Lusternia and Conflict

by Estarra

Back to The Polling Place.

Shorlen2005-07-30 21:47:16
QUOTE(Tsuki @ Jul 30 2005, 05:40 PM)
Just as a random thought, I've noticed one of Magnagora's strengths tends to be not minding experience loss so much as other areas tend to. Because of that attitude, they're able to fearlessly test out various things in ways the rest of us are more reluctant to do. It's been demonstrated that Lich isn't responsible for that, or at least not solely responsible. Maybe experience loss isn't minded because it's easy/easier for them to regain? Was it the thread about novices where someone said that if a Magnagoran novice hadn't reached level 60 before graduation, they hadn't been trying?

If that is part of the difference, maybe it would help if other areas had things to give comparable-good experience?  unsure.gif
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And yeah, most of our novices are level 20-25 when they graduate, and not from lack of trying. I did all I could to gain xp fast when I was a novice, and I was level 27 when I graduated. Are the magnagoran quests that overpowered compared to what we can do? *boggle*
Unknown2005-07-30 22:01:27
QUOTE(Tsuki @ Jul 30 2005, 03:40 PM)
Just as a random thought, I've noticed one of Magnagora's strengths tends to be not minding experience loss so much as other areas tend to. Because of that attitude, they're able to fearlessly test out various things in ways the rest of us are more reluctant to do. It's been demonstrated that Lich isn't responsible for that, or at least not solely responsible. Maybe experience loss isn't minded because it's easy/easier for them to regain? Was it the thread about novices where someone said that if a Magnagoran novice hadn't reached level 60 before graduation, they hadn't been trying?

If that is part of the difference, maybe it would help if other areas had things to give comparable-good experience?  unsure.gif
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This is a massive thing in Magnagora's favour. Yeah it's a big bitch when we lose levels, but you know what? We pray/conglut, redef, and GO BACK AGAIN!! We save the bitching and whining till afterwards, and even then it don't last long. And we still go back again and again knowing we're gonna die in the process.

That's something that needs to be focused on alot with the other orgs.....the whole "suck it up" mindset...well, it's not all about sucking up being the underdog. If you do die, so what? You go back, hunt whatever you're hunting again, get it back, get more gold in the process, more karma, more time to interact with people in the basin. DOOO EEEET it's damn fun.
Unknown2005-07-30 22:08:15
What's the deal, I don't know why you have trouble levelling up. I made an Aquamancer alt not so long ago and he's level 50 now while he hasn't graduated from novicehood yet (he's way below 20 hours).
Unknown2005-07-30 22:09:52
QUOTE(BranwynSunfire @ Jul 30 2005, 05:01 PM)
This is a massive thing in Magnagora's favour.
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Only a part of Magnagora. Geomancers still have experience losses just like anyone else. As Branwyn said, people need to start tolerating the loss and prevent yourselves from giving up too easily.
Daevos2005-07-30 22:24:50
She was talking about the fortitude to take deaths, and continue anyway.
Unknown2005-07-30 22:30:14
WOops..yeah I forgot to bold the relavant parts.
Alger2005-07-30 22:39:18
I believe he was talking about us not caring about death.

It also has to do with us being necromancers. We tell the youngins in the ur'guard death is a gift, its more of a set of beliefs and ideals. Thats not so hard for the light people though, you could say the death means nothing in the presence of the light or whatever.
Unknown2005-07-30 22:43:58
QUOTE(Alger @ Jul 30 2005, 04:39 PM)
I believe he was talking about us not caring about death.

It also has to do with us being necromancers.  We tell the youngins in the ur'guard death is a gift, its more of a set of beliefs and ideals.  Thats not so hard for the light people though, you could say the death means nothing in the presence of the light or whatever.
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huh.gif


bop.gif bop.gif bop.gif

Sheesh, HE??
Daevos2005-07-30 22:55:09
Oh, while I'm here I might as well comment. Personally, I see nothing wrong with the conflict quests. Would even say that the Cosmic one doesn't go far enough since killing all the Supernals barely dented Celest's near 80k or so Supplicants. I agree that it should be hard to take down the cosmic beings, and require sizeable forces, but if you are going to make them unkillable for the most part, they have to have a much greater effect if they are slain. There are also a few imbalances like the Sea conflict, where Lanikai doesn't require a quest to be resurrected, while Ladantine does. Thus making it easier for Celest to win the battle. Oh, and it must also be noted that there is no way to remove lantern fish from the underwater temple once they are there so you can't really prevent Marilynth from being raised once the turtles win without constant vigilance. Where as its possible to slay the skeletons in the ship, thus easily preventing the ship from being raised.

