Kaelar2004-12-22 19:36:21
QUOTE(Raezon @ Dec 22 2004, 02:29 PM)
What if there was an option that allowed you to choose whether pk is allowed in a village after influence is rescinded and it goes back into "play"?
20546
Not sure what you mean... who would decide if it's allowed?
If the controller of the village prior to it going in play got to decide, then they could easily manipulate it for what they're best at. Magnagora could choose PK and easily dominate the village; Celest/Serenwilde could choose non-PK so they can try to hang on to the ones they have (that's not to say Magnagora still wouldn't win... but it would be more competition.)
Rhysus2004-12-22 19:57:34
QUOTE(Raezon @ Dec 22 2004, 02:29 PM)
What if there was an option that allowed you to choose whether pk is allowed in a village after influence is rescinded and it goes back into "play"?
20546
No, this wouldn't work out. It wouldn't alleviate any of the issues we are currently experiencing, and it wouldn't make any sense whatsoever. Granted, neither does outright making a village a safe-zone for any period of time, but that would at least be consistent. If you made it an option, you're just going to get actually what Kaervas described: It would be reduced to a choice of strategy whereby the side that once held it is going to start off with an advantage over the sides competing for it.
Unknown2004-12-22 20:36:14
What if switching it from PK to non-PK or vice versa by the controlling city also made it go back into play?
Unknown2004-12-22 20:41:47
Ah Silvanus, i was going to write about you, it would have made my post too long.
I don't care what your character did, but now that it has been kicked out of the city, what is left for you to do. Hope to rejoin Magnagora or join another city, anathema to every roleplay that you have been developping and all it took for you to get kicked out, was ..err.. some kind of knee-jerk reaction. -chuckle-
Seeing what a city could represent for the roleplay of any player, no one should have the power to kick someone out of a city. The only way out should be to be executed for betrayal.
but i disgress
Why not nullify the experience loss of death in villages when they are in play at least until we find a solution or a stance for this village problem
I don't care what your character did, but now that it has been kicked out of the city, what is left for you to do. Hope to rejoin Magnagora or join another city, anathema to every roleplay that you have been developping and all it took for you to get kicked out, was ..err.. some kind of knee-jerk reaction. -chuckle-
Seeing what a city could represent for the roleplay of any player, no one should have the power to kick someone out of a city. The only way out should be to be executed for betrayal.
but i disgress
Why not nullify the experience loss of death in villages when they are in play at least until we find a solution or a stance for this village problem
Rhysus2004-12-22 20:55:20
Because it isn't about the experience loss. I don't care how much experience I lose. That is irrelevant. It's about the fact that everything is based in and ultimately controlled by combat, and that was neither the intent of the administration or, as seems readily apparent by this thread, the desire of the playerbase.
Silvanus2004-12-22 21:25:43
See, Freya, the thing about that is, if I don't get let back into Magnagora, I have no place to go, I'm enemied to everywhere because of Magnagora. And its going to be a long time before any city/commune comes around, and the only two possible places for me to fit in would be Hallifax or Glomdoring.
Unknown2004-12-22 21:51:27
Mrrrooww , since when does my fun have to be relevant
Not losing experience would be great! see, it doesn't have to be relevant.
And silvanus, i understand man.. those kids must understand that there are human beings behind the characters and everyone is entitled to its share of fun.
I have faith that they will.
And someone get the topic back onto the good track..
Not losing experience would be great! see, it doesn't have to be relevant.
And silvanus, i understand man.. those kids must understand that there are human beings behind the characters and everyone is entitled to its share of fun.
I have faith that they will.
And someone get the topic back onto the good track..
Richter2004-12-22 21:57:41
When I used to bash Tsaur'ke, I'd have the members of that village come after me for a time. What if the members of a village saw attacks in thier town as a negative, and would gang up on people who pk'ed, or pk'ed too much there? Constant pking there would result in enemy status. I mean, if I pked someone in enorian, thier government flips out. NPC areas should be similar, because really, players and NPCs -should- be treated the same in a rp sense.
So, consequances for pking in villages.
Now, think about this. Celestian is influencing a village. Magnagoran comes up and debates them. This has the effect of jumping someone while they're bashing: it usually sucks. You could always, you know, leave... You don't have to worry about getting jumped. And to make it nice, only one person can debate another at a time.
The whole crow thing, a while back, sucks. I walked in on Narsrim killing Brennan last night, and I knew I wasn't strong enough to kill Narsrim. I told Brennan that it was his own fight... (by the way, Brennan should chase, walking in and out of a room bashing him is s***). In order for us to not succeed, Serenwilde has to kill everything, including supporters.
You realize... from what I understand, more quests open up when crow comes back. We're not talking things just like Hart's death, we're talking possible revitalization of the area, including the tree. Again, this is based on tidbits I have picked up from people, npc's and Them.
A shame that all they have to do to stop progress is PK. As Someone said earlier, in events and quests, all you really need to do is kill the other side. Makes it a lot easier.
Sad.
So, consequances for pking in villages.
Now, think about this. Celestian is influencing a village. Magnagoran comes up and debates them. This has the effect of jumping someone while they're bashing: it usually sucks. You could always, you know, leave... You don't have to worry about getting jumped. And to make it nice, only one person can debate another at a time.
The whole crow thing, a while back, sucks. I walked in on Narsrim killing Brennan last night, and I knew I wasn't strong enough to kill Narsrim. I told Brennan that it was his own fight... (by the way, Brennan should chase, walking in and out of a room bashing him is s***). In order for us to not succeed, Serenwilde has to kill everything, including supporters.
You realize... from what I understand, more quests open up when crow comes back. We're not talking things just like Hart's death, we're talking possible revitalization of the area, including the tree. Again, this is based on tidbits I have picked up from people, npc's and Them.
