Unknown2005-05-24 06:36:07
That's a really good idea
Unknown2005-05-24 06:38:00
I think that could suck. I often stumble near Magnagora and it's villages so I would be dying all the time and I have absolutly 0 intention of raiding them.
Soll2005-05-24 06:40:04
Or just shield and stay sat there? Or would their arrows/spells raze shielding?
Sylphas2005-05-24 06:56:32
That sounds like an excellent idea, if you tweak them just a bit more than normal guards:
Have them not attack immediately. If you sit around there for, let's say 10 seconds, then they aggro on you.
Have them not attack immediately. If you sit around there for, let's say 10 seconds, then they aggro on you.
Daganev2005-05-24 06:57:01
I think Roark is a genious.
I'm all for the hardfast rules so you don't have complications, but having a guard shoot one room away no matter what would be awesome on so many levels.
I'm all for the hardfast rules so you don't have complications, but having a guard shoot one room away no matter what would be awesome on so many levels.
Sylphas2005-05-24 06:59:03
Or, even better, have it so a protector/security has to order them aggro.
Unknown2005-05-24 06:59:08
If I start dying because I walk past Ankrag it will suck majorly :/. Have them announce a warning first and give a delay and then this idea could be workable.
Something like "The guards of Ankgrag bellow a warning for you to leave their borders"...only more creative.
Something like "The guards of Ankgrag bellow a warning for you to leave their borders"...only more creative.
Maelon2005-05-24 10:01:06
QUOTE(Quidgyboo @ May 24 2005, 02:59 AM)
If I start dying because I walk past Ankrag it will suck majorly :/. Have them announce a warning first and give a delay and then this idea could be workable.
Something like "The guards of Ankgrag bellow a warning for you to leave their borders"...only more creative.
Something like "The guards of Ankgrag bellow a warning for you to leave their borders"...only more creative.
123512
I think the long range guard idea sounds great, and I'm guessing the ranged guards won't be quite so dangerous as the regular guards long range, and the same at close? That would make it so that running by even as an enemy, while dangerous, wouldn't be the same as walking into the whole force (and of course, you're not dealing with a statue either).
Icarus2005-05-24 10:04:02
QUOTE(Estarra @ May 24 2005, 09:47 AM)
Well, we ended up having a rather long debate among the admins regarding this issue. Some feel that if you are in an adjacent location next to enemy territory, you should get whatever comes to you, while others feel that a bright line separating what you can and cannot do is the only way to deal with issues that arise. I was an advocate of simply stopping all hostilities between adjacent territories to force people to either go in and fight or stay out, but other admins felt that was too stringent. Anyway, we're open to discussion. The clearer and simpler the solution, the better.
123345
A bright line should be drawn on Prime to stop hostilities between adjacent territories because of how Karma works and people/newbies should fee safe in their city/commune most of the time.
Off-Prime, however, should be free-for-all. It adds dynamics to combat and players raiding or defending off-prime should be experienced enough to know that standing one room away from hostile guards is not such a good idea if they value their lives.
Shorlen2005-05-24 10:08:43
The problem with ranged guards is that they will fire on those walking across the highway. I've alway seen the highway as neutral territory that all people could use to get from place to place. With the teleport changes, it seems you want us to walk more - how can we walk more if we get attacked at random intervels along the path?
Maelon2005-05-24 10:24:31
OH!
could that mean we might actually be able to put archers on Celest's walls, who can even shoot down towards the harbor from that tower that faces towards the city?
could that mean we might actually be able to put archers on Celest's walls, who can even shoot down towards the harbor from that tower that faces towards the city?
Unknown2005-05-24 10:29:09
and have hidden archers hiding in the trees of Glomdoring?
Unknown2005-05-24 10:44:04
It could open many new possibilities. They'd have to give some kind of warning against targets not in the same area though, then it'd be fine.
Unknown2005-05-24 10:47:22
I say at least two warnings would be good. Except in the case of someone who attacks across the border, then they just open fire.
Kaervas2005-05-24 11:19:44
Haven't had time to read through this whole thread so I'll just give my 2 cents.
I can understand the reasoning behind not being allowed to summon someone into enemy territory as it circumvents the Avenger system. What I don't understand is why it's now impossible to pull someone out of a village and attack them, the attacker would have gotten suspect either way.
I can understand the reasoning behind not being allowed to summon someone into enemy territory as it circumvents the Avenger system. What I don't understand is why it's now impossible to pull someone out of a village and attack them, the attacker would have gotten suspect either way.
Gwylifar2005-05-24 15:12:16
QUOTE(Elryn @ May 23 2005, 10:55 PM)
Throughout this conflict today, you have been facing off against the mighty forces of TWO hartstoners. Often just one.
Come on.
Come on.
123408
Actually he's used the same argument to justify tackling into enemy territory when he had zero people on the border that could attack across it.
There's one concern I have about the idea that lurking on the border is a bad thing all the time, and it may be unique to Faethorn, or might not, I haven't checked everywhere. If my job is to defend an area against incursions, which it often is, suppose the area is Rockholm. Do I have to stand at the border? Nope, I can move one room back and still defend, since everyone walking in goes through that room, too. Same is true for most of the villages, and even those with multiple entrances mostly have a linear path at each one.
