Amaru2005-06-15 21:35:31
Make demesnes only work when the person is in them, and not when they're in a sanctuary either.
Erion2005-06-15 22:17:47
Sounds very, very fair, IMO.
Athana2005-06-15 22:21:37
That sounds pretty good except people would than expand their demesnes out of the village and sit in their cities.
EDIT: or communes
EDIT: or communes
Shamarah2005-06-15 22:35:47
Just disallow sanctuaries in demesnes.
Amaru2005-06-15 22:43:41
That'd be even worse. A city will nearly always have a village demesned before it even goes into play. That would give opponents no chance.
Shamarah2005-06-15 22:44:36
Oh, right. Meh... something needs to be done to stop people from just sanctuarying ends to make them unbreakable.
Erion2005-06-15 22:47:52
Allow FORCEFOREST/FORCETAINT/FORCEFLOOD in sanctuaried rooms, but NOT meld?
Shamarah2005-06-15 22:48:25
Then we'd just have people flood/tainting back and forth and back and forth and back and forth and back and forth...
Nyla2005-06-15 23:27:03
I think the main thing people are frustrated with (Other than influencing) is being raided. At the moment there is no draw back for doing it, so you have certain people who seem to want to make it their life's mission to do this. There are only so many time I can die to Narsrim trying to defend the Crow Aspects before I say flip it and lose my mind. (That reminds me the Aspects and Lords/Ladies should be loyal to their respective mage/druid guilds and attack enemies of said guilds)
1.Have raiding a village have some sort of downfall. Like for every villager you kill it makes it that much harder to influence for the city/commune of the raider.
2.Guards should be able to attack through serpent or serpent shouldnt be allowed to be used in enemy territory.
1.Have raiding a village have some sort of downfall. Like for every villager you kill it makes it that much harder to influence for the city/commune of the raider.
2.Guards should be able to attack through serpent or serpent shouldnt be allowed to be used in enemy territory.
Shamarah2005-06-15 23:27:58
QUOTE(nyla @ Jun 15 2005, 06:27 PM)
At the moment there is no draw back for doing it
139135
Losing massive experience for dying in enemy territory?
Aajen2005-06-15 23:28:25
When I heard the idea for a hard quest that peaced prime, I almost threw up. Not because I'd hate being peaced (even though I wouldn't log on until the peace was gone probably), but because that means we would HAVE to do a quest to stop it. MORE big quests that "non-violently" screw over another group in the game are NOT the answer. There is no other event in Lusternia that makes me want to log out as fast as I can as when I see Mary shout "Father why have you forsaken us!"... It makes me twitch because that means we will be doing a very repetative and boring quest for the next 4 hours. This might sound bad, but the people who are asking for more quests are probably not the people who will be doing that quest's counter.
As for demenses, I think several of the ideas proposed here might fix the problem. Personally I'd be all for many of them.
As for the Magnagora stuff, I'll just say this... Every guild thinks they are underpowered, every city thinks that they suck because of their abilities, and they are awesome because of their own personal skill. That's just how it is, and it can't be changed... This important thing is, that changes need to be actually for the good of balance in the game, not because the most people made an aurguement for it, not because someone wrote a very eloquent post on why it should be one way or the other. Simply put, don't trust us players to give you non-biased information, EVER. My suggestion is to watch, closely... follow some prominent Mags around for a week, then follow Celestians, then Seren.... and see how they use their skills, how people use skills against them, and simply just see how they interact with the world. You can't get unbiased information from a biased person, however small that bias might be.
Also more specificly all you people who aurgue that Lich is a overpowering factor for Magnagora, offer some solutions that (A) Keeps it as a "counter-part" to Trueheal, that is a way to escape death (B} Keeps it significantly better than vitae (not loosing a little exp is no reason to waste 200 credits on Necromancy) {C) Keeps it special to Lusternia, i.e no coppying similar IRE skills. If I wanted to be a Chaos Lord, I'd go play Achaea. (D) Turns us into Liches (obviously)
EDIE: Damn unintentional smiles!
As for demenses, I think several of the ideas proposed here might fix the problem. Personally I'd be all for many of them.
As for the Magnagora stuff, I'll just say this... Every guild thinks they are underpowered, every city thinks that they suck because of their abilities, and they are awesome because of their own personal skill. That's just how it is, and it can't be changed... This important thing is, that changes need to be actually for the good of balance in the game, not because the most people made an aurguement for it, not because someone wrote a very eloquent post on why it should be one way or the other. Simply put, don't trust us players to give you non-biased information, EVER. My suggestion is to watch, closely... follow some prominent Mags around for a week, then follow Celestians, then Seren.... and see how they use their skills, how people use skills against them, and simply just see how they interact with the world. You can't get unbiased information from a biased person, however small that bias might be.
Also more specificly all you people who aurgue that Lich is a overpowering factor for Magnagora, offer some solutions that (A) Keeps it as a "counter-part" to Trueheal, that is a way to escape death (B} Keeps it significantly better than vitae (not loosing a little exp is no reason to waste 200 credits on Necromancy) {C) Keeps it special to Lusternia, i.e no coppying similar IRE skills. If I wanted to be a Chaos Lord, I'd go play Achaea. (D) Turns us into Liches (obviously)
EDIE: Damn unintentional smiles!
