Conflict and Balance in Lusternia

by Estarra

Back to Common Grounds.

Unknown2005-06-16 20:04:23
As useful as an anti-ghost power would be, I don't like the idea of nerfing ghost beyond all point of using it, which that would virtually do. It's incredibly annoying, and I've had it happen many times (although not recently) to attack a raider and then suddenly they ghost... well... humm... they've gone? One example was Thorgal once just ghosted and moved off to another part of the mines and hit another miner, pretty much ignoring us, just ghosting when we caught him. An anti ghost power of sorts would be good, it just needs a lot of thought put into it so that it's not TOO good, imho.
Erion2005-06-16 20:08:25
QUOTE(Angel @ Jun 16 2005, 04:04 PM)
As useful as an anti-ghost power would be, I don't like the idea of nerfing ghost beyond all point of using it, which that would virtually do. It's incredibly annoying, and I've had it happen many times (although not recently) to attack a raider and then suddenly they ghost... well... humm... they've gone? One example was Thorgal once just ghosted and moved off to another part of the mines and hit another miner, pretty much ignoring us, just ghosting when we caught him. An anti ghost power of sorts would be good, it just needs a lot of thought put into it so that it's not TOO good, imho.
139867



It takes power to set up (a lot, I imagine), has to be set up by a guild's security-esque ranks. It's not going to stop them from using it in other conflicts - just stops them from escaping from raids easily with it. S'all.
Sylphas2005-06-16 20:09:01
Delay ghost/dreambody movement to one move per second? Not full out aeon, so dreamers can still attack and such at full speed, but it would slow ghosts and dreamers down a bit. Give it a large power cost so it's not always on, it shouldn't be too harsh, I'd think.
Erion2005-06-16 20:10:24
QUOTE(Sylphas @ Jun 16 2005, 04:09 PM)
Delay ghost/dreambody movement to one move per second?  Not full out aeon, so dreamers can still attack and such at full speed, but it would slow ghosts and dreamers down a bit.  Give it a large power cost so it's not always on, it shouldn't be too harsh, I'd think.
139872



Agreed. smile.gif
Binjo2005-06-16 20:42:09
QUOTE(Estarra)
POSSIBLE DEMESNE CHANGES
1. Standing in sanctuary negates demesne abilities just like if you were graced.
2. Demesnes gradually decay and die out if creator isn't within the realm.
3. Shrink the max size of a demesne by half.
4. Demesne effects limited to be within the same area as where the caster stands. This means that they have to worry about area-wide counter attacks, like local area summonings or local area long-range attacks. Also they can't sit outside the borders of the area where the demesne effects are going down.


1: Sounds nice
2: It'd be cool if every 'decay tick' (whatever you guys decide that to be) the code would break the demesne room by room, but only one per 'decay tick', maybe have it remove one room from every "loose end" it finds to discourage large demesnes, but I don't know about that.
3: I don't see how having a 400 room demesne is any more powerful than 200, so I don't think there needs to be a change there.
4: I don't like the idea of effects being limited to same area, I think it'd be better if effects were slowed outside of the area your standing, ie. 15 seconds instead of 10 seconds or whatever, this would make it unattractive to stand outside the area, but it wouldn't make your demesne pointless either.

QUOTE(Estarra)
POSSIBLE CHANGES FOR VILLAGES IN PLAY
1. Prevent any shrine power being activated, including worldburn in a village that is in play.
2. Have conglutination for everyone who dies in a village in play, same as if you died in your city/commune.
3. Make a 'balance' on laetitia so multiple laetitia castings are not stacked--only one counts.
4. Change the formula for calculating winning a village's sphere of influence to adjust based on the length of battle (simply to prevent drawn out battles).


1: Yes.
2: Would be pretty cool, I also like whoever's suggestion it was that there be no experience lost in in-play villages, or maybe just a really low experience loss (1% or something)
3: No comment cause I've never seen it truely in action.
4: Sounds good.