But the path into Faethorn at either end immediately diverges. That means the only spot I can stand in that anyone walking into Faethorn has to go through is the very very border. The same spot I'd be standing in if I were actually attacking over the border.
Put in some mechanism that prevents me attacking into a border from that spot (like Roark's long-arm-of-the-law guards) and it also prevents me from defending the border. Such as, for instance, against an idiot who has announced to my communemate that he's been killing fae and will be continuing to do so, just minutes earlier, then feigns surprise when the border is being guarded and somehow conflates that with a raid and later a seige, rather than a border patrol.
Maybe all we need is one extra room added at either end of Faethorn to make its entrance have a two-room linear path. That way someone who's attacking across the border will be on the border room, and thus subject to the long-arm-of-the-law guards and all the other ideas for discouraging attacks across the border. And someone who is merely defending at the border will be doing so from one room farther back, as they would in a village, and thus outside the reach of measures designed to make attacking across borders costly.
Gregori2005-05-24 15:45:00
Faethorn is a neutral territory in the sense of the game mechanics. It does not belong to Serenwilde, but it is currently loyal to Mother Moon and our ethos suggests that we protect it and the fae residing within it.
That means that people who enter will be subjected to our choice of tactic should we use one. Visaeris constantly trys to run through as fast as he can and when he gets caught doing it he suddenly cries foul and brings up his allies to start a fight, running into Ethereal Glomdoring and hanging out on the border "thumbing his nose". Long range attacks across a border make them think twice. (note Serenwilde is not the only one who can use long range attacks, and typically has 2 people using cudgel. 3 if we are lucky. I can count the number of active people -with- cudgel on one hand in the Hartstone. Count the number of active people -with- trans guild skills on less than one hand, and the number of active people -with- trans guild skills that -fight- on 3 fingers)
Removing that ability means that someone can border hop constantly and just annoy which will cause about twice as many threads complaining about this new "grief".
The change that makes it so you cannot barge/tackle/move someone either way is the best solution to the problem.
One thing Visaeris fails to remember is that while we can put up an active demesne in Faethorn, they can also remove it. Which going the other way using his logic of we would just enter Glomdoring, they can put up an active demesne in Glomdoring and we -cannot- remove it. That gives them a much stronger defense than he wants to admit to.
All in all I just hope they are patting Kaervas on the back for so much help, because without him I don't think Glomdoring would stand a chance. He is a superb fighter with a demesne and deserves the bulk of the credit for aiding Glomdoring in Faethorn. Even if IC I wish he would just go fall off a very high cliff.
That means that people who enter will be subjected to our choice of tactic should we use one. Visaeris constantly trys to run through as fast as he can and when he gets caught doing it he suddenly cries foul and brings up his allies to start a fight, running into Ethereal Glomdoring and hanging out on the border "thumbing his nose". Long range attacks across a border make them think twice. (note Serenwilde is not the only one who can use long range attacks, and typically has 2 people using cudgel. 3 if we are lucky. I can count the number of active people -with- cudgel on one hand in the Hartstone. Count the number of active people -with- trans guild skills on less than one hand, and the number of active people -with- trans guild skills that -fight- on 3 fingers)
Removing that ability means that someone can border hop constantly and just annoy which will cause about twice as many threads complaining about this new "grief".
The change that makes it so you cannot barge/tackle/move someone either way is the best solution to the problem.
One thing Visaeris fails to remember is that while we can put up an active demesne in Faethorn, they can also remove it. Which going the other way using his logic of we would just enter Glomdoring, they can put up an active demesne in Glomdoring and we -cannot- remove it. That gives them a much stronger defense than he wants to admit to.
All in all I just hope they are patting Kaervas on the back for so much help, because without him I don't think Glomdoring would stand a chance. He is a superb fighter with a demesne and deserves the bulk of the credit for aiding Glomdoring in Faethorn. Even if IC I wish he would just go fall off a very high cliff.
Unknown2005-05-24 16:24:35
QUOTE(Estarra @ May 23 2005, 11:33 PM)
Someone suggested (okay it was Roark) having a guard type that has a ranged attack (one room away), that you could keep at your borders to attack those enemies foolish enough to come up next to the border. To kill the guard, you'd of course have to enter that guard's room. Something to think about.
123496
I like this. I don't think it'll help Glom too much, but that's a personal concern. I think this'll solve my issues with sieging in the long run.
Go Roark
Sylphas2005-05-24 16:44:28
Once again, my suggestion: Just make it so only security/protectors/council members can order those guards to fire long range. The highway is safe, unless a defending force comes over to activate the long range guards.
Unknown2005-05-24 17:23:43
QUOTE(Sylphas @ May 24 2005, 09:44 AM)
Once again, my suggestion: Just make it so only security/protectors/council members can order those guards to fire long range. The highway is safe, unless a defending force comes over to activate the long range guards.
123711
Just give it a slight delay to iniate attack, and then normal attack speed... no warnings(wouldn't make sense).