Viravain2005-11-08 21:26:03
Post here to voice your ideas on PK, the Avenger, Prime vs Planes in combat, enso on. This *will* be aggressivly moderated to keep things civil, and on topic.
Just to be more concise, submit ideas, please. Not statements.
Saying 'redesign Faethorn' is fine and dandy, but it doesn't help. How should it be redesigned so it's fun and gives some conflict, without it getting out of control? Add details, be specific - heck, add RP reasons for changes you give, or a possible plot reason to do so.
Do NOT say 'change this'. No. Bad. We have all heard WHAT you want changed. DO Say, "Consider this, and this is an idea I have to change it!" We could always use some fresh thoughts on how to change it.
Just to be more concise, submit ideas, please. Not statements.
Saying 'redesign Faethorn' is fine and dandy, but it doesn't help. How should it be redesigned so it's fun and gives some conflict, without it getting out of control? Add details, be specific - heck, add RP reasons for changes you give, or a possible plot reason to do so.
Do NOT say 'change this'. No. Bad. We have all heard WHAT you want changed. DO Say, "Consider this, and this is an idea I have to change it!" We could always use some fresh thoughts on how to change it.
Thorgal2005-11-08 21:32:34
Astral Wars: The Central Citadel:
-----------------------------------------
* Make all Astral Spheres always connect to eachother through some route. I don't mean that all the exits should always be connected, but there should always be a route from any given sphere to another. The route would randomly change once every Lusternian month.
* Create the Central Citadel in a new sphere on Astral. A relative small, mechanical fortress built by some event. Inside the Citadel are 4 gigantic orbs centered around a massive power node, one for each organization.
* In front of this fortress is a shrine.. offering Astral critters to it will power up the Orb of the organization the player is aligned to. If a player is killed by a player of another organization on Astral, he will drop a nodestone. If this nodestone is offered to the shrine, it will have the same effect as offering 50 critter corpses.
* If the Orb is fully powered up after so many critters and nodestones being offered, that organization's Orb will break the link of the previous Orb, and link to the massive powernode instead.
* The Orb that is linked to the massive powernode, will send large surges of power to its organization's nexus, plus part of the enormous and raw power will materialize into gems and metals: silver, gold and platinum.
* The Citadel's sphere will be guarded by massive Power Golems, these respawn swiftly, cause blackouts, massive damage, various afflictions and drop 1000+ gold each.
-----------------------------------------
* Make all Astral Spheres always connect to eachother through some route. I don't mean that all the exits should always be connected, but there should always be a route from any given sphere to another. The route would randomly change once every Lusternian month.
* Create the Central Citadel in a new sphere on Astral. A relative small, mechanical fortress built by some event. Inside the Citadel are 4 gigantic orbs centered around a massive power node, one for each organization.
* In front of this fortress is a shrine.. offering Astral critters to it will power up the Orb of the organization the player is aligned to. If a player is killed by a player of another organization on Astral, he will drop a nodestone. If this nodestone is offered to the shrine, it will have the same effect as offering 50 critter corpses.
* If the Orb is fully powered up after so many critters and nodestones being offered, that organization's Orb will break the link of the previous Orb, and link to the massive powernode instead.
* The Orb that is linked to the massive powernode, will send large surges of power to its organization's nexus, plus part of the enormous and raw power will materialize into gems and metals: silver, gold and platinum.
* The Citadel's sphere will be guarded by massive Power Golems, these respawn swiftly, cause blackouts, massive damage, various afflictions and drop 1000+ gold each.
Narsrim2005-11-08 21:35:57
With regards to Prime vs. Plane combat, I feel that combat has been shifted to Prime by the deadening of Faethorn (Ethereal), Astral, etc. There is simply nothing worthwhile to do off-Prime. Given there is nothing worthwhile to do, PK has shifted to Prime because there *is* something to do (raid villages, aggressive quests, target enemy fortifications, etc).
==============================================
Suggestions:
- Redesign Faethorn quest to be both possible and dynamic instead of static/dead
- Something else needs to be done with the Elemental Planes. They need purpose.
