Unknown2009-10-24 09:13:55
This post is specifically regarding Narsrim's cubix exit. To put it bluntly, the administration decision to allow him an exit directly into enemy territory with a custom artifact is both asinine and unprecedented in IRE. All custom artifacts of this type (wings, amulet, so on) have always only allowed exits to neutral territory - the sudden derivation from the norm is both abrupt and suspect.
I have shown faith in Lusternia's admin. I rarely, if ever, complain, and happily accept the changes that we are given. This, however, is too much. Call me presumptuous, but I think it is entirely fair that I am allowed to demand why such a loophole and exploit is handed to someone on a silver platter - because he buys credits? So do I. I've bought a few thousand in my time here, and the kids I've encouraged to play have also. Quite frankly, leave the money talk out of this, because the profit from the people pissed off by this decision is FAR more than the profit from the person benefiting from it.
I have shown faith in Lusternia's admin. I rarely, if ever, complain, and happily accept the changes that we are given. This, however, is too much. Call me presumptuous, but I think it is entirely fair that I am allowed to demand why such a loophole and exploit is handed to someone on a silver platter - because he buys credits? So do I. I've bought a few thousand in my time here, and the kids I've encouraged to play have also. Quite frankly, leave the money talk out of this, because the profit from the people pissed off by this decision is FAR more than the profit from the person benefiting from it.
Unknown2009-10-24 09:15:17
Raving for intelligent admin.
Oh wait...
Oh wait...
Xavius2009-10-24 09:27:55
QUOTE (Sadhyra @ Oct 24 2009, 04:13 AM) <{POST_SNAPBACK}>
All custom artifacts of this type (wings, amulet, so on) have always only allowed exits to neutral territory - the sudden derivation from the norm is both abrupt and suspect.
Not really. The rules are well-publicized and specific. Besides, all real cubixes offer substantial portions of the playerbase access to enemy territory.
Esano2009-10-24 10:37:29
Higher Planar Fulcrux:
Lower Planar Fulcrux:
Guess how many of those are exits into possible enemy territory. Yup - apart from the ones to other parts of the fulcrux, all of them! You have two cubix exits straight into Cosmic, a half-dozen steps from a Supernal or Demon Lord (n, ne, s, enter, sw, se, n for Raziela or s, e, sw, enter, in, up, up, up for Ashtorath or s, n, n, se, enter, e, n for Baalphegar - get the idea?). Four into elemental, although elemental is less important except during essence rushes. One into Faethorn.
All of these can be enemy territory, and the Cosmic exits are particularly aggravating for citygoers - just have a search through the forums for cosmic kick and run raids, plus they're the basis of pretty much every Supernal or DL raid.
So, exits into enemy territory are not unprecedented, and have been around as long as cubixes have.
Furthermore, the original rules were, as Xavius said, quite clear and specific: known planes only, no commune/city, minimum 5 rooms from a Nexus/Demon Lord/Supernal/Avatar. These rules have applied to all toruses (although I only know of four currently: Vathael's, Ragniliff's, Jozen's and Narsrim's). None of the exits I have heard of have been allowed to violate these rules, and I'm sure if there weren't great exits to Cosmic already then torus exits into Cosmic would be all the rage, in both senses of the word.
CODE
You pause a moment to observe the surrounding area.
To your NORTH you see:
The Valley of Seraphic Delights.
This location is flooded with shallow, crystal clear water.
You see exits leading northeast and southeast.
To your SOUTH you see:
The Desert of Supreme Loathing.
A sickly sweet odour, the smell of decomposing corpses, wafts in from a war shrine of Fain nearby. A stunning fiend stands here, playing with its hair.
You see exits leading north, east, south, and west.
To your UP you see:
The Fixed Planar Fulcrux.
The corrosiveness of the taint sickens the land.
You see exits leading northeast, southeast, southwest, northwest, up, and down.
To your DOWN you see:
The Lower Planar Fulcrux.
The corrosiveness of the taint sickens the land.
You see exits leading north, northeast, southeast, southwest, northwest, and down.
