cosmic planes it's already damn easy to raid them.. adding rifts makes it a walk through the park.
EDIT: Feedback on the rifts: Last I checked there was one from spectre isle to the bottom level of the cats. While I do think this solves the problem of the cats being totally dominated by one org, I think the rift on prime should be placed in a -neutral- area. Right now it makes sense since Celest holds the cats but that might not stay like that forever.
QUOTE(Shorlen @ Nov 21 2006, 08:25 AM) 355596
Having an entrance from Celestia to Etherwilde and the like is just.... wrong in my eyes. It's so amazingly powerful for raiding and for escaping. Keeping a rift distorted permanently is EXPENSIVE - 10 power an hour? 240 power every OOC day? Meh. Raiding should require time and skill, not transverse, kill a few things, transverse, available to everyone. But that's just my opinion.
Well for the cities so far it has been... buy credits; buy cubix; kill a few things; cubix out. I know that a lot of people got a cubix for reasons like that, rifts just make raiding cheaper and more accessable to other people without a 2k credit artifact. Whether that is good or not..
In regards to EthWilde.. I think one, not moving rift from prime to it would make sense, after all there is no cubix exit into it right? Doesn't mean I like it since it's additional effort to defend.. but it puts SerenEth more on par with cosmic planes..
Does GlomEth have a rift into it too?
Unknown2006-11-21 07:55:25
Etherglom does have a rift to it, some seren used it to retaliate after gloms were using the seren one to raid.
I can see how this might delight warriors bards, and even most commune members (swimming around forever on water to try to get up to cosmic and astral can be annoying) at least the earth side of that is quick. Of course if you've been enemied to both cities your astral access is completely blocked.
Also, for cubix’s, they’re hardly safe, I’ve witnessed raids on cosmic happen for the sole purpose to jump people as they use a cubix to get there.
Also, they can, and have been distorted a lot recently.
Actually I'm quite interested in where the admin will take this. Will there be additional discretionary powers in the future? Some sort of long-term distortion war-like nations use. "Raise the defenses" for a constant per-weave power drain. We're always looking for more ways to draw on power right?
240p is nothing compared to what nations draw for guards per weave, if there was something that meant you didn't have to do it 24 times, and just turned it on-off, I'm sure more people would like it.
I can see how this might delight warriors bards, and even most commune members (swimming around forever on water to try to get up to cosmic and astral can be annoying) at least the earth side of that is quick. Of course if you've been enemied to both cities your astral access is completely blocked.
Also, for cubix’s, they’re hardly safe, I’ve witnessed raids on cosmic happen for the sole purpose to jump people as they use a cubix to get there.
Also, they can, and have been distorted a lot recently.
Actually I'm quite interested in where the admin will take this. Will there be additional discretionary powers in the future? Some sort of long-term distortion war-like nations use. "Raise the defenses" for a constant per-weave power drain. We're always looking for more ways to draw on power right?
240p is nothing compared to what nations draw for guards per weave, if there was something that meant you didn't have to do it 24 times, and just turned it on-off, I'm sure more people would like it.
Jitwix2006-11-21 08:03:22
Perma-rifts certainly make things more...interesting. Hmm, is it true that the Catacombs are essentially located on the Ethereal Plane? Cause then prime-cat-elemental rift will certainly help the City bards and warriors.
Anarias2006-11-21 08:08:11
Putting a permanent rift at a critical spot in the Etherwilde was hilarious folks, real nice. I like that more ways to raid without suffering repercussions are being put in.
Sarcasm aside, I can't agree at all that putting rifts like that in the Etherwilde and Etherglom are a good thing. If that's something that won't be changed then they should at least be moved a bit further away from key denizens.
Sarcasm aside, I can't agree at all that putting rifts like that in the Etherwilde and Etherglom are a good thing. If that's something that won't be changed then they should at least be moved a bit further away from key denizens.
Shorlen2006-11-21 08:12:22
QUOTE(Anarias @ Nov 21 2006, 03:08 AM) 355602
Putting a permanent rift at a critical spot in the Etherwilde was hilarious folks, real nice. I like that more ways to raid without suffering repercussions are being put in.
Sarcasm aside, I can't agree at all that putting rifts like that in the Etherwilde and Etherglom are a good thing. If that's something that won't be changed then they should at least be moved a bit further away from key denizens.
Sarcasm aside, I can't agree at all that putting rifts like that in the Etherwilde and Etherglom are a good thing. If that's something that won't be changed then they should at least be moved a bit further away from key denizens.
And by extension, Celestia and Nil.
Morgfyre2006-11-21 08:19:35
QUOTE(Anarias @ Nov 21 2006, 02:08 AM) 355602
Putting a permanent rift at a critical spot in the Etherwilde was hilarious folks, real nice. I like that more ways to raid without suffering repercussions are being put in.
This would be the sort of antagonistic comment I was referring to in my post, and that we could really do without.
Anarias2006-11-21 08:25:55
QUOTE(Morgfyre @ Nov 21 2006, 01:19 AM) 355606
This would be the sort of antagonistic comment I was referring to in my post, and that we could really do without.
I realise that. Its a bit frustrating to have another way for people to pop in, kill others and leave without ever seeing a guard or defender and with no warning at all put in a sensitive area. I did offer my legitimate criticism however.
Unknown2006-11-21 08:31:25
QUOTE(Jitwix @ Nov 21 2006, 12:03 AM) 355600
Perma-rifts certainly make things more...interesting. Hmm, is it true that the Catacombs are essentially located on the Ethereal Plane? Cause then prime-cat-elemental rift will certainly help the City bards and warriors.
Not so much.. Catacombs is goddamn nasty for 99% of the population that this change would impact
I'm a huge fan of adding more planar gates in general, but I would still like to be something done to allow city warriors/city bards the freedom that non-city wars/bards have.
Possibly nexus in planar permits citytypes to transverse to earth/water? Donno.
Shorlen2006-11-21 08:32:47
Move the Etherwilde rift somewhere where they can't staff/cudgel people idling in the nexus room without moving from the rift
Jitwix2006-11-21 09:02:22
QUOTE(Visaeris Maeloch @ Nov 21 2006, 10:31 AM) 355610
Not so much.. Catacombs is goddamn nasty for 99% of the population that this change would impact
I'm a huge fan of adding more planar gates in general, but I would still like to be something done to allow city warriors/city bards the freedom that non-city wars/bards have.
Possibly nexus in planar permits citytypes to transverse to earth/water? Donno.
Hrm, two one-room areas on ethereal could be created, one containing a reflection of the Pool and the other a reflection of the Megalith, but disconnected form the rest of ethereal like the catacombs, allowing warriors to go prime-eth-ele, but unless there was a really good rp reason for these to exist its a bit stupid. An ability to travel to earth/water from the Nexus Worlds might be an idea, as you can get to them from earth/water if my understanding is correct.