- Astral needs fixed. Perhaps more spawns per sphere, multiple spawns per link, etc. I think it would be fair to also evaluate the situation. The idea that "players" wanted Astral dead is a bit misleading. The 5-10 people who drained Astral are by far not a diverse assessment of the playerbase as a whole. It would be no different than Magnagora killing Raziela followed by, "the players wanted Raziela dead."
==============================================
Suggestions:
- Redesign Faethorn quest to be both possible and dynamic instead of static/dead
- Something else needs to be done with the Elemental Planes. They need purpose.
- Astral needs fixed. Perhaps more spawns per sphere, multiple spawns per link, etc. I think it would be fair to also evaluate the situation. The idea that "players" wanted Astral dead is a bit misleading. The 5-10 people who drained Astral are by far not a diverse assessment of the playerbase as a whole. It would be no different than Magnagora killing Raziela followed by, "the players wanted Raziela dead."
Richter2005-11-08 21:45:26
-Elemental planes need to be more than bashing grounds. Estarra wants conflict off prime, let's give off prime some purpose. Give an idea on how!
-Villages. Everyone is going to hate this, but I think that if you're going to sway someone to your side, and you're killed by the other side while doing that, they should -not- want to join that side. I sure wouldn't. How to fix this: when Magnagoran kills Celestian in a village battle, Magnagora loses a point or points (I don't know how that would be determined) in the overall battle. The more your side kills, the less chance you have of winning. I want to see novices trying to influence; we have debating for a reason. The only place where killing someone else should be neutral or gain you "points" is a place like Acknor, where strength and killing people is viewed as good. Killing someone in Delport, for example, would be considered "bad", as they are intellegent, normal people, and not warmongering orcs.
-Villages. Everyone is going to hate this, but I think that if you're going to sway someone to your side, and you're killed by the other side while doing that, they should -not- want to join that side. I sure wouldn't. How to fix this: when Magnagoran kills Celestian in a village battle, Magnagora loses a point or points (I don't know how that would be determined) in the overall battle. The more your side kills, the less chance you have of winning. I want to see novices trying to influence; we have debating for a reason. The only place where killing someone else should be neutral or gain you "points" is a place like Acknor, where strength and killing people is viewed as good. Killing someone in Delport, for example, would be considered "bad", as they are intellegent, normal people, and not warmongering orcs.
Gregori2005-11-08 21:47:53
Instead of quests for Faethorn. Make it a village. One that revolts, and produces power, and produces comms, and does everything a village would normally do, but make it that only Glomdoring or Serenwilde can influence it. The whole quest concept around Faethorn has been downgraded so much it just is not worth it to bother with. I would rather influence it every couple weeks than try and figure out what portion of the quest isn't working this week.
Narsrim2005-11-08 21:53:13
Narsrim's Plan for Faethorn:
- The Fae shouldn't stay in Ethereal Serenwilde or Ethereal Glomdoring, they should return quickly. I always felt that Faethorn provided a chance for a lot of people to "get involved" for their respective Communes by doing something precious/special, like save a Fae or binding it in Shadows.
- I think Maeve should press for less violence in Faethorn and respond to it in an IC fashion. For example, let's assume Maeve declared that everyone in Faethorn was a protected guest in her forest until proven otherwise for Communes. As such, anyone who slew a Commune member (a person from Glomdoring or Serenwilde) in Faethorn would be enemied to Faethorn.
- When Faethorn is pledged to Night or Moon, Maeve will enemy anyone who slays a Seren (if Moon) followers or a Glom (if Night) to Faethorn.
- Faethorn knights made stronger/more numerous because right now, they don't do a very good job protecting the place for as big as it is... perhaps some other protectors too that help out... and perhaps just more Faethorn persons. I always felt the place was kinda empty.
- When the reign of Moon/Night ends, all members of Serenwilde/Glomdoring are unenemied as Maeve resumes her neutral strance.