To your NORTH you see:
The Valley of Seraphic Delights.
This location is flooded with shallow, crystal clear water.
You see exits leading northeast and southeast.
To your SOUTH you see:
The Desert of Supreme Loathing.
A sickly sweet odour, the smell of decomposing corpses, wafts in from a war shrine of Fain nearby. A stunning fiend stands here, playing with its hair.
You see exits leading north, east, south, and west.
To your UP you see:
The Fixed Planar Fulcrux.
The corrosiveness of the taint sickens the land.
You see exits leading northeast, southeast, southwest, northwest, up, and down.
To your DOWN you see:
The Lower Planar Fulcrux.
The corrosiveness of the taint sickens the land.
You see exits leading north, northeast, southeast, southwest, northwest, and down.
Lower Planar Fulcrux:
CODE
You pause a moment to observe the surrounding area.
To your NORTH you see:
A bubble over oblivion.
The shadowy outline of a twisted forest casts a dark gloom here. A rowan sapling clings tenaciously to the ground here.
You see exits leading east and northwest.
To your NORTHEAST you see:
The Mountains of Madness.
Filling the firmament is a lattice of heavy grey clouds. There are 2 decaying gargoyles here.
You see exits leading southeast, west, and up.
To your SOUTHEAST you see:
The Catacombs of Corpus Clay.
Exuding pure malignancy, a ghastly altar awaits the slaughter. A morbidly-tainted grub slithers in the black soil here.
You see exits leading north, southeast, and west.
To your SOUTHWEST you see:
The Great Starry Sea.
A rhythmic thrumming saturates the area, drawing attention to a war shrine of Terentia nearby. A bag of sulfur is here. A detestable starsucker wallows in the sea, gulping down the starry waters.
You see exits leading north, southeast, and southwest.
To your NORTHWEST you see:
The Lake of Dreams.
There are 2 dream leeches here.
You see exits leading east, southwest, and northwest.
To your DOWN you see:
The Prime Fulcrux.
The corrosiveness of the taint sickens the land.
You see exits leading north, northeast, east, southeast, south, southwest, west, northwest, and up.
To your NORTH you see:
A bubble over oblivion.
The shadowy outline of a twisted forest casts a dark gloom here. A rowan sapling clings tenaciously to the ground here.
You see exits leading east and northwest.
To your NORTHEAST you see:
The Mountains of Madness.
Filling the firmament is a lattice of heavy grey clouds. There are 2 decaying gargoyles here.
You see exits leading southeast, west, and up.
To your SOUTHEAST you see:
The Catacombs of Corpus Clay.
Exuding pure malignancy, a ghastly altar awaits the slaughter. A morbidly-tainted grub slithers in the black soil here.
You see exits leading north, southeast, and west.
To your SOUTHWEST you see:
The Great Starry Sea.
A rhythmic thrumming saturates the area, drawing attention to a war shrine of Terentia nearby. A bag of sulfur is here. A detestable starsucker wallows in the sea, gulping down the starry waters.
You see exits leading north, southeast, and southwest.
To your NORTHWEST you see:
The Lake of Dreams.
There are 2 dream leeches here.
You see exits leading east, southwest, and northwest.
To your DOWN you see:
The Prime Fulcrux.
The corrosiveness of the taint sickens the land.
You see exits leading north, northeast, east, southeast, south, southwest, west, northwest, and up.
Guess how many of those are exits into possible enemy territory. Yup - apart from the ones to other parts of the fulcrux, all of them! You have two cubix exits straight into Cosmic, a half-dozen steps from a Supernal or Demon Lord (n, ne, s, enter, sw, se, n for Raziela or s, e, sw, enter, in, up, up, up for Ashtorath or s, n, n, se, enter, e, n for Baalphegar - get the idea?). Four into elemental, although elemental is less important except during essence rushes. One into Faethorn.
All of these can be enemy territory, and the Cosmic exits are particularly aggravating for citygoers - just have a search through the forums for cosmic kick and run raids, plus they're the basis of pretty much every Supernal or DL raid.
So, exits into enemy territory are not unprecedented, and have been around as long as cubixes have.