Unknown2005-06-15 23:41:55
The idea of prime being peaced during certain months intrigues me, if expanded upon I think it could be nice.
For one, it would of course need an IC explanation. Perhaps rather than pure peace (that would make little sense) the avenger system is much stricter during those seasons, such as completely draining your karma when you kill a non-enemy of the territory you're in.
At the same time, I would hope to see it counteracted by having a season of extreme violence
For one, it would of course need an IC explanation. Perhaps rather than pure peace (that would make little sense) the avenger system is much stricter during those seasons, such as completely draining your karma when you kill a non-enemy of the territory you're in.
At the same time, I would hope to see it counteracted by having a season of extreme violence
Syrienne2005-06-15 23:56:41
One thing I couldnt ever figure out is why cities have two planes, Nil, Celestia, Earth and Water.. and the Communes have to fight over 1/3 of Ethereal.. I havent quite figured out why that is.. Cities got two planes that are either just for their Supernals and the one just for Essence basically, and all our stuff rest on one small 1/3 of a plane. Plus the constant fighting for Faethorn. It would be interesting if there became a reason for these other planes to have a use thats not so meager.. plus it kinda sucks cause Earth and Water are good leveling while bashing Fae isnt good exp or a good means of leveling, kind of makes you need to hope for good graces of city.
Amaru2005-06-16 00:03:15
QUOTE(Syrienne @ Jun 16 2005, 12:56 AM)
One thing I couldnt ever figure out is why cities have two planes, Nil, Celestia, Earth and Water.. and the Communes have to fight over 1/3 of Ethereal.. I havent quite figured out why that is.. Cities got two planes that are either just for their Supernals and the one just for Essence basically, and all our stuff rest on one small 1/3 of a plane. Plus the constant fighting for Faethorn. It would be interesting if there became a reason for these other planes to have a use thats not so meager.. plus it kinda sucks cause Earth and Water are good leveling while bashing Fae isnt good exp or a good means of leveling, kind of makes you need to hope for good graces of city.
139149
Read the histories.
Erion2005-06-16 00:07:46
QUOTE(Shamarah @ Jun 15 2005, 07:27 PM)
Losing massive experience for dying in enemy territory?
139137
Congluting. We're talking an extra 1%. Woo.
Roark2005-06-16 00:08:50
Not too many people like the peace ideas, myself included. I don't like the ideas of a universal peace or universal possibility of peace, be it a peace on the whole prime plane or the possibility of full peace at any time in any village if someone pulls the "peace trigger" quest for a village. It means that there is no assurance that you will have an outlet for your character if you want to fight. On the other hand, an issue now seems to be that those on the opposite side do not have an outlet, which makes the current setup on par with those scenarios. Thus a goal is to provide distinct outlets for both.
What I do like, and I'm interested in if others like it, is if some villages always cast a peace protection spell when they revolt (which they drop when they declare loyalty, putting portection in the hands of their new allies), some villages never do so, and others sometimes do it.
This creates a graduated scale. So for example, if you like PK then you will participate more in the bloodbath villages that don't cast a peace spell. If you don't like PK, you will have the peace villages as an outlet. How it differs from a normal peace proposal is important. There is no "peace quest" tedium to do. It creates an outlet for non-violent influencing while still ensuring that there will always be an influencing bloodbath around the corner for those that prefer it. For the villages that are reliable in their peace or non-peace: you know that village X is always peace or violence so can prepare for it when you think it is about to revolt without having to be disappointed as in the case if it was random and did not turn out how you wanted. And the reason for some middle villages that do choose it randomly is just for variety. I don't like two-tiered systems, so having a middle between the two extremes I think gives it more variety and is why I call it a "graduated" system.
What I do like, and I'm interested in if others like it, is if some villages always cast a peace protection spell when they revolt (which they drop when they declare loyalty, putting portection in the hands of their new allies), some villages never do so, and others sometimes do it.
This creates a graduated scale. So for example, if you like PK then you will participate more in the bloodbath villages that don't cast a peace spell. If you don't like PK, you will have the peace villages as an outlet. How it differs from a normal peace proposal is important. There is no "peace quest" tedium to do. It creates an outlet for non-violent influencing while still ensuring that there will always be an influencing bloodbath around the corner for those that prefer it. For the villages that are reliable in their peace or non-peace: you know that village X is always peace or violence so can prepare for it when you think it is about to revolt without having to be disappointed as in the case if it was random and did not turn out how you wanted. And the reason for some middle villages that do choose it randomly is just for variety. I don't like two-tiered systems, so having a middle between the two extremes I think gives it more variety and is why I call it a "graduated" system.