==============================================
So as far as I'm concerned, Faethorn could be an aggressive place when pledged as the opposite side may want to "strike out" but while neutral, Faethorn should be a rather peaceful place where the Communes work in a competitive yet primarily nonviolent way to gain the trust of Maeve.
Also, let's say person X to be an ass and kills defenseless person Y. He or she is enemied to Faethorn and is thus open game for anyone else there. That's a big sacrifice consider anyone can attack him or her, still do the quests, but the enemied person cannot do the quests anymore.
- The Fae shouldn't stay in Ethereal Serenwilde or Ethereal Glomdoring, they should return quickly. I always felt that Faethorn provided a chance for a lot of people to "get involved" for their respective Communes by doing something precious/special, like save a Fae or binding it in Shadows.
- I think Maeve should press for less violence in Faethorn and respond to it in an IC fashion. For example, let's assume Maeve declared that everyone in Faethorn was a protected guest in her forest until proven otherwise for Communes. As such, anyone who slew a Commune member (a person from Glomdoring or Serenwilde) in Faethorn would be enemied to Faethorn.
- When Faethorn is pledged to Night or Moon, Maeve will enemy anyone who slays a Seren (if Moon) followers or a Glom (if Night) to Faethorn.
- Faethorn knights made stronger/more numerous because right now, they don't do a very good job protecting the place for as big as it is... perhaps some other protectors too that help out... and perhaps just more Faethorn persons. I always felt the place was kinda empty.
- When the reign of Moon/Night ends, all members of Serenwilde/Glomdoring are unenemied as Maeve resumes her neutral strance.
==============================================
So as far as I'm concerned, Faethorn could be an aggressive place when pledged as the opposite side may want to "strike out" but while neutral, Faethorn should be a rather peaceful place where the Communes work in a competitive yet primarily nonviolent way to gain the trust of Maeve.
Also, let's say person X to be an ass and kills defenseless person Y. He or she is enemied to Faethorn and is thus open game for anyone else there. That's a big sacrifice consider anyone can attack him or her, still do the quests, but the enemied person cannot do the quests anymore.
Richter2005-11-08 21:58:23
QUOTE(Gregori @ Nov 8 2005, 01:47 PM)
Instead of quests for Faethorn. Make it a village. One that revolts, and produces power, and produces comms, and does everything a village would normally do, but make it that only Glomdoring or Serenwilde can influence it. The whole quest concept around Faethorn has been downgraded so much it just is not worth it to bother with. I would rather influence it every couple weeks than try and figure out what portion of the quest isn't working this week.
219927
That's actually a really neat idea, and would solve the problem of seeing faethorn as useless at the moment.
Cairam2005-11-08 22:01:05
QUOTE
- When Faethorn is pledged to Night or Moon, Maeve will enemy anyone who slays a Seren (if Moon) followers or a Glom (if Night) to Faethorn.
I like this idea, except... I think it should only happen if someone slays a Seren/Glom in Faethorn. I'm not sure if you meant that or not, Narsrim. I think that if there is a raid on either side's aspects, and Glom slays Seren while Glom is defending Glom's aspects, that shouldn't cause Maeve to enemy Glom to Faethorn if Faethorn is loyal to Seren at the time.
Narsrim2005-11-08 22:02:07
QUOTE(Cairam @ Nov 8 2005, 06:01 PM)
I like this idea, except... I think it should only happen if someone slays a Seren/Glom in Faethorn. Faethorn if Faethorn is loyal to Seren at the time.
219939
That's what I meant... in Faethorn. Sorry if I wasn't clear.
Viravain2005-11-08 22:03:41
Ahh, ok. What I am looking for is not comments about what is going on or personal opinions on how things are now (trust me...we know. ), or just comments about 'Faethorn should be changed' or 'the planes need more to do'
Think of something to put on the planes to make it so there is something to do! Is it a game? Describe it for us! It is a change to a quest? What changes are there? Be descriptive! Be creative!
That's what I'm looking for here.
Think of something to put on the planes to make it so there is something to do! Is it a game? Describe it for us! It is a change to a quest? What changes are there? Be descriptive! Be creative!
