Aison2008-08-01 07:37:52
I decided to quote myself on this, because I think it is an issue, and if we can solve it, Lusternia will take a very large step forward into being the best game that it can be.
Even some Mags would agree that the quest is extreme, and can be abused. It's great that Mag is getting all this help - but does it have to go this far?
Some solutions that I'd suggest would be a cooldown period of at least 48 hours. Once Globglob is dead he can't be raised for at least 2 real life days. Another would be to make the quest easier to stop - right now it takes some work from higher-leveled characters, coupled with any interferences and it's very difficult to stop. The solution I'd be more for is to NOT give the penalty on the scholars/bards/pilgrims quest. This just seems like an unnecessary, added bonus. All it does is peeve off the rest of the communes and the other city. Sure, someone raises it and gets enemied to everywhere - but who cares? Xanfinro does the quest almost every time he is logged in - then goes straight back to Mag, little to no penalties acquired.
If anyone else has some suggestions I'm all ears. Or even if an Admin wants to chip in why there won't be any changes (and how it is balanced). As it works now, it makes playing the game frustrating. I tend to log out when I hear Globglob is talking again - even my gags can't fully erase everything he says. This game already has enough things that are frustrating... added with the Raziela event and all, it feels like we're all getting kicked in the nuts, and it tends to leave one wondering why they still bother to log in.
QUOTE(Aison @ Aug 1 2008, 12:25 AM) 539354
I don't mind the lines (I gag them). It's the fact that the quest prevents novices from doing the popular scholars and bards quest, and even prevents the pilgrim quest. How was this ever a fair or balanced quest to implement? Celest can't do it for obvious roleplay reasons - was this even taken into account or did the Admin think Celest would toss away moral RP for game mechanics?
Basically, Eventru, the quest is close to Mag and stays close to Mag.
Overall, raising him isn't the hard part, it's taking him down. Raising him is easy for any Mag who has some time and a monolith sigil. They can't be jumped because if they get killed they'll have status and can pick up the quest as soon as they come back (aka lich/vitae).
The quest is obviously meant for Mag/Gloms and very few Serens will likely attempt it without being enemied to Celest straight off. So how come Celest doesn't have a pro-Light quest like this specifically targeted against Mag? To prevent Mag (and even the rest of the communes), from allowing their novices to do one of the most popular and simple, and effective, quests known in Lusternia? It's common knowledge that after the Newton Caverns, the easiest and best way to level up and get some gold is by questing - scholars, bards, pilgrims. Any simple minded fool can do those quests since not everyone has the gift of being able to figure out the 'big' ones. How is an obviously frustrating, unbalanced quest like this even allowed in an IRE game, that directly impacts each nexi except for the one which its basically MADE for? Whose idea was this? Who was okay with this? Who approved it? Why? I'm asking as a customer and a player, not just a lunatic ().
Now, I have been trying to look at this quest from both angles. It's great for Mags, because it's easy for them, they rarely get stopped, it's probably great gold and experience, it's an awesome honors line, PLUS they get to wipe out anyone else's chance of becoming culture centre when they really focus on doing it repeatedly. A bonus is that a lot of people can die from it while trying to kill Globglob, specifically Celestians. Also, I think (but am not 100% sure), that only members of Mag can actually complete the quest. Celestians can't. Serens/Gloms might need a Mag's help, as they might only be able to go so far (and no Mag would likely help them since if a member of another org does it, globglob speaks at the Megalith). Although Zia has the honors line, she may have gotten help (she was the first person to do it, I think).
I know the Admin are probably trying to find power sinks for nexi (since they have been steadily growing, and raiding doesn't really impact it, and we have things like Domoths and empowering the Tide/Earth Lords, etc. to make up the costs of raising VAs and also supporting citizens withdrawals), but I really don't think this is the way to go about doing it. I'm trying not to get angry, but this whole quest is so frustrating and annoying that it's hard not to get mad about the subject. It's almost overwhelming.
