City Statue Defense Maintenance

by Morbo

Back to Ideas.

Morbo2011-06-09 10:50:45
Is it possible to set it so that statues located within city limits could have who they are bonded to changed by guild champions or some other relevant official? Essentially, all of the city statues are just personal statues and if someone leaves a city, they keep the ability to reset a statue with runes or change the targets until the city A. finds all the statues that person enchants and B. disenchants, and reenchants. It is a pretty huge undertaking as I am finding out, also when it comes to changing runes if people have gone dormant, you have to do the same thing



So, If guild champions could set who a statue was bonded to that'd be really helpful
Xenthos2011-06-09 11:30:37
QUOTE (Morbo @ Jun 9 2011, 06:50 AM) <{POST_SNAPBACK}>
Is it possible to set it so that statues located within city limits could have who they are bonded to changed by guild champions or some other relevant official? Essentially, all of the city statues are just personal statues and if someone leaves a city, they keep the ability to reset a statue with runes or change the targets until the city A. finds all the statues that person enchants and B. disenchants, and reenchants. It is a pretty huge undertaking as I am finding out, also when it comes to changing runes if people have gone dormant, you have to do the same thing



So, If guild champions could set who a statue was bonded to that'd be really helpful

Sure, if we also make statues lose their bond every 12 days. That would solve that!
Ixion2011-06-09 12:36:17
Sure, if we also get many thousands of power a year.
Lendren2011-06-09 12:49:35
And, to complete this script the same way as the last thousand times, your statues need to be destroyable in less than ten seconds, take many days to build, be highly vulnerable while being built, and (and this is the key one), only a few of them can be bonded so they actually offer almost no protection. Also, while we're at it, you need to have about 10 times as many entrances to the city as you have now, so that inability to protect the borders becomes meaningful.

Now that that's out of the way, it actually would be nice if the relevant GC/security had some single command that could sweep the whole city/commune and report the status of all its statues/totems including who they're bonded to (if anyone) and when the bond will fade (if it does) and/or when the statue will decay. That would be equally useful to both statue and totem maintainers, I think. I think that's something that would have to be envoyed.
Calixa2011-06-09 12:54:13
QUOTE (Lendren @ Jun 9 2011, 02:49 PM) <{POST_SNAPBACK}>
Now that that's out of the way, it actually would be nice if the relevant GC/security had some single command that could sweep the whole city/commune and report the status of all its statues/totems including who they're bonded to (if anyone) and when the bond will fade (if it does) and/or when the statue will decay. That would be equally useful to both statue and totem maintainers, I think. I think that's something that would have to be envoyed.


I was going to post my take on it but Lendren saved me the trouble by posting the same, so I'll just quote him tongue.gif I'm all for user-friendliness without breaking other aspects of the game.
Malicia2011-06-09 12:58:22
QUOTE (Lendren @ Jun 9 2011, 07:49 AM) <{POST_SNAPBACK}>
And, to complete this script the same way as the last thousand times, your statues need to be destroyable in less than ten seconds, take many days to build, be highly vulnerable while being built, and (and this is the key one), only a few of them can be bonded so they actually offer almost no protection. Also, while we're at it, you need to have about 10 times as many entrances to the city as you have now, so that inability to protect the borders becomes meaningful.

Yes because prime raids are such a huge issue in this game. Truly if the cities got the same power input from statues, we'd be willing to deal with the build and upkeep. I played in SW for a year, it wasn't a huge deal and the power gain is nice. Excess passive power gain is always nice.
Sidd2011-06-09 14:56:11
QUOTE (Malicia @ Jun 9 2011, 06:58 AM) <{POST_SNAPBACK}>
Yes because prime raids are such a huge issue in this game. Truly if the cities got the same power input from statues, we'd be willing to deal with the build and upkeep. I played in SW for a year, it wasn't a huge deal and the power gain is nice. Excess passive power gain is always nice.



No one said it was a huge deal, it's just a huge hassle, takes at least 5 hours to replant a room, followed by keeping it safe for the next 4-5 days(I forget how long) until we can carve it again. And it takes about 10 secs to chop an elder, I remember we got unlucky one time and lost 30some elders in middle of the night because of a douche canoe.
Unknown2011-06-09 15:30:48
QUOTE (Lendren @ Jun 9 2011, 07:49 AM) <{POST_SNAPBACK}>
Now that that's out of the way, it actually would be nice if the relevant GC/security had some single command that could sweep the whole city/commune and report the status of all its statues/totems including who they're bonded to (if anyone) and when the bond will fade (if it does) and/or when the statue will decay. That would be equally useful to both statue and totem maintainers, I think. I think that's something that would have to be envoyed.


Could give it to the Steward, too.
Malicia2011-06-09 16:26:21
QUOTE (Sidd @ Jun 9 2011, 09:56 AM) <{POST_SNAPBACK}>
No one said it was a huge deal, it's just a huge hassle, takes at least 5 hours to replant a room, followed by keeping it safe for the next 4-5 days(I forget how long) until we can carve it again. And it takes about 10 secs to chop an elder, I remember we got unlucky one time and lost 30some elders in middle of the night because of a douche canoe.