Erion2005-06-16 00:13:51
QUOTE(Syrienne @ Jun 15 2005, 07:56 PM)
One thing I couldnt ever figure out is why cities have two planes, Nil, Celestia, Earth and Water.. and the Communes have to fight over 1/3 of Ethereal.. I havent quite figured out why that is.. Cities got two planes that are either just for their Supernals and the one just for Essence basically, and all our stuff rest on one small 1/3 of a plane. Plus the constant fighting for Faethorn. It would be interesting if there became a reason for these other planes to have a use thats not so meager.. plus it kinda sucks cause Earth and Water are good leveling while bashing Fae isnt good exp or a good means of leveling, kind of makes you need to hope for good graces of city.
139149
Okay. See, we had Ellindel and Glinshari. They healed the Fae. While this was going on, ALL the races of the Basin were on the island in the center of the Crystal Sea. This city found the Elemental Plane of Water, a source of power for the edifices of the growing communes, which were planted by Glinshari/Ellindel, and Celest. And, with it, the Merians were able to learn how to become Aquamancers, and began purifying the waters, while the forestals purified the lands. Then, they found Celestia. This irritated the commune, for they feared digging too deep into the cosmos. The more devoted aquamancers became celestines. Then, Gaudiguch was formed by Dracnari, kind of a celest spill-over, as the island was too small for all the people. They built their own nexus, and discovered earth and then Vortex. Then the trill and Lucidian founded Hallifax, which found Air and Void, or whatever their cosmic plane is. Then, finally, Magnagora was founded - by those whom found the Fates and the Plane of Shallamar, a place of peace.
The three communes now formed kinna said, "Elemental planes, okay... Anything beyond that, bad news." But the cities didn't listen. And the Celestine Empire made an oopsies in Ballach, but they still didn't listen. Then Ladantine made an oopsies on Astral. The rest is history, and the forests said "told ya so".
In other words, the Forestals don't believe going past the Elemental planes. Only one nature nexus had a link to an elemental plane even, if my memory serves. Ackleberry's nexus was a naturally formed water nexus, interestingly enough.
Erion2005-06-16 00:16:33
QUOTE(roark @ Jun 15 2005, 08:08 PM)
Not too many people like the peace ideas, myself included. I don't like the ideas of a universal peace or universal possibility of peace, be it a peace on the whole prime plane or the possibility of full peace at any time in any village if someone pulls the "peace trigger" quest for a village. It means that there is no assurance that you will have an outlet for your character if you want to fight. On the other hand, an issue now seems to be that those on the opposite side do not have an outlet, which makes the current setup on par with those scenarios. Thus a goal is to provide distinct outlets for both.
What I do like, and I'm interested in if others like it, is if some villages always cast a peace protection spell when they revolt (which they drop when they declare loyalty, putting portection in the hands of their new allies), some villages never do so, and others sometimes do it.
This creates a graduated scale. So for example, if you like PK then you will participate more in the bloodbath villages that don't cast a peace spell. If you don't like PK, you will have the peace villages as an outlet. How it differs from a normal peace proposal is important. There is no "peace quest" tedium to do. It creates an outlet for non-violent influencing while still ensuring that there will always be an influencing bloodbath around the corner for those that prefer it. For the villages that are reliable in their peace or non-peace: you know that village X is always peace or violence so can prepare for it when you think it is about to revolt without having to be disappointed as in the case if it was random and did not turn out how you wanted. And the reason for some middle villages that do choose it randomly is just for variety. I don't like two-tiered systems, so having a middle between the two extremes I think gives it more variety and is why I call it a "graduated" system.
What I do like, and I'm interested in if others like it, is if some villages always cast a peace protection spell when they revolt (which they drop when they declare loyalty, putting portection in the hands of their new allies), some villages never do so, and others sometimes do it.
This creates a graduated scale. So for example, if you like PK then you will participate more in the bloodbath villages that don't cast a peace spell. If you don't like PK, you will have the peace villages as an outlet. How it differs from a normal peace proposal is important. There is no "peace quest" tedium to do. It creates an outlet for non-violent influencing while still ensuring that there will always be an influencing bloodbath around the corner for those that prefer it. For the villages that are reliable in their peace or non-peace: you know that village X is always peace or violence so can prepare for it when you think it is about to revolt without having to be disappointed as in the case if it was random and did not turn out how you wanted. And the reason for some middle villages that do choose it randomly is just for variety. I don't like two-tiered systems, so having a middle between the two extremes I think gives it more variety and is why I call it a "graduated" system.
139155
I like this. Although I still would prefer massive, deeply involved quests, this is a good idea, as well. So, just so I got this clear...
Villages, like Estelbar, are peaceful places. So they'll always be non-violence. Villages, like Acknor, are very violent, so they'd be pk-able. Villages like Dairuchi aren't that violent, so they might sometimes be non-pk, sometimes they will be pk.
right?
Amaru2005-06-16 00:21:24
Well Roark, the problem is this. Non-PK village influencing methods are easy to learn, easy to implement. PK isn't.
So the situation would probably be... one city (Magnagora?) would dominate both.
So the situation would probably be... one city (Magnagora?) would dominate both.
Unknown2005-06-16 00:29:53
I don't like the idea of some villages always being peaced. For instance, Estelbar is peaceful, but they get conquered through violence. Oh the drama. If Estelbar can never be conquered through violence... *snore*