That's what I'm looking for here.
Unknown2005-11-08 22:16:17
A few ideas (IC-wise, my character would hate this change, but for **** and giggles))
============
1) Place two village of approximately 10 to 7 rooms in Water and Earth. The two names could be Veroi and Folast for Water, and the two villages in earth could be called Byal and Zellvex. The story line could go that these four villages each possess a fragment of an Elemental Sphere that is indigenous to the particular elemental realm. Every given set of time, such as 15 IC days or what have you, the quest resets itself.
These elemental spheres each contain a fragment of power that, when placed within either New Celest's or Magnagora's nexus, can give them one of the following, depending on the Admin:
a) direct access to Astral (by boosting the power of the nexus, a portal can be opened to astral)
a bonus to power for the next 15 or so IC days. This bonus could be from 1000 power to 3000 power. Maybe lesser or lower.
c) cause the given elemental plane to become riddled with power giving substances known as either lifewater (if celest) or crude rock (if magnagora). Once these several substances are gathered and given to the right NPC, that village will declare loyalty to the given organization.
Note: If the antithesis of the earth or water planes get the quest of their opposite element (water/earth), then the elemental plane declares war on their given organization (magnagora/new celest) and attacks them for failing them.
2) Perhaps more specialized mounts could be added to the Water plane and the Earth plane.
Ideas=
a) a hippogriff
a venomous giant spider
c) a water/earth serpant
of some such.
============
1) Place two village of approximately 10 to 7 rooms in Water and Earth. The two names could be Veroi and Folast for Water, and the two villages in earth could be called Byal and Zellvex. The story line could go that these four villages each possess a fragment of an Elemental Sphere that is indigenous to the particular elemental realm. Every given set of time, such as 15 IC days or what have you, the quest resets itself.
These elemental spheres each contain a fragment of power that, when placed within either New Celest's or Magnagora's nexus, can give them one of the following, depending on the Admin:
a) direct access to Astral (by boosting the power of the nexus, a portal can be opened to astral)
a bonus to power for the next 15 or so IC days. This bonus could be from 1000 power to 3000 power. Maybe lesser or lower.
c) cause the given elemental plane to become riddled with power giving substances known as either lifewater (if celest) or crude rock (if magnagora). Once these several substances are gathered and given to the right NPC, that village will declare loyalty to the given organization.
Note: If the antithesis of the earth or water planes get the quest of their opposite element (water/earth), then the elemental plane declares war on their given organization (magnagora/new celest) and attacks them for failing them.
2) Perhaps more specialized mounts could be added to the Water plane and the Earth plane.
Ideas=
a) a hippogriff
a venomous giant spider
c) a water/earth serpant
of some such.
Shorlen2005-11-08 22:16:29
EDIT: Ugh, the context for this post was deleted, and now it looks off topic To restate what I said before: Return Faethorn to the way it was, back when there was massive PK wars and we were really only complaining about having to be there 24/7 and having nothing to do while we were there, and then give us something to do to keep up our interest. Some suggestions on how to do this:
Some suggestions:
- Creatures from the Fire and/or Air planes have managed to escape from the time bubble created by Project Parodox, finding their way into Faethorn. We of the Communes need to kill them because we're worried about them harming the Fae. The cities want to kill them because they provide burning/wispy essence. (bashing area)
- The Fire and/or Air planes have partially fragmented as a side effect to Project Paradox, and planar fragments have been drifting through the aether for some time. The fragments 'bump' into the Ethereal, touching the Ethereal Plane's planar bubble near Faethorn. (bashing area, maybe a quest to pull the planar fragments closer together, or to push them away)
- Some of the Fae have gone violently insane from the intermingling of Moon and Night's influence, requiring us to kill their physical forms and place them in the Well of Souls to restore their sanity (Or maybe you could INFLUENCE FAE WITH GETINTHEDAMNWELL ). (bashing primarily, perhaps the insanity is activated/deactivated via a quest)
- The Fae have expanded the borders of Faethorn, growing outward into the unexplored reaches of the Ethereal plane. There, they have encountered beings that should not exist, the creations/offspring of a more-complete-than-normal soulless from during the Elder/Vernal Wars. These beings are very powerful and aggressive and occasionally 'raid' Faethorn unless their population is kept down. (bashing area)
I'm trying to think of an interesting idea for a high level influencing area, but I can't think of anything that fits for Faethorn
QUOTE(Viravain @ Nov 8 2005, 05:58 PM)
What are the quests? What is the new bashing area?