QUOTE(Estarra)
POSSIBLE MISCELANEOUS CHANGES
1. Boost the strength of city/commune guards.
2. Change cries for help so only security/protectors hear it or make it configurable option available to players over level 30.
3. Make nexus investible powers able to be locked for the duration of control of the village. Add anti-burrowing and anti-ghost investible power (was the only suggestion I remember for a new one.)
4. Make serpent disappear upon physical movement.
5. Flow/willowisp only work in tainted forests if you specialize in Crow/Night (which prevents it from working in normal forests).


1: Sounds alright, but as others have said before I think if people can tank guards now they'll be able to tank the new ones, although afflictions (as someone else was talking about) would be cool.
2: I don't see why everyone can't hear it...
3: Anti-borrowing sounds good, anti-ghost I'm not sure about.
4: Having the barrier drop on movement like shields do would be nice... making the serpent effect it self drop would be weird.
5: "My" (I forget if I stole it from someone or not) idea for this in the Flow thread was to have a delay if you're switching forest types, and a lesser delay than that if you're flowing towards your home forest. That sort of idea could probably be applied to wisp, but I dunno.
Erion2005-06-16 20:45:02
Conglute is between 4 and 6% xp loss.
Estarra2005-06-16 20:47:04
QUOTE(Binjo @ Jun 16 2005, 01:42 PM)
4: Having the barrier drop on movement like shields do would be nice... making the serpent effect it self drop would be weird.


That's what's meant. The serpent effect wouldn't disappear, the prismatic shield would just temporarily die out if you move.
Ceres2005-06-16 20:47:56
In that case, I endorse this event and/or product.
Alger2005-06-16 20:57:31
terenas

Sorry bud but, do you influence? I've never had the need for a chanter, except when i dont have a bromide or dont want to use sparkles. This comes from a guy with a -sip penalty and inept influencing.

And ability to detect ghost when they come in, there already is something like that.

Lisaera
so archons and plague lords fly? And frost hags dont do frost damage?
Shamarah2005-06-16 21:03:34
Laetitia is more impacting in debates.
Sylphas2005-06-16 21:13:14
Laetitia makes it so that you'll never lose short of someone instantly killing all your mana. While influencing might be easy, it doesn't have that guarentee without laetitia.

On a similar note, enough people with puella does the same for your health.
Alger2005-06-16 21:14:39
I like the serpent one.

Also like Daevos' suggestions.

This suggestion would sound a bit whacked but is it possible to make something like Moghedu/BK. Then people who get jumped too much on Astral still have an option of bashing on prime where the avenger will protect them. Of course it shouldnt be as good, but good enough to be a substitue. Make it more like a hunting grounds maybe so the RP aint too off.
Sylphas2005-06-16 21:15:02
Oh, and halving max demesne won't be all that effective. I'd like to see it max out at 100, at most. That'll give you a whole village, or all of faethorn.
Unknown2005-06-16 21:19:27
edit: *Meh ignore what I said, I like the ideas!!
Ceres2005-06-16 21:22:03
QUOTE(Alger @ Jun 16 2005, 08:57 PM)
ability to detect ghost when they come in, there already is something like that.
139903


Nope.
Sylphas2005-06-16 21:22:44
Crowsfeet facepaint, I believe. Works for dreamers at least.
Terenas2005-06-16 21:24:40
What Ceres said. At least in other IRE games we have angels/demons that can track blackwind/phased serpents. I'd like Guardians (including Moon and Shadowdancers) to be at least possess similar abilities to help track them down, if not, then at least a Nexus ability that works like Telepathy Mindnet and allows people to detect any ghosts/dreamweavers entering/leaving.
Lisaera2005-06-16 21:31:21
QUOTE(Alger @ Jun 16 2005, 08:57 PM)
Lisaera
so archons and plague lords fly?  And frost hags dont do frost damage?
139903



No, frost hags don't do frost damage, and no guards fly.
Kaervas2005-06-16 21:32:04
Pretty sure frost hags do.
Lisaera2005-06-16 21:33:27
I invite you to go to all of the city and commune nexuses and summon every kind of guard and attempt to make them fly.