Malarious2007-12-11 06:56:27
Currently some of the influence things arent as useful as intended.. for instance because of village changes paranoia doesnt help with that and would only disable quests now. Any ideas on what to do with this if anything?
Empowering thoughts:
1) I would like to see empowering demons/angels help when raising supernals/demon lords like getting the demons to give some essence to the Fallen Lord.
2) Give it a bit more of an effect on level/health/damage
Weakening thoughts:
1) More of an effect on denizens damage
Charity is fine really as far as I know
Seduction does what its intended for still
I might change things up as people make points, give ideas, etc...
Also Influence needs critical hits
Empowering thoughts:
1) I would like to see empowering demons/angels help when raising supernals/demon lords like getting the demons to give some essence to the Fallen Lord.
2) Give it a bit more of an effect on level/health/damage
Weakening thoughts:
1) More of an effect on denizens damage
Charity is fine really as far as I know
Seduction does what its intended for still
I might change things up as people make points, give ideas, etc...
Also Influence needs critical hits
Unknown2007-12-11 07:09:31
Empowered demons/angels giving you a bit of essence is a very good idea.
Malarious2007-12-11 07:16:54
QUOTE(Greleag @ Dec 11 2007, 02:09 AM) 464312
Empowered demons/angels giving you a bit of essence is a very good idea.
They give power to the nexus.. but they could also help with essence for raising lords and such aye.
Rika2007-12-11 08:19:34
I'm speaking for higher level influencing (80+) for mid-high charisma races
1. Make it easier to win influence battles. Lessen the amount of attacks needed or as suggested, influencing criticals.
One of the biggest problems for me with influencing is that influencing takes me a lot longer than just killing them.
2. Lower experience loss when you lose ego battles.
If you lose an ego battle, you lose close to the same amount as dying and praying.
I find the risk of losing ego battles to a denizen to be a lot higher than the risk of dying to the same denizens. This is mainly because of the fact that as the influence goes on, your attacks become less effective, and you also take more and more ego damage from the denizen. Combined with the fact that influencing takes I can't confirm this, but I don't think hit and running is plausible, as the denizens seem to regenerate enough to make it a lot harder to finish the battle (as the resistance to your attacks sticks)
1. Make it easier to win influence battles. Lessen the amount of attacks needed or as suggested, influencing criticals.
One of the biggest problems for me with influencing is that influencing takes me a lot longer than just killing them.
2. Lower experience loss when you lose ego battles.
If you lose an ego battle, you lose close to the same amount as dying and praying.
I find the risk of losing ego battles to a denizen to be a lot higher than the risk of dying to the same denizens. This is mainly because of the fact that as the influence goes on, your attacks become less effective, and you also take more and more ego damage from the denizen. Combined with the fact that influencing takes I can't confirm this, but I don't think hit and running is plausible, as the denizens seem to regenerate enough to make it a lot harder to finish the battle (as the resistance to your attacks sticks)
Arvont2007-12-11 10:36:38
QUOTE(Malarious @ Dec 11 2007, 02:56 PM) 464310
blah...blah...blah...
Also Influence needs critical hits
Also Influence needs critical hits
YES. Especially if you're on a race with 15+ charisma. People should be dazzled by your awesome good looks.
Xiel2007-12-11 12:13:07
Please please PLEASE include criticals into Influencing. 6-12 rounds of cycling through all three Weaken attacks with Bully up and 14 CHA can take longer than just killing the target outright. Add onto that the experience loss due to burnout and influencing is just turned down by most people. Critical hits or maybe even the capabilitiy of influencing two targets at the same time just to speed things up could make influencing more viable for higher-levelled folk who want a change as they progress in their level. :/
Acrune2007-12-12 21:02:42
My first thought is that demon lords and supernals don't need to be raised quicker. The star and necro will never, ever fall, no need to make killing them even more pointless then it is now.
My second thought is that influence is already really easy experience. On an alt, I got to level 70 easily before I was off novicehood, and I was even harvesting a little too while waiting for the mobs to reset. Its not great for higher levels, but I don't see any good way to change that without making it even more ridiculously quick experience for lower level.
My second thought is that influence is already really easy experience. On an alt, I got to level 70 easily before I was off novicehood, and I was even harvesting a little too while waiting for the mobs to reset. Its not great for higher levels, but I don't see any good way to change that without making it even more ridiculously quick experience for lower level.