219936
Some suggestions:
- Creatures from the Fire and/or Air planes have managed to escape from the time bubble created by Project Parodox, finding their way into Faethorn. We of the Communes need to kill them because we're worried about them harming the Fae. The cities want to kill them because they provide burning/wispy essence. (bashing area)
- The Fire and/or Air planes have partially fragmented as a side effect to Project Paradox, and planar fragments have been drifting through the aether for some time. The fragments 'bump' into the Ethereal, touching the Ethereal Plane's planar bubble near Faethorn. (bashing area, maybe a quest to pull the planar fragments closer together, or to push them away)
- Some of the Fae have gone violently insane from the intermingling of Moon and Night's influence, requiring us to kill their physical forms and place them in the Well of Souls to restore their sanity (Or maybe you could INFLUENCE FAE WITH GETINTHEDAMNWELL ). (bashing primarily, perhaps the insanity is activated/deactivated via a quest)
- The Fae have expanded the borders of Faethorn, growing outward into the unexplored reaches of the Ethereal plane. There, they have encountered beings that should not exist, the creations/offspring of a more-complete-than-normal soulless from during the Elder/Vernal Wars. These beings are very powerful and aggressive and occasionally 'raid' Faethorn unless their population is kept down. (bashing area)
I'm trying to think of an interesting idea for a high level influencing area, but I can't think of anything that fits for Faethorn
Cairam2005-11-08 22:19:10
Well... Here's an idea.
Celest and Magnagora get two have two planes, it seems. Celest gets Celestia and Water plane, for their Celestines and Aquamancers, while Magnagora gets Nil and Earth plane, for their Nihilists and Geomancers.
Ethereal, being the home of the Fae, is shared by Serenwilde and Glomdoring, for both their Wiccan class and their Druid class. The Wiccan class is who calls on the Fae the most, so it seems reasonable that Ethereal would "belong", so to speak, to the Moondancers and Shadowdancers. With the Hart and Crow aspects being there as well, that seems like a little aside to the two Druid classes.
What if there was a new plane that was somehow discovered... It could be divided in half, like Ethereal is... With Crow and White Hart's aspects at either side. There would be a quest, not to kill the aspects, but to empower them. When ones side is empowered more than the other, their respective commune gains more power during that time period, and the druid's skills take a percentage of power less to cast. Cudgel takes ten power to summon, if the aspects are empowered, the cudgel takes eight power to summon, and so on with the rest of the Druidic or Totem specialty skills.
My brain is still wrapping around this idea, but if anyone wants to add some suggestions to it... Please do.
Celest and Magnagora get two have two planes, it seems. Celest gets Celestia and Water plane, for their Celestines and Aquamancers, while Magnagora gets Nil and Earth plane, for their Nihilists and Geomancers.
Ethereal, being the home of the Fae, is shared by Serenwilde and Glomdoring, for both their Wiccan class and their Druid class. The Wiccan class is who calls on the Fae the most, so it seems reasonable that Ethereal would "belong", so to speak, to the Moondancers and Shadowdancers. With the Hart and Crow aspects being there as well, that seems like a little aside to the two Druid classes.
What if there was a new plane that was somehow discovered... It could be divided in half, like Ethereal is... With Crow and White Hart's aspects at either side. There would be a quest, not to kill the aspects, but to empower them. When ones side is empowered more than the other, their respective commune gains more power during that time period, and the druid's skills take a percentage of power less to cast. Cudgel takes ten power to summon, if the aspects are empowered, the cudgel takes eight power to summon, and so on with the rest of the Druidic or Totem specialty skills.