Moving on, I like the idea of hard coded organizational quests that aren't conflict based and are only meant to aid your own organization. Just think they have to have a larger impact than the current ones like comms quests and star/drums/necromentate/flame ones.

Overall though, I just don't see any immediate need for any of the conflict quests to be reworked. I would much rather that new ways for organizations to utilize power were created. Because I have been annoyed by the power race for a long time, since it is obvious now that every organization has past the point where they actually fear running out of power, and its just seems now that its a limitless resource. The only thing that we have to look forward to now is Vernals. Which I'm personally not interested in at all. Actually I think I'll share a few of the ideas, that occured to me as I was writing this.

1. I think it would be nice if organizations could use a sizeable portion of their power to reduce the experience their citizens lose for a year.
2. I really like that idea Estarra presented a long time ago about increasing the investment a organization could make into their villages. But I would take it in a slightly different direction. Away from defense and toward commerce. It should be possible for organization to invest a sizeable amount of power into increasing production of comms in their villages

All I can think of it for now, but I would like to see similar things worked on. And as always, I'm looking forward to the day when the two hander specs are balanced against the one hander specs.
Gregori2005-07-30 23:42:00
I vote for number 2 in Daevos' post.
Unknown2005-07-31 00:31:26
Makes sense too. Any city/government that takes over something that produces goods they need would be stupid NOT to do their best to upgrade/improve production.
Ethelon2005-07-31 00:35:26
I've noticed alot of the large players are leaving or taking time off, even I have been logging on less and less it seems. I think it has nothing to do with the quests and forced involvement of certain situation, but more of the restrictions that are being placed on so much of the realm. The RP needs to be inforced mroe, but when you have to follow guidelines for everything you do, it kidna hampers that.

These are not just my thoughts, but those of others aswell.
Remove Karma
Introduce Mark type system
Make (enforce) Pk more RP related.
Allow Divine to openly punish those, in a RP fashion, who abuse PK or do so without an RP reason.
Take away the Peace effect of Avenger.

1) Remove the Karma system. The Karma system, while an interesting concept, has scared everyone out of fighting, even for RP reasons because if they kill someone, they then expect to be cursed, some of which cause you to suffer the next 24 hours of your IC time. Maybe this can be toned down, maybe used just for the advantages instead of the Curseing side.

2) Add a Mark system. An assasinations system would be more bearable than all these restraints on PK we already have. A system where people can be hired, making then open to PK themselves if they are assassins. It can be based around using Suspect instead of the Avenger/Karma which would involve much more RP and make things more interesting. So if I die to Narsrim and gain Suspect, I can then go to the Assassins and hire one, which would remove my suspect status on Narsrim. Now the Assassin, using my suspect, would be able to attempt to kill Narsrim without gaining suspect on him. If the assassin kills or dies to Narsrim, the Mark is over after that point.
As I said, this will be more on RP than just...ohhh, Narsrim killed me, I'm gonna go curse him now!

3) Allowing the Divine to openly punish those who abuse PK without valid reasons. Again, say I'm killed constantly by NArsrim for no reason at all except I'm alive. The assassins I've used haven't been able to kill him or it doesn't seem worth it. Shikari can then step in, seeing Narsrims lack of RP reasoning for all the killing and go slaughter Narsrim himself. Not just a plain old Zap, something more like he actually does something RP related against Narsrim, doesn't even have to be death.

4) Keeping Avenger in with the Mark system, remove the Peace effect of the Avengers killing a person. This causes alot of grief in itself when a person has to sit for hours doing nothing, sometimes only because of an accidental kill or defending his/her area.
Unknown2005-07-31 00:37:57
QUOTE(Daevos @ Jul 30 2005, 05:55 PM)
Oh, while I'm here I might as well comment. Personally, I see nothing wrong with the conflict quests. Would even say that the Cosmic one doesn't go far enough since killing all the Supernals barely dented Celest's near 80k or so Supplicants. I agree that it should be hard to take down the cosmic beings, and require sizeable forces, but if you are going to make them unkillable for the most part, they have to have a much greater effect if they are slain. There are also a few imbalances like the Sea conflict, where Lanikai doesn't require a quest to be resurrected, while Ladantine does. Thus making it easier for Celest to win the battle. Oh, and it must also be noted that there is no way to remove lantern fish from the underwater temple once they are there so you can't really prevent Marilynth from being raised once the turtles win without constant vigilance. Where as its possible to slay the skeletons in the ship, thus easily preventing the ship from being raised.


