Totem destroying quest

by Elryn

Back to Ideas.

Elryn2005-03-04 00:51:48
I would dread seeing something like that.
Narsrim2005-03-04 00:53:20
Currently:

Statues >>>>>>>>>> Totems

If this happened:

Statues >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Totems
Yrael2005-03-04 01:37:33
Yes! Forest Fires!

And we could hang paintings of Guido and Daganev, saying "Only YOU can start forest fires!"
Aebrin2005-03-04 01:58:56
I agree with Narsrim.

If there is something that affects totems, there needs to be something to affect statues.


Maybe some super duper insect which eats the marble.
Elryn2005-03-04 02:02:23
In regards to fires... I think it would be too easy.

Magnagoran ghosts -> travels to random unbonded totem -> unghosts -> starts fire -> ghosts -> gets away without ever being caught. Not to mention how destructive a fire could be when large areas of Serenwilde are unwatched most of the time.

Narsrim, are you speaking about my suggestion changing totem/statue balance? Or fires?
Akraasiel2005-03-04 04:40:00
Just as easy as a random Moondancer runs into Magnagora, starts a fire, and spores out.

Have fires kill all guards stationed in an area, and destroy statues/totems.

Allow them to spread very slowly though. Remember, Nature users have the Nature Rain ability, which would instantly put out a fire. Magnagorans would need to fill a bucket from the sea of despair and run it to the room on fire.
Elryn2005-03-04 04:52:42
QUOTE(Akraasiel @ Mar 4 2005, 02:40 PM)
Just as easy as a random Moondancer runs into Magnagora, starts a fire, and spores out.

Have fires kill all guards stationed in an area, and destroy statues/totems.

Allow them to spread very slowly though. Remember, Nature users have the Nature Rain ability, which would instantly put out a fire. Magnagorans would need to fill a bucket from the sea of despair and run it to the room on fire.
65195


No, because ghost bypasses all defences including totems/guards and is virtually undetectable/unstoppable. Someone running into the city does not have that advantage. Spores is blocked entirely (and stupidly) by monolith sigils.

Fires I think would only happen in a forest, I'm not sure it makes as much sense in city locations. Note that destruction of statues and destruction of totems is NOT equivalent, in any way, shape or form.
Daganev2005-03-04 04:58:34
flying also avoids such things.
Elryn2005-03-04 05:00:28
In some ways, not all.
Daganev2005-03-04 05:09:18
oh, and by the way, I don't know about everyone else, but whenever someone is a ghost its very easy for me to tell that there is a ghost in the room, and you can use skills to REALLY hurt them.
Elryn2005-03-04 05:12:52
You mean if they just stand there? Not doing anything?

Edit: Actually, I don't want to get into this topic. Look, for the Magnagorans... lets assume fires could be set in your necromentate and gradually wear away whatever it is, as well as take out random commodities from your comm shop as long as they are burning. Those overpowered Moondancers could easily fly in and spore out, setting a fire that you won't be able to adequately patrol for. If the fire-starting skill is in a common skillset, isn't that a bit too much?

I suggested this quest as a method to encourage the cities to attack Serenwilde rather than just beating each other senseless. I think the fact that we have totems as passive regeneration of power would be balanced by giving cities a means of being able to destroy some of them. I agree Stag totems should be powered up, and I expect they will be, but the passive regeneration thing (As far as I'm aware) isn't yet balanced.

Setting fires by individual characters would be -devastating- for Serenwilde. Not so much for cities (which shouldn't have fires... most of them are stone anyway) since statues can be easily replaced and there aren't any herbs/power generators that would be lost.
Eldanien2005-03-04 05:19:22
The 'ghostly apparition' thing. I don't know if it's a random chance to spot them, or has something to do with how long they've been standing there, or if it's based on Discernment, no clue. I know it's not always present - I've had Chockmah prove ghosts were present when there were no other visual cues.