My brain is still wrapping around this idea, but if anyone wants to add some suggestions to it... Please do.
Ashteru2005-11-08 22:19:18
Maybe in one month every two years, Water and Earth collide and the Lords give out a quest to...don't know, some quest with items and all...and Earth would be connected to water with one undestroyable and undistortable rift or something. Then, if they would make the quest which would involve a lot of fighting on Astral for the items, they'd have to sacrifice a fae or something in order to activate the item and give it to their Lords, who'd disconnect Water from Earth and a HUGE influx of power would come to the winners.
During that event, no essence so that it's done as fast as possible...
...okay, it's somehow bad, but it would involve several planes..
During that event, no essence so that it's done as fast as possible...
...okay, it's somehow bad, but it would involve several planes..
Shorlen2005-11-08 22:22:30
QUOTE(Cairam @ Nov 8 2005, 06:19 PM)
Well... Here's an idea.
Celest and Magnagora get two have two planes, it seems. Celest gets Celestia and Water plane, for their Celestines and Aquamancers, while Magnagora gets Nil and Earth plane, for their Nihilists and Geomancers.
Ethereal, being the home of the Fae, is shared by Serenwilde and Glomdoring, for both their Wiccan class and their Druid class. The Wiccan class is who calls on the Fae the most, so it seems reasonable that Ethereal would "belong", so to speak, to the Moondancers and Shadowdancers. With the Hart and Crow aspects being there as well, that seems like a little aside to the two Druid classes.
What if there was a new plane that was somehow discovered... It could be divided in half, like Ethereal is... With Crow and White Hart's aspects at either side. There would be a quest, not to kill the aspects, but to empower them. When ones side is empowered more than the other, their respective commune gains more power during that time period, and the druid's skills take a percentage of power less to cast. Cudgel takes ten power to summon, if the aspects are empowered, the cudgel takes eight power to summon, and so on with the rest of the Druidic or Totem specialty skills.
My brain is still wrapping around this idea, but if anyone wants to add some suggestions to it... Please do.
Celest and Magnagora get two have two planes, it seems. Celest gets Celestia and Water plane, for their Celestines and Aquamancers, while Magnagora gets Nil and Earth plane, for their Nihilists and Geomancers.
Ethereal, being the home of the Fae, is shared by Serenwilde and Glomdoring, for both their Wiccan class and their Druid class. The Wiccan class is who calls on the Fae the most, so it seems reasonable that Ethereal would "belong", so to speak, to the Moondancers and Shadowdancers. With the Hart and Crow aspects being there as well, that seems like a little aside to the two Druid classes.
What if there was a new plane that was somehow discovered... It could be divided in half, like Ethereal is... With Crow and White Hart's aspects at either side. There would be a quest, not to kill the aspects, but to empower them. When ones side is empowered more than the other, their respective commune gains more power during that time period, and the druid's skills take a percentage of power less to cast. Cudgel takes ten power to summon, if the aspects are empowered, the cudgel takes eight power to summon, and so on with the rest of the Druidic or Totem specialty skills.
My brain is still wrapping around this idea, but if anyone wants to add some suggestions to it... Please do.
219955
Etherwilde is there for Hartstone, and the Memories of the White Hart live there. Etherglom is there for Blacktalon, and the False Memories of Crow live there. The conflict quest between Hart and Crow is on prime, and currently disabled.
Unknown2005-11-08 22:25:17
Let's keep it simple. More off-plane things would be nice, but first we have to solve Prime combat. My proposition:
1. Set the Avenger up so that it works as flawlessly as possible, focusing on working out all of the yet-unsolved kinks and bugs in the system. Make sure it appropriately assigns suspect status based on the territory that you are in and your status in relation to it.
2. Do the same for declare/defend. If there are any remaining glitches or oversights, fix them.
3. Make it so that upon getting Vengeance on someone the victim regains a portion of their lost XP, perhaps one-third of it, or if that would be too difficult to track just grant them a static amount of experience based off of their level; less than they had lost by dying, of course, but a noticeable amount.