Alright. Lanikai is a Kelpie. She isn't an undead beast that's lived for two-hundred plus years, who was torn apart either by Celest's explosion, or by sharks in the Inner Sea. Possibly neither - just degraded over the years. Either way, his body is very, very fragile. It's made from, if you'll recall, squid.

Second, Magnagora has gotten the proverbial "shaft" as far as conflict quests go. Raising Ladantine is FAR more difficult to manage, versus raising Marilynth. As is killing their respective bodies. Ladantine takes naught but maybe an hour, maybe two if Magnagora's being a pain, to gather the necessary squid. Visa-versa, Magnagora's requires hours upon hours of devil fish gathering. This is, for richer or poorer, an upgrade from it's previous state, as many of the older Magnagoran players can join me in reminiscing upon those 40, oft times upwards of 60 hours put into bringing Marilynth down just ONCE.

However. Magnagora triumphs far more often than Celest when it comes to these conflict quests. I cannot see how requesting them to be on par with each other (obviously making things easier on Magnagora ) is rather fair - the quests stand as a minor upgrade to Celest right now, who's suffering from an extremely poor playerbase. I believe they should stand as-is, and should only be readjusted once the playing ground is even. View it as a handicap, to give the novices a fighting chance - a pity that isn't even a pun, but a statement of fact.

QUOTE
Moving on, I like the idea of hard coded organizational quests that aren't conflict based and are only meant to aid your own organization. Just think they have to have a larger impact than the current ones like comms quests and star/drums/necromentate/flame ones.


Agreed, however I'd like to see the Spear of Nintoba quest ressurected, and put to use to target Celest/Magnagora. Perhaps ressurect the old question of fae being turned into imps/cherubs.

QUOTE
Overall though, I just don't see any immediate need for any of the conflict quests to be reworked. I would much rather that new ways for organizations to utilize power were created. Because I have been annoyed by the power race for a long time, since it is obvious now that every organization has past the point where they actually fear running out of power, and its just seems now that its a limitless resource. The only thing that we have to look forward to now is Vernals. Which I'm personally not interested in at all. Actually I think I'll share a few of the ideas, that occured to me as I was writing this.

1. I think it would be nice if organizations could use a sizeable portion of their power to reduce the experience their citizens lose for a year.
2. I really like that idea Estarra presented a long time ago about increasing the investment a organization could make into their villages. But I would take it in a slightly different direction. Away from defense and toward commerce. It should be possible for organization to invest a sizeable amount of power into increasing production of comms in their villages

All I can think of it for now, but I would like to see similar things worked on. And as always, I'm looking forward to the day when the two hander specs are balanced against the one hander specs.
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I would like to see some power-based abilities to strike at the Star of Celest, and the Necromentate. Think laser-beams, except more archaic and mystical.

I disagree with point 1. What with conglute (and affecting 99.9% of all conflict in the game), it would just be redundant and rarely used. As for point 2, I agree - I would also like to see noticeable ways to increase veggie/fruit production, other than kidnapping furrikin/freeing them, or killing their equivilants, and giving the dropped commodities.

This especially goes for things like wood and ores, too.
Gregori2005-07-31 02:00:43
QUOTE(Ethelon @ Jul 30 2005, 06:35 PM)
2) Add a Mark system. An assasinations system would be more bearable than all these restraints on PK we already have. A system where people can be hired, making then open to PK themselves if they are assassins. It can be based around using Suspect instead of the Avenger/Karma which would involve much more RP and make things more interesting. So if I die to Narsrim and gain Suspect, I can then go to the Assassins and hire one, which would remove my suspect status on Narsrim. Now the Assassin, using my suspect, would be able to attempt to kill Narsrim without gaining suspect on him. If the assassin kills or dies to Narsrim, the Mark is over after that point.
As I said, this will be more on RP than just...ohhh, Narsrim killed me, I'm gonna go curse him now!
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Instead of bringing in a whole new system, make this an aspect of the Champions. If one of my little druids gets killed and they have suspect, they can petition me as Champion of Hartstone to intercede on their behalf. This would remove the suspect status, giving me a "contract" against said person and I can go out and bleed on someone's boots. It keeps the RP there, it makes Champions have something more than a figurehead position. Rescue is grand but more often than not the people needing rescue either do not call for help or are in the wrong guild at the wrong time to be rescued.
tarik2005-07-31 03:04:22
I'll add my 2 cents. As a player I enjoy conflict, it's what attracted me to Lusternia over other IRE games. I guess that's what gives me a different viewpoint to most other people; compared to other games I have played the level of conflict here is fairly low, yet compared to other IRE games (ie. what most everyone else is used to) the level of conflict is probably quite high.