Some answers, and possibly fixes, would be welcome. At least make the quest easier to stop, or prevent entirely, or, you know, remove the whole thing because it was such a bad idea to begin with.
Basically, Eventru, the quest is close to Mag and stays close to Mag.
CODE
o Get to the tainted broadcasting centre. Find a gravedigger queen
(blasted lands under the gravediggers) and put it in one of the bloody
baskets you see floating around.
o Once there, seek out one of the people in the huts (I forget their
names) and say something about the antenna. They will volunteer one of
their children to follow you to destroy the antannae. Watch out for
aggressive gravediggers in the centre.
o Gather a party to help you defend the child while he breaks down the
antenna. Gravedigger scouts will appear about the moment the antenna
begins to spark. Kill it quickly or it will kill the child. Repeat until
all antennae are down.
o Gather an even bigger party to assail globglob himself. He hits hard.
Note: You can try to slay globglob with one or two antennae down, but he
will be much more powerful, and will result in many deaths.
(blasted lands under the gravediggers) and put it in one of the bloody
baskets you see floating around.
o Once there, seek out one of the people in the huts (I forget their
names) and say something about the antenna. They will volunteer one of
their children to follow you to destroy the antannae. Watch out for
aggressive gravediggers in the centre.
o Gather a party to help you defend the child while he breaks down the
antenna. Gravedigger scouts will appear about the moment the antenna
begins to spark. Kill it quickly or it will kill the child. Repeat until
all antennae are down.
o Gather an even bigger party to assail globglob himself. He hits hard.
Note: You can try to slay globglob with one or two antennae down, but he
will be much more powerful, and will result in many deaths.
Overall, raising him isn't the hard part, it's taking him down. Raising him is easy for any Mag who has some time and a monolith sigil. They can't be jumped because if they get killed they'll have status and can pick up the quest as soon as they come back (aka lich/vitae).
The quest is obviously meant for Mag/Gloms and very few Serens will likely attempt it without being enemied to Celest straight off. So how come Celest doesn't have a pro-Light quest like this specifically targeted against Mag? To prevent Mag (and even the rest of the communes), from allowing their novices to do one of the most popular and simple, and effective, quests known in Lusternia? It's common knowledge that after the Newton Caverns, the easiest and best way to level up and get some gold is by questing - scholars, bards, pilgrims. Any simple minded fool can do those quests since not everyone has the gift of being able to figure out the 'big' ones. How is an obviously frustrating, unbalanced quest like this even allowed in an IRE game, that directly impacts each nexi except for the one which its basically MADE for? Whose idea was this? Who was okay with this? Who approved it? Why? I'm asking as a customer and a player, not just a lunatic ().
Now, I have been trying to look at this quest from both angles. It's great for Mags, because it's easy for them, they rarely get stopped, it's probably great gold and experience, it's an awesome honors line, PLUS they get to wipe out anyone else's chance of becoming culture centre when they really focus on doing it repeatedly. A bonus is that a lot of people can die from it while trying to kill Globglob, specifically Celestians. Also, I think (but am not 100% sure), that only members of Mag can actually complete the quest. Celestians can't. Serens/Gloms might need a Mag's help, as they might only be able to go so far (and no Mag would likely help them since if a member of another org does it, globglob speaks at the Megalith). Although Zia has the honors line, she may have gotten help (she was the first person to do it, I think).
I know the Admin are probably trying to find power sinks for nexi (since they have been steadily growing, and raiding doesn't really impact it, and we have things like Domoths and empowering the Tide/Earth Lords, etc. to make up the costs of raising VAs and also supporting citizens withdrawals), but I really don't think this is the way to go about doing it. I'm trying not to get angry, but this whole quest is so frustrating and annoying that it's hard not to get mad about the subject. It's almost overwhelming.