Xavius2007-12-12 22:03:18
QUOTE(Acrune @ Dec 12 2007, 03:02 PM) 464862
My first thought is that demon lords and supernals don't need to be raised quicker. The star and necro will never, ever fall, no need to make killing them even more pointless then it is now.
My second thought is that influence is already really easy experience. On an alt, I got to level 70 easily before I was off novicehood, and I was even harvesting a little too while waiting for the mobs to reset. Its not great for higher levels, but I don't see any good way to change that without making it even more ridiculously quick experience for lower level.
My second thought is that influence is already really easy experience. On an alt, I got to level 70 easily before I was off novicehood, and I was even harvesting a little too while waiting for the mobs to reset. Its not great for higher levels, but I don't see any good way to change that without making it even more ridiculously quick experience for lower level.
Something happened to influence, though. It's not the same speed it used to be.
Malarious2007-12-12 22:18:55
QUOTE(Acrune @ Dec 12 2007, 04:02 PM) 464862
My first thought is that demon lords and supernals don't need to be raised quicker. The star and necro will never, ever fall, no need to make killing them even more pointless then it is now.
My second thought is that influence is already really easy experience. On an alt, I got to level 70 easily before I was off novicehood, and I was even harvesting a little too while waiting for the mobs to reset. Its not great for higher levels, but I don't see any good way to change that without making it even more ridiculously quick experience for lower level.
My second thought is that influence is already really easy experience. On an alt, I got to level 70 easily before I was off novicehood, and I was even harvesting a little too while waiting for the mobs to reset. Its not great for higher levels, but I don't see any good way to change that without making it even more ridiculously quick experience for lower level.
Make level effect influence crit rate so it gets easier as you get higher?
Malarious2007-12-19 04:36:56
Oh a new idea..
Either make a new one, add it to empower, or something.. but here goes.
Motivate:
A denizen under this effect will find themselves working harder thereby producing more commoditys (perhaps also a minor boost in power like.. 1-2?).
-Strong against attitude: ???
-Weak against attitude: ???
Bargaining:
Though more difficult than most forms of influence a commodity selling denizen (maybe for mount denizens?) will find themselves willing to sell one type of commodity at a cheaper price for a short time once every few months.
-Strong against attitude: ???
-Weak against attitude: ???
Really want to see influence not be as boring and to bring some new life to it.. right now paranoia is kind of useless since it cant even minutely touch village feelings. Therefore I would suggest 1) crits.. obviously... and 2) new things and effects to try to improve its use.
Motivate as a note would raise commodity production by X amount, such that even doing the whole village would only gain like 10 or so of the valid commodities.
Ideas? what its weak and strong to?
Either make a new one, add it to empower, or something.. but here goes.
Motivate:
A denizen under this effect will find themselves working harder thereby producing more commoditys (perhaps also a minor boost in power like.. 1-2?).
-Strong against attitude: ???
-Weak against attitude: ???
Bargaining:
Though more difficult than most forms of influence a commodity selling denizen (maybe for mount denizens?) will find themselves willing to sell one type of commodity at a cheaper price for a short time once every few months.
-Strong against attitude: ???
-Weak against attitude: ???
Really want to see influence not be as boring and to bring some new life to it.. right now paranoia is kind of useless since it cant even minutely touch village feelings. Therefore I would suggest 1) crits.. obviously... and 2) new things and effects to try to improve its use.
Motivate as a note would raise commodity production by X amount, such that even doing the whole village would only gain like 10 or so of the valid commodities.
Ideas? what its weak and strong to?
Acrune2007-12-19 04:43:51
I like the new influence types. Don't like the idea of influence crits still.
Malarious2007-12-19 08:02:02
Got support on part of it at least then
Would make influencers have a valuable effect for cities though, so would like to see it happen.
Any other thoughts?
still looking for attitude effects..
Greedy are harder to bargain? (this might be bad since i think all sellers are greedy)
Would make influencers have a valuable effect for cities though, so would like to see it happen.
Any other thoughts?
still looking for attitude effects..
Greedy are harder to bargain? (this might be bad since i think all sellers are greedy)
Arvont2007-12-19 09:38:54
Why not crits on influence? Really, it can make learning Influence worth it.
And yes, the Bargain and the Motivate... <3
And yes, the Bargain and the Motivate... <3
Malarious2007-12-20 04:30:49
No thoughts on if we should just replace paranoiaand which attitudes motivte and bargaining would be strong/weak to?
Acrune2007-12-20 04:43:37
QUOTE(Arvont @ Dec 19 2007, 04:38 AM) 467886
Why not crits on influence?