A shame that all they have to do to stop progress is PK. As Someone said earlier, in events and quests, all you really need to do is kill the other side. Makes it a lot easier.
Sad.
Qaletaqa2004-12-22 22:19:39
If you ask me one of the key reasons there is so much conflict and I have stressed this before is because everyone gets competent summonning and teleportation powers.
Most of the deaths that occur are do to people in one way or another teleporting to someone to get to a goal. Such as if your raiding New Celest and need more backup why don't you just have a bunch teleport to you?
The reliance of portals and teleportation should be I feel left in the hands of Mages/Druids who will get probably a new flux into their archetypes because they can send out gates and portals at the cost of some sort or regeant object that they have to collect.
If everyone can competently teleport anywhere then it makes the world a great deal smaller for everyone and greatly increases combative situations.
Guardians could get wormholes and Mages can get gates and just completely throw out the skills summon and teleport and I think you will see combat lessen to a certain extent.
Most of the deaths that occur are do to people in one way or another teleporting to someone to get to a goal. Such as if your raiding New Celest and need more backup why don't you just have a bunch teleport to you?
The reliance of portals and teleportation should be I feel left in the hands of Mages/Druids who will get probably a new flux into their archetypes because they can send out gates and portals at the cost of some sort or regeant object that they have to collect.
If everyone can competently teleport anywhere then it makes the world a great deal smaller for everyone and greatly increases combative situations.
Guardians could get wormholes and Mages can get gates and just completely throw out the skills summon and teleport and I think you will see combat lessen to a certain extent.
Shiri2004-12-22 22:29:28
Okay, stop the combat if you like, but please DON'T reduce the transport. It's one of the best things about Lusternia, not having to traipse around for 45 minutes to get anywhere at all. I hated having to get to Fabled (I didn't have credits then) for track in Achaea, and teleport in 90 lessons is truly a blessing.
Dritex2004-12-22 22:36:25
It honestly doesn't take that long to get anywhere walking. What are you complaining about? I can go from Celest, though Serenwilde, to Avechna, though the mountains to Magnagora, over to Gaudiguch, and back to Celest in a half hour at longest. And if you can swim, or waterwalk, the Inner Sea is a easy skip in between both sides.
Silvanus2004-12-22 22:38:04
Plus there are paintings to add ontop of all that.
Shiri2004-12-22 22:44:20
Well, the paintings are part of transport, and half an hour of walking would kinda annoy me. I think easy transport is great, is all, because the walking doesn't really serve any purpose. It's just slightly irritating.
Unknown2004-12-22 22:55:46
What's the problem here? Is it people in the middle of combat getting reinforcements charging in (stoppable by dropping a monolith or making them move) or is the problem a single person scouting in and everyone teleporting in to them? Just curious.
Dritex2004-12-22 22:56:42
QUOTE(Shiri @ Dec 22 2004, 03:44 PM)
... and half an hour of walking would kinda annoy me.
20702
I said half hour at most(as in i'm stolling along), and that was to get around the whole of the basin. I could easily get from Celest to anywhere else in about 5 minutes, max.
Qaletaqa2004-12-23 01:53:26
QUOTE(dlanod @ Dec 22 2004, 03:55 PM)
What's the problem here? Is it people in the middle of combat getting reinforcements charging in (stoppable by dropping a monolith or making them move) or is the problem a single person scouting in and everyone teleporting in to them? Just curious.
20714
I'd say its a mixture of the two because you can't be everywhere at once to drop a monolith. Also the scouting in is rather prevalent as all factions use people that are unenemied to teleport in and out and most of them aren't mages mind you.
Summon is the easiest thing to avoid however just shield and be happy. Unless ten people are summoning at once then its just unpleasant.
If you ask me I personally think travel powers should be a lot harder to get. Teleport has made everything very drawn together. Most of all PK is started with an initial summon or teleport to reach a certain target or area which every archetype can acquire given 90 lessons.
Shiri2004-12-23 02:03:40
QUOTE(Qaletaqa @ Dec 23 2004, 02:53 AM)
I'd say its a mixture of the two because you can't be everywhere at once to drop a monolith. Also the scouting in is rather prevalent as all factions use people that are unenemied to teleport in and out and most of them aren't mages mind you.Â
20810
Wait, wait, you can be everywhere to fight, but not everywhere to drop a monolith? Keep in mind monoliths are permanent if flame sigilled, as by grace of the Gods no mushrooms exist. If you don't want someone getting reinforcements, drop a monolith, then nuke him. Easy enough.
Qaletaqa2004-12-23 02:38:34
Did you not hear the totality of my statements? You expect us to monolith the entire Prime Plane? All I said is PK usually is by way of teleportation powers in one way or another and they are able to be used by all classes directly or indirectly on route. Therefore restricting this to only three guilds would I feel make strategy more dependent on support classes for teleportation.
Shiri2004-12-23 02:42:35
Yeah, but my point was...say you've got some annoying novice coming into attack, and when he's there, he calls for reinforcements and everyone starts sparkly and arriving.
THEN drop a monolith. That stills stops it, right? Or am I just confused?
THEN drop a monolith. That stills stops it, right? Or am I just confused?
Daganev2004-12-23 02:46:15
havn't read most of this .. but Damn..
Silvanus kicked out of Magnagora now?
Soon Magnagora is going to consists of 8 people. The Iron Council, Empowrer some ministers and alts of those ministers and iron council members.
and the sad part is, Magnagora will still own every village and commodity with those 8 people.
Silvanus kicked out of Magnagora now?
Soon Magnagora is going to consists of 8 people. The Iron Council, Empowrer some ministers and alts of those ministers and iron council members.
and the sad part is, Magnagora will still own every village and commodity with those 8 people.