I've never received indication that a ghost has arrived or left, so that leaves randomy using QL to keep an eye out for ghosts. I don't necessarily QL that often.
Unknown2005-03-04 09:22:06
Well i'd just like to say, Bring on the Pyromancers! tongue.gif Pyromancers should be able to set forest/ed rooms on fire, cause Fire is their element, Aquamancers should be able to instantly douse any fire by flooding the room, kinda Obvious. I dunno about Aeromancers and Geomancers, Aeros should prolly have a 50-50 chance of either putting it out, or spreading it, and well the taint ummm well i dunno if it's explosive or flamable or not, i mean we can always find out laugh.gif
Lisaera2005-03-04 09:52:03
I don't like the idea of uberguards that can be taken out of a city, I can all too readily see certain people abusing it.
Azeal2005-03-04 11:21:39
I like the idea of being able to set fire to a forest or city...but it should be a quest type thing or very high in a skill set....but even so there should always be a risk of the fires burning out of control and spreading over into other areas. What about setting fires in the villages as well?

I could see a few groups getting very unhappy with such a skill, or quest tho.
Elryn2005-03-04 11:39:57
QUOTE(Lisaera @ Mar 4 2005, 07:52 PM)
I don't like the idea of uberguards that can be taken out of a city, I can all too readily see certain people abusing it.
65284


Aye, alright then. Are there any other suggestions for possible quests which could be worked on alternately by Celest or Serenwilde? Something to reinforce that the city would have different goals to a commune?
Gwylifar2005-03-04 17:02:28
My concern with fires is this: if people think that power quests are tedious, they should remember (if they were ever a forestal in another IRE realm) or consider how much more tedious firefighting and subsequent replanting is. Nothing strains RP more than saying to yourself, "IC I have to do this, but if I have to keep doing this for another hour, I'm going to gouge my eyes out".

If fires can be done in such a way that they aren't fun-drainers, bring 'em on, and doubly so if they can be done in a way that's not as one-sided as they are in other IRE games (group A can attack group B all they want but no means exists for group B to attack group A). Otherwise, let's find something better.
Akraasiel2005-03-04 20:00:32
Fires in cities are just as common as fires in forests. I think the time to light one should be about 1-2 minutes, with no interruptions. Burned ground that has been recently replanted should grow at a double rate for two to three months. (all the ash an nutrients in the soil).

The rate at which fires spread should be to 1 random connected room every 5 minutes, with heat ranging in intensity based on how long it has been burning.

3-5 minutes- crackling flames- 200 damage per round
5-8 minutes- a seething blaze- 500 damage per round
8-12 minutes- a blinding inferno- 1000 damage per round
12-15 minutes- a seething blaze
15-18 minutes- crackling flames
>18 minutes- charred patch of ground- fire extinguished
Aebrin2005-03-05 09:27:22


I reckon Eldanien's avatar (new one) is his real self!

Chubby kid with a block of choccy.



An event like this need to be thought out correctly, or else it will overbalance one side or another.

Anyways, I think loads of things happen to Seren, not specifically targetted, but still affect them greatly. Eg, the whole killing demonlord and supernals issue with Celest going to slaughter the fae to feed Gorgulu. Then the Tainted Fae. If an event happens, make it happen to the entire Basin and force people to work with each other.

The Olanvir Valley was gold, but not big enough.

stagar2005-03-08 17:15:26
I feel Elyrn makes a good point in what he's saying, however their is ONE problem you gota realize Elyrn. The divine always put some form of RP into a action of why hte mortals are doing something. now...the Light, as I understand it, someone who has been in celest longer correct me if i'm way off...but the light seeks to spread itself to all the world and show EVERYONE its glory. They are extremely opposted to taint and theirfore it is very understandable in RP that the Light followers want to spread to Serenwilde, they WANT the light to cover the world, they want it in forest and city alike, they openly seek to spread the teachings of teh supernals to the world. Theirfore, as the serenwilde is not tainted and theirfore against the light, even if you made a quest that would pit them against each other, I really doubt celest would even attempt to do the quest

They want to spread the light, and this would repel the forest dwellers whom have yet to join their cause. Once again, if i'm understanding this wrong..someone correct me. I haven't been in celest long