I dunno, influence just seems reeeeeeeeeeeally easy to me. Very good experience for low levels, for pretty much no risk (no mobs teaming you) and no repercussions (village/area enemying). Plus, I don't like the idea of faster esteem gaining.
Zacc2007-12-20 05:47:20
QUOTE(Acrune @ Dec 12 2007, 04:02 PM) 464862
My first thought is that demon lords and supernals don't need to be raised quicker. The star and necro will never, ever fall, no need to make killing them even more pointless then it is now.
My second thought is that influence is already really easy experience. On an alt, I got to level 70 easily before I was off novicehood, and I was even harvesting a little too while waiting for the mobs to reset. Its not great for higher levels, but I don't see any good way to change that without making it even more ridiculously quick experience for lower level.
My second thought is that influence is already really easy experience. On an alt, I got to level 70 easily before I was off novicehood, and I was even harvesting a little too while waiting for the mobs to reset. Its not great for higher levels, but I don't see any good way to change that without making it even more ridiculously quick experience for lower level.
What the... My lvl 30-40ish mage is doing 12% per Tosha monk.. and it takes about 9-12 influence attacks (I guess I should be using all 3 instead of 2 attacks). How'd you manage to do that in hours..
Influencing is very easy, but time consuming at higher levels. The attacks don't change, the benefits (exp, esteem, gold) are roughly the same, there's no difference. It's just plain boring. And on top of that, getting hit while influencing hurts a lot more than what's done to the target (this really needs to be changed.. creatures have way too much ego). Please make it so creatures do not move around while being influenced (if they move it takes another 1-3 influences to win).
I think influencing isn't dynamic enough and I honestly can't think of a way to make it better without having to completely rework the entire skill. I would like to see more benefits from influencing, or at least make high charisma races better at influencing (it takes about 6-7 charity hits for me (lvl 74 faeling with 18 charisma) to influence a kephera worker, and I gain about 2-4% (can't remember at the moment) per worker.. that's a little low considering how much time and ego it takes to influence them and what little gold they give out). More influencing spots need to be added and ego used per attack needs to be changed to reflect something (charisma, influence skill, or ego..).
I love Malarious's Motivate idea. I'd also like to suggest a counter to it that makes villagers produce less or subtracts from the amount the city/commune will gain (unless someone already suggested this). Influencing criticals are good (exp and time are already crappy for influencing at higher levels).
Malarious2007-12-20 06:06:19
QUOTE(Zacc @ Dec 20 2007, 12:47 AM) 468355
I think influencing isn't dynamic enough and I honestly can't think of a way to make it better without having to completely rework the entire skill. I would like to see more benefits from influencing, or at least make high charisma races better at influencing (it takes about 6-7 charity hits for me (lvl 74 faeling with 18 charisma) to influence a kephera worker, and I gain about 2-4% (can't remember at the moment) per worker.. that's a little low considering how much time and ego it takes to influence them and what little gold they give out). More influencing spots need to be added and ego used per attack needs to be changed to reflect something (charisma, influence skill, or ego..).
And how would you rework it?
QUOTE(Zacc @ Dec 20 2007, 12:47 AM) 468355
I love Malarious's Motivate idea. I'd also like to suggest a counter to it that makes villagers produce less or subtracts from the amount the city/commune will gain (unless someone already suggested this). Influencing criticals are good (exp and time are already crappy for influencing at higher levels).
Opposites work well! Maybe something like Laziness?
Acrune2007-12-20 06:11:36
QUOTE(Zacc @ Dec 20 2007, 12:47 AM) 468355
What the... My lvl 30-40ish mage is doing 12% per Tosha monk.. and it takes about 9-12 influence attacks (I guess I should be using all 3 instead of 2 attacks). How'd you manage to do that in hours..
Well, if it takes 4 seconds to do an influence attack (its less, iirc), at worst you're doing a monk a minute, which is a level every 10 minutes. Don't think I really need to say more...
Xavius2007-12-20 06:15:32
QUOTE(Acrune @ Dec 20 2007, 12:11 AM) 468375
Well, if it takes 4 seconds to do an influence attack (its less, iirc), at worst you're doing a monk a minute, which is a level every 10 minutes. Don't think I really need to say more...
I'm pretty sure my baby Celestine went from 30-55 in four hours played. Those are very easy levels.
Zacc2007-12-20 07:00:24
I'll have to log in and see how long his attacks are. I'm pretty sure they're about 6 seconds (his charisma is.. average).