Several people have mentioned the concept of diminishing returns for the leaders in the various conflict quests, and that is something that could maybe use some tweaking. The ideal situation would mean that the further ahead one side gets, the harder it is for them to maintain their lead, and the easier it is for the losers to catch up. How you implement this is the million dollar question of course.

I would also like to say to Estarra and the rest of the administration, please don't get too disheartened. Remember that we, the players, will never really agree on what needs to be done. Only you, the administration, know best. Stick to your vision.
Unknown2005-07-31 03:09:22
QUOTE(Gregori @ Jul 30 2005, 09:00 PM)
Instead of bringing in a whole new system, make this an aspect of the Champions. If one of my little druids gets killed and they have suspect, they can petition me as Champion of Hartstone to intercede on their behalf. This would remove the suspect status, giving me a "contract" against said person and I can go out and bleed on someone's boots. It keeps the RP there, it makes Champions have something more than a figurehead position. Rescue is grand but more often than not the people needing rescue either do not call for help or are in the wrong guild at the wrong time  to be rescued.
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Hear hear.
Terenas2005-07-31 04:13:37
QUOTE(Gregori @ Jul 31 2005, 02:00 AM)
Instead of bringing in a whole new system, make this an aspect of the Champions. If one of my little druids gets killed and they have suspect, they can petition me as Champion of Hartstone to intercede on their behalf. This would remove the suspect status, giving me a "contract" against said person and I can go out and bleed on someone's boots. It keeps the RP there, it makes Champions have something more than a figurehead position. Rescue is grand but more often than not the people needing rescue either do not call for help or are in the wrong guild at the wrong time  to be rescued.
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Murphy actually suggested this a while back with a time limit of 7 days I believe. It has a very good potential to reduce the need for the karma or Avenger system.
Unknown2005-07-31 04:18:41
I'm afraid Karma's simply become a weapon. For instance, as soon as the next village goes up, Gerald's getting peaced, and him, Athana, and Telira are all getting curses.
Gregori2005-07-31 04:20:33
QUOTE(terenas @ Jul 30 2005, 10:13 PM)
Murphy actually suggested this a while back with a time limit of 7 days I believe. It has a very good potential to reduce the need for the karma or Avenger system.
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Well didn't intend to steal Murphy's thunder, but I agree with him then if he thought the idea up.

It also has another added bonus. It lets a guild know that their Champion is doing something, other than assigning protectors. In reality you can't use the argument "they fight for us" because everyone fights for us. Imagine a Champion constantly turning down his guild; 'Sorry, I don't think I can take that contract.. my dog has a headache, maybe next month though!.'
Narsrim2005-07-31 05:51:27
On the topic of karma, the scenarios that people have formulated have already been handled, primarily.

First, the effects start off firing at a relatively low rate. If a village goes into play and someone is immediately cursed, it isn't /that/ big of a deal because it will be several hours before the curse becomes hindering.

Second, guild champions are already like "assassins" in the fact that we do not lose karma when we kill someone. As a result, I -always- have like 1-2 blessings and 30-40% karma (note, I used to have 2 blessings and 100% karma when Astral wasn't drained). If someone curses me, it means jack. To top it off, I have a high rate of player kills because I always seem to get myself sucked into something. I have six suspects. 99% of my kills are in areas where you don't gain suspect (home territory, village in play, off-prime, etc).

And finally, if there is a single curse that bugs the crap out of you, you can always get that blessing beforehand, which will negate the curse if comes your way. As a Mugwump, I hate the karma curse of life. Go figure, I tend to have a life blessing.