Furthermore, the original rules were, as Xavius said, quite clear and specific: known planes only, no commune/city, minimum 5 rooms from a Nexus/Demon Lord/Supernal/Avatar. These rules have applied to all toruses (although I only know of four currently: Vathael's, Ragniliff's, Jozen's and Narsrim's). None of the exits I have heard of have been allowed to violate these rules, and I'm sure if there weren't great exits to Cosmic already then torus exits into Cosmic would be all the rage, in both senses of the word.
Unknown2009-10-24 10:47:28
Actually my problem if anything would be the secret rules about toruses the admin don't tell you about. They don't allow a Maeve room for instance, she's not breaking any of the written rules, but the admin have said no to an exit to her room yet allowed one a few rooms away.
The dark nest room is 5 rooms away from the master ravenwood, which breaks the rule that all exits must not be located within 5 rooms of a nexus, etc, but apparently the admin arbitrarily decided that special exits (ENTER FEATHER, in this case) counts as 2 rooms, which conveniently brings the room count up to 6.
Otherwise, I don't really care about having an exit into etherglom, I was kind of expecting it, heh. My problem is with the inconsistent, poorly- worded (or not worded at all) rules.
The dark nest room is 5 rooms away from the master ravenwood, which breaks the rule that all exits must not be located within 5 rooms of a nexus, etc, but apparently the admin arbitrarily decided that special exits (ENTER FEATHER, in this case) counts as 2 rooms, which conveniently brings the room count up to 6.
Otherwise, I don't really care about having an exit into etherglom, I was kind of expecting it, heh. My problem is with the inconsistent, poorly- worded (or not worded at all) rules.
Unknown2009-10-24 11:11:09
Hell, maybe it's just Narsrim. Nobody really bitches about constant raids and kick-and-runs from other users. Put frankly, it's getting tiring. Pop in, start trouble, pop out when people show up - if we don't show up, he gets kills against daughters, if we do show up, he vanishes. This isn't a fun game.
Xavius2009-10-24 11:18:03
QUOTE (Sadhyra @ Oct 24 2009, 06:11 AM) <{POST_SNAPBACK}>
Hell, maybe it's just Narsrim. Nobody really bitches about constant raids and kick-and-runs from other users. Put frankly, it's getting tiring. Pop in, start trouble, pop out when people show up - if we don't show up, he gets kills against daughters, if we do show up, he vanishes. This isn't a fun game.
Well, maybe not so much anymore, but he's hardly the first and you're definitely not the first to complain. There's a cycle there. First, it just annoys you. Then, it really gets under your skin. Then, you demand accountability. Then, when even that doesn't work, you start to react at a more instinctive level, whatever that might be for you. Some people avoid. Some people obsess. Some people try to be the bigger douchebag.
I guess the good news is that there's only one more step before you snap!
Arix2009-10-24 11:23:43
You forgot another step: Narsrim hops over to your side and complaints mysteriously stop
Also, where exactly is this special exit he has?
Also, where exactly is this special exit he has?
Unknown2009-10-24 11:29:48
QUOTE (Xavius @ Oct 24 2009, 04:18 AM) <{POST_SNAPBACK}>
Well, maybe not so much anymore, but he's hardly the first and you're definitely not the first to complain. There's a cycle there. First, it just annoys you. Then, it really gets under your skin. Then, you demand accountability. Then, when even that doesn't work, you start to react at a more instinctive level, whatever that might be for you. Some people avoid. Some people obsess. Some people try to be the bigger douchebag.
I guess the good news is that there's only one more step before you snap!
I guess the good news is that there's only one more step before you snap!
Yeah getting to that last step. Just spent the last hour chasing him in/out of etherglom. He can happily greatpent/kill daughters and we can't do :censor:, and when we can get in to try to attack him he just weaves nature, which apparently dispell illusion can't dismiss. Wtf?
Arix2009-10-24 11:37:59
Post removed.
Warning raised. - Fain
Fain2009-10-24 13:35:26
Inappropriate medium.
Email support.
Email support.