(note to self: test relation between charisma stat and influence speed)
@ Malarious: I'd like to see the Influence skill have more dynamics to it. I'd like to see the targets influence back and I'd like to see more variety in ways to influence (more attacks rather than multiples of the same type) for both players and mobs. Wouldn't it be neat if mobs could use charity or weaken influences on players? Of course there would be other types of influences (I can't think of any at the moment, I'll have to ponder a few). The sole reliance on ego would probably have to go, as relying on just that makes influencing either one-sided and boring or incredibly risky (assuming mobs do end up attacking back when engaged in a battle, getting hit after having performed an attack would hurt.. a lot). I'd propose removing the ego cost of influence attacks and in return allow mobs to respond rather than sitting there and doing nothing. Criticals would be incorporated, but for mobs too. When hit with a critical, the target "stutters" and loses a round of influencing, taking two hits instead (unless one critical is followed by another, etc.). My idea for Influence is that it's the non-deadly (though, having its own penalties for losing an ego battle) equivalent for bashing for those who don't have high health. It would also provide an equal alternative to bashing for those who don't want to engage in combat (pacifists and whatnot). As it is, charisma is a severely under-used stat in the game (unless there are uses that I'm not aware of), and I'd really like to see it better benefit those races and classes that are known for higher charisma (elfen, bards, faelings, tae'dae (they have oddly high charisma)).
I haven't really given it much thought really. But it would be nice if the skill could become a semi decent equivalent to bashing in both rewards and penalties. My idea above is no where near that, but it's a start on the drawing board, I suppose.
And yes, I like that- Laziness. It may not be used a lot as orgs will immediately enemy someone as soon as they figure out who is doing it, but it should be interesting nonetheless. They're just two ideas to replace the lesser used slots in Influence, so why not. I'd also like if influencing played part in politics once again. It would be great to have influence attacks that are similar to the org specific ones.. Perhaps that's what paranoia should do- cause the villagers to gradually revolt quicker. How about one called Liberate (convinces villagers to desire freedom and makes revolts happen sooner than normal)? Of course the effect it has on revolts would be very small, unless somehow people managed to keep all villagers influenced constantly, in which case the village would revolt a good year (or roughly) ahead of time?
(note to self: test relation between charisma stat and influence speed)
@ Malarious: I'd like to see the Influence skill have more dynamics to it. I'd like to see the targets influence back and I'd like to see more variety in ways to influence (more attacks rather than multiples of the same type) for both players and mobs. Wouldn't it be neat if mobs could use charity or weaken influences on players? Of course there would be other types of influences (I can't think of any at the moment, I'll have to ponder a few). The sole reliance on ego would probably have to go, as relying on just that makes influencing either one-sided and boring or incredibly risky (assuming mobs do end up attacking back when engaged in a battle, getting hit after having performed an attack would hurt.. a lot). I'd propose removing the ego cost of influence attacks and in return allow mobs to respond rather than sitting there and doing nothing. Criticals would be incorporated, but for mobs too. When hit with a critical, the target "stutters" and loses a round of influencing, taking two hits instead (unless one critical is followed by another, etc.). My idea for Influence is that it's the non-deadly (though, having its own penalties for losing an ego battle) equivalent for bashing for those who don't have high health. It would also provide an equal alternative to bashing for those who don't want to engage in combat (pacifists and whatnot). As it is, charisma is a severely under-used stat in the game (unless there are uses that I'm not aware of), and I'd really like to see it better benefit those races and classes that are known for higher charisma (elfen, bards, faelings, tae'dae (they have oddly high charisma)).
I haven't really given it much thought really. But it would be nice if the skill could become a semi decent equivalent to bashing in both rewards and penalties. My idea above is no where near that, but it's a start on the drawing board, I suppose.
And yes, I like that- Laziness. It may not be used a lot as orgs will immediately enemy someone as soon as they figure out who is doing it, but it should be interesting nonetheless. They're just two ideas to replace the lesser used slots in Influence, so why not. I'd also like if influencing played part in politics once again. It would be great to have influence attacks that are similar to the org specific ones.. Perhaps that's what paranoia should do- cause the villagers to gradually revolt quicker. How about one called Liberate (convinces villagers to desire freedom and makes revolts happen sooner than normal)? Of course the effect it has on revolts would be very small, unless somehow people managed to keep all villagers influenced constantly, in which case the village would revolt a good year (or roughly) ahead of time?