Some answers, and possibly fixes, would be welcome. At least make the quest easier to stop, or prevent entirely, or, you know, remove the whole thing because it was such a bad idea to begin with.
Even some Mags would agree that the quest is extreme, and can be abused. It's great that Mag is getting all this help - but does it have to go this far?
Some solutions that I'd suggest would be a cooldown period of at least 48 hours. Once Globglob is dead he can't be raised for at least 2 real life days. Another would be to make the quest easier to stop - right now it takes some work from higher-leveled characters, coupled with any interferences and it's very difficult to stop. The solution I'd be more for is to NOT give the penalty on the scholars/bards/pilgrims quest. This just seems like an unnecessary, added bonus. All it does is peeve off the rest of the communes and the other city. Sure, someone raises it and gets enemied to everywhere - but who cares? Xanfinro does the quest almost every time he is logged in - then goes straight back to Mag, little to no penalties acquired.
If anyone else has some suggestions I'm all ears. Or even if an Admin wants to chip in why there won't be any changes (and how it is balanced). As it works now, it makes playing the game frustrating. I tend to log out when I hear Globglob is talking again - even my gags can't fully erase everything he says. This game already has enough things that are frustrating... added with the Raziela event and all, it feels like we're all getting kicked in the nuts, and it tends to leave one wondering why they still bother to log in.
Silvanus2008-08-01 07:40:53
Just do it.
Rika2008-08-01 07:42:27
QUOTE(Silvanus @ Aug 1 2008, 07:40 PM) 539359
Just do it.
That's as ignorant as telling Magnagora to just kill their Demon Lords and never raise them so they never have to defend Nil again.
Silvanus2008-08-01 07:44:53
QUOTE(rika @ Aug 1 2008, 02:42 AM) 539360
That's as ignorant as telling Magnagora to just kill their Demon Lords and never raise them so they never have to defend Nil again.
...
Seriously?
One benefits an organization (doing the quest).
One harms an organization (killing demon lords).
There would be no complaint if you just did the quest. And don't use the argument think of hte novices, beacuse when I was novice there was only pilgrims.
Aison2008-08-01 07:46:59
Silvanus, if you can't even provide an unbiased opinion on the subject, and expect players to forget their roleplay and the things their characters stand for, please take the high road and don't post in this thread.
Rika2008-08-01 07:47:09
QUOTE(Silvanus @ Aug 1 2008, 07:44 PM) 539362
...
Seriously?
One benefits an organization (doing the quest).
One harms an organization (killing demon lords).
There would be no complaint if you just did the quest. And don't use the argument think of hte novices, beacuse when I was novice there was only pilgrims.
Seriously?
One benefits an organization (doing the quest).
One harms an organization (killing demon lords).
There would be no complaint if you just did the quest. And don't use the argument think of hte novices, beacuse when I was novice there was only pilgrims.
Yes, seriously. Let's say there was a quest which destroyed the Taint with side benefits. Would Magnagora do the quest for the side benefits?
Unknown2008-08-01 07:49:39
Random options:
1) Set up a druid/mage with a demesne in the centre so that you can signal a flare to your city/commune as soon as a Mag or someone who might want to do the quest hops up there. Impractical, boring, but, it could get the job done.
2) Kill the gravedigger queen as often as possible.
3) Influence and kill, in that order, pilgrims/scholars/bards when they decide they don't like your city/commune.
4) Find out who did the stupid quest last and grief them with a group of griefers.
5) Take the novices on hunting trips and show them other quests they can do.
6) Throw a temper tantrum, destroy your computer, call up IRE support and tell them they're jerks, then find a way to fix your computer so you can feed your Lusternia addiction.
Personally, I'd go with six.
1) Set up a druid/mage with a demesne in the centre so that you can signal a flare to your city/commune as soon as a Mag or someone who might want to do the quest hops up there. Impractical, boring, but, it could get the job done.
2) Kill the gravedigger queen as often as possible.
3) Influence and kill, in that order, pilgrims/scholars/bards when they decide they don't like your city/commune.
4) Find out who did the stupid quest last and grief them with a group of griefers.
5) Take the novices on hunting trips and show them other quests they can do.
6) Throw a temper tantrum, destroy your computer, call up IRE support and tell them they're jerks, then find a way to fix your computer so you can feed your Lusternia addiction.
Personally, I'd go with six.
Silvanus2008-08-01 07:50:55
QUOTE(rika @ Aug 1 2008, 02:47 AM) 539364
Yes, seriously. Let's say there was a quest which destroyed the Taint with side benefits. Would Magnagora do the quest for the side benefits?
Yes, beacuse it would help advance Magnagora.
Aison, you are telling me to leave my unbiased opinion elsewhere, but you are the one biased and continuing to hold onto the high road and bring your character's opinion here and your character's roleplay here in saying that you can't do the quest.
Because you can.
Aison2008-08-01 07:51:34
That's what I'm talkin' 'bout, Myrkr.
Rika2008-08-01 07:52:40
QUOTE(Myrkr @ Aug 1 2008, 07:49 PM) 539365
Random options:
1) Set up a druid/mage with a demesne in the centre so that you can signal a flare to your city/commune as soon as a Mag or someone who might want to do the quest hops up there. Impractical, boring, but, it could get the job done.
2) Kill the gravedigger queen as often as possible.
3) Influence and kill, in that order, pilgrims/scholars/bards when they decide they don't like your city/commune.
4) Find out who did the stupid quest last and grief them with a group of griefers.
5) Take the novices on hunting trips and show them other quests they can do.
6) Throw a temper tantrum, destroy your computer, call up IRE support and tell them they're jerks, then find a way to fix your computer so you can feed your Lusternia addiction.
Personally, I'd go with six.
1) Set up a druid/mage with a demesne in the centre so that you can signal a flare to your city/commune as soon as a Mag or someone who might want to do the quest hops up there. Impractical, boring, but, it could get the job done.
2) Kill the gravedigger queen as often as possible.
3) Influence and kill, in that order, pilgrims/scholars/bards when they decide they don't like your city/commune.
4) Find out who did the stupid quest last and grief them with a group of griefers.
5) Take the novices on hunting trips and show them other quests they can do.
6) Throw a temper tantrum, destroy your computer, call up IRE support and tell them they're jerks, then find a way to fix your computer so you can feed your Lusternia addiction.
Personally, I'd go with six.
I'm going to dismiss options 3, 4 and 6, as they are quite frankly, stupid. Option 5 has some some merit, but the point is a quest such as that, which novices use a lot, should not be blocked by another quest like that. As for options 1 and 2, that's the point of this thread. Why should we have to put up with it?
Rika2008-08-01 07:53:46
QUOTE(Silvanus @ Aug 1 2008, 07:50 PM) 539366
Yes, beacuse it would help advance Magnagora.
Now I really want to see such a quest being made.
Unknown2008-08-01 07:56:43
QUOTE(rika @ Aug 1 2008, 03:52 AM) 539368
I'm going to dismiss options 3, 4 and 6, as they are quite frankly, stupid. Option 5 has some some merit, but the point is a quest such as that, which novices use a lot, should not be blocked by another quest like that. As for options 1 and 2, that's the point of this thread. Why should we have to put up with it?
You may be glad to know 6 was a joke.
Honestly, I don't think it's something to be put up with.
If the admins are willing to fix classes for the sake of stat equality, they should be willing to fix quests for the sake of RP equality.
While it's true, as Silvanus said, that you CAN do the quest, it's clearly not conducive to a lot of peoples' RP. Because of this, the quest has become mainly focused on one Org, Mag, doing it.
Aison2008-08-01 07:58:47
QUOTE(Silvanus @ Aug 1 2008, 12:50 AM) 539366
Yes, beacuse it would help advance Magnagora.
Aison, you are telling me to leave my unbiased opinion elsewhere, but you are the one biased and continuing to hold onto the high road and bring your character's opinion here and your character's roleplay here in saying that you can't do the quest.
Because you can.
Aison, you are telling me to leave my unbiased opinion elsewhere, but you are the one biased and continuing to hold onto the high road and bring your character's opinion here and your character's roleplay here in saying that you can't do the quest.
Because you can.
I will be biased to a point, the same as everyone, but looking at it from a perspective that my character has no influence over, it does seem like a ridiculous quest. This quest, if it were altered slightly, could still benefit Mag without completely pissing off all the other orgs, and be a fair, balanced quest that (possibly) everyone could enjoy, or even ignore (much like the gorgog quest).
I didn't make this thread to get into a character/forum RP war with you or anyone else - I'm asking for ideas to help make the quest balanced, or even an explanation from an Admin about why THEY it's balanced, or even why it was implemented this way to begin with.
Rika2008-08-01 08:01:55
Might as well bring another quest up. Any Mags want to defend the Aestra quest?
Unknown2008-08-01 08:42:15
make it so you can influence the bards/scholars/pilgrims to follow you
and Aison, qq IRL and don't bring Forum RP
and Aison, qq IRL and don't bring Forum RP
Aison2008-08-01 08:47:31
I'm not Forum RPing you .
Unknown2008-08-01 09:03:22
QUOTE(rika @ Aug 1 2008, 02:53 AM) 539369
Now I really want to see such a quest being made.
It's realy not tha big of a deal for Magnagora to remove taint from places for rewards because we can just tell a geomancer to go retaint it once we have the prize.
It's pretty hard to imagine a quest that mechanically benifets Magnagora but goes against Mag's RP. It's the only city in an IRE game that regularly uses mind controlling drugs on it's citizens and tries (and succeeds at!) controlling what amounts to the zerg overmind by nailing it to the ground with railroad spikes and a big hammer.
Shiri2008-08-01 09:12:44
QUOTE(Greleag @ Aug 1 2008, 10:03 AM) 539392
It's realy not tha big of a deal for Magnagora to remove taint from places for rewards because we can just tell a geomancer to go retaint it once we have the prize.
It's pretty hard to imagine a quest that mechanically benifets Magnagora but goes against Mag's RP. It's the only city in an IRE game that regularly uses mind controlling drugs on it's citizens and tries (and succeeds at!) controlling what amounts to the zerg overmind by nailing it to the ground with railroad spikes and a big hammer.
It's pretty hard to imagine a quest that mechanically benifets Magnagora but goes against Mag's RP. It's the only city in an IRE game that regularly uses mind controlling drugs on it's citizens and tries (and succeeds at!) controlling what amounts to the zerg overmind by nailing it to the ground with railroad spikes and a big hammer.
It would untaint areas like the Blasted Lands, which superficial taint from Geomancers can't really reverse. You'd have to do the counterquest.
Rika2008-08-01 09:41:52
QUOTE(Greleag @ Aug 1 2008, 09:03 PM) 539392
It's realy not tha big of a deal for Magnagora to remove taint from places for rewards because we can just tell a geomancer to go retaint it once we have the prize.
I meant remove like completely. Destroy it forever
Unknown2008-08-01 10:10:39
QUOTE(rika @ Aug 1 2008, 04:41 AM) 539395
I meant remove like completely. Destroy it forever
If Estarra can't do it, a repeatable quest isn't going to either.
QUOTE(Shiri @ Aug 1 2008, 04:12 AM) 539393
It would untaint areas like the Blasted Lands, which superficial taint from Geomancers can't really reverse. You'd have to do the counterquest.
You'd probably still get people from Mag doing it if the reward was on par with the reward from the Tainted Broadcast Centre. Mag's pretty pragmatic about that sort of thing.