4. Do away with the karma system entirely.
Any further suggestions to add to this would be appreciated, especially relating to any bugs or oversights still present in declaring or the avenger.
EDIT: To clarify, by 'getting vengeance on someone' I mean 'the avatar killing them', not them simply gaining vengeance status.
1. Set the Avenger up so that it works as flawlessly as possible, focusing on working out all of the yet-unsolved kinks and bugs in the system. Make sure it appropriately assigns suspect status based on the territory that you are in and your status in relation to it.
2. Do the same for declare/defend. If there are any remaining glitches or oversights, fix them.
3. Make it so that upon getting Vengeance on someone the victim regains a portion of their lost XP, perhaps one-third of it, or if that would be too difficult to track just grant them a static amount of experience based off of their level; less than they had lost by dying, of course, but a noticeable amount.
4. Do away with the karma system entirely.
Any further suggestions to add to this would be appreciated, especially relating to any bugs or oversights still present in declaring or the avenger.
EDIT: To clarify, by 'getting vengeance on someone' I mean 'the avatar killing them', not them simply gaining vengeance status.
Richter2005-11-08 22:32:03
Please don't do away with karma. That's the only thing protecting me from everyone getting one free kill on me per month. I've been told as much from the people that kill me.
Revan2005-11-08 22:37:34
I like Thorgal's Astral idea. I am personally thinking that ALL of the off-prime planes need some rehashing. Here are some ideas with respect to each plane:
Astral: Go with Thorgal's idea, but also make Astral in general more dangerous (ie. Harder mobs, more mobs per link, etc.)
Earth/Water: I'm thinking there can be settlements on each plane that oppose each other. Say, a village of gargoyles on earth that contend with a village of whatever's sentient on water. There can be quests in each that will empower the villages for their respective city's benefit, and also have quests that are detrimental to the opposing city. Perhaps also a honours quest that involves a heavy risk to the person doing the quest that would initiate a reason to PK. Say... the player masses an army of gargoyles to assault the water village. The Aquamancers would be notified and would want to gather players to help defend. The victor of the battle gets some benefits. Something like that would be really neat!
Faethorn: Umm... whatever the treehuggers are saying.
Celestia/Nil: I'm not too sure on this one. There are already the supernals/Demon Lords that attract attention to these places, so i'll have to think.
Astral: Go with Thorgal's idea, but also make Astral in general more dangerous (ie. Harder mobs, more mobs per link, etc.)
Earth/Water: I'm thinking there can be settlements on each plane that oppose each other. Say, a village of gargoyles on earth that contend with a village of whatever's sentient on water. There can be quests in each that will empower the villages for their respective city's benefit, and also have quests that are detrimental to the opposing city. Perhaps also a honours quest that involves a heavy risk to the person doing the quest that would initiate a reason to PK. Say... the player masses an army of gargoyles to assault the water village. The Aquamancers would be notified and would want to gather players to help defend. The victor of the battle gets some benefits. Something like that would be really neat!
Faethorn: Umm... whatever the treehuggers are saying.
Celestia/Nil: I'm not too sure on this one. There are already the supernals/Demon Lords that attract attention to these places, so i'll have to think.
Shorlen2005-11-08 22:39:16
QUOTE(Temporary_Guido @ Nov 8 2005, 06:25 PM)
Let's keep it simple. More off-plane things would be nice, but first we have to solve Prime combat. My proposition:
219959
But the problem is that everything interesting is ON PRIME, so the conflict isn't moving off prime because there's nothing to DO when we lave prime. We need more bashing areas and more questing areas and perhaps an influencing area off prime. Reasons to be on other planes.
Here's an idea - we travel the planes all the time with hardly a thought to it. Why don't any denizens? Why are there no settlements of the PC races off-prime? How about this - a village is founded away from Prime by the heartiest of the denizens, those few brave enough to stride forth into the unknown. The village could be located on any plane, but that gives an advantage to a side no matter where it is placed. So, these people ventured off into the unknown - the village should be placed