It's just that you guys always go into great detail about the setup/care as if we don't know. Yes. I get it. Hard work=justified passive power. All I'm saying is that many city players who know what they're talking about would be happy to undergo the same amount of work for the passive power gain. You can't help off-peak raiders. That's just life. Prime raids are not a real major issue so I don't really care if we had 50 exits leading in. I would love if Eventru or someone could provide a in-depth look at city vs commune passive power gains.
Nydekion2011-06-09 16:45:21
Well, if we're comparing the advantages and disadvantages between totems and statues we should keep in mind that totems can't be removed in any way whereas statues are always vulnerable to removal.

But the passive power gain should definitely be looked into as it is not minor at all.
Unknown2011-06-09 16:56:28
Totems revert all the time, and those elders aren't too hard to chop. Statues take several minutes to dismantle.

Yes, there are many, many disparities between these two things. Change one thing and you'll likely have to change seven more...
Razenth2011-06-09 17:05:53
For once, you're not arguing along alliance lines and I am astounded.
Malicia2011-06-09 17:06:38
@Iasmos- Probably.
Ixion2011-06-09 17:28:05
We've argued the totem power point for 6 years now, so I highly doubt it's ever going to change or be worth the breath to discuss at this point. /glass is half empty
Lendren2011-06-09 18:04:46
See, I was hoping we could shortcut this discussion by me hitting all the missing points, so we could focus on the OP's original request, and a way to make it useful for everyone (and thus more likely to happen). Silly me.

P.S. Nerf choke.
Unknown2011-06-09 22:42:01
QUOTE (Malicia @ Jun 9 2011, 07:58 AM) <{POST_SNAPBACK}>
Yes because prime raids are such a huge issue in this game.


Established orgs do not get prime raids. Hallifax and Gaudiguch do. Not just "pop in, kill some quest denizens, pop out" sorta stuff (though we do get alot of that as well), but things like holding down melds at each of the entrances to the city and attacking anyone that passes by. This is because A] we have smaller populations and B] we don't have bard guards, so people can just fly to avoid all dealing with statues and guards.

Morbo, being a Halli, has a much bigger reason to be worried about statue defenses than you'd think based on experience from places that aren't Halli/Gaudi.
Malicia2011-06-09 23:16:09
QUOTE (Greleag @ Jun 9 2011, 05:42 PM) <{POST_SNAPBACK}>
Established orgs do not get prime raids. Hallifax and Gaudiguch do. Not just "pop in, kill some quest denizens, pop out" sorta stuff (though we do get alot of that as well), but things like holding down melds at each of the entrances to the city and attacking anyone that passes by. This is because A] we have smaller populations and B] we don't have bard guards, so people can just fly to avoid all dealing with statues and guards.

Morbo, being a Halli, has a much bigger reason to be worried about statue defenses than you'd think based on experience from places that aren't Halli/Gaudi.

Gaudiguch and Halli are new orgs and slightly lacking in population and experience. Not sure what anyone is expecting there. My comments were directed towards Lendren's statements and not so much Morbo so you can direct that elsewhere.

Context is everything.
Unknown2011-06-10 04:18:25
QUOTE (Lendren @ Jun 9 2011, 02:04 PM) <{POST_SNAPBACK}>
P.S. Nerf choke.


Finally someone in this thread said something important and relevant.
<.<

Don't ban me for my twisted sense of humor, pretty please, Eventru? Just lock the thread to end further trolling for the sake of all that's good. Seriously.

PS: Morbo's original suggestion was a good one, and it gets my thumbs up, despite the trollfest that followed.
Morbo2011-06-10 04:23:48
Most of this seems pretty irrelevant. Let me see here. The arguments against it is that totems exist and do different things, and that prime raids aren't important. Neither of these really speaks to the issue at hand which is that these are in organizational territory, and the org has no control over them beyond individuals (hopefully) acting on behalf of the city. Currently there are several statues bonded by city enemies. I think lendren has a point about creating a totem/statue list as part of the issue is that it's very hard to check every statue, For instance, if I were to leave hallifax right now, I'd take bonded power of nearly 80 statues with me, which would take an extremely long time to repair. If I left with malicious intent, It'd be extremely easy for me to reassign all these statues against Hallifaxians, or against the alliance clan, and occupy prime. This a resolvable, and likely preventable situation.

This thread does seem to have gotten out of hand and be in need of locking, but consider my idea
Xenthos2011-06-10 11:38:44
QUOTE (Morbo @ Jun 10 2011, 12:23 AM) <{POST_SNAPBACK}>
but consider my idea

Again-- only if totems are made less annoying and maintenance-riddled than they are. We have to constantly upkeep totems, statues just need it if someone leaves. The upkeep part of it you have quite good right now, in comparison to what it could be.

Unless you really want to just make statues unbond / lose their runes every 12 RL days as per my original post! I can't argue against that, and it would even accomplish what you want it to...

... with the headache of having to re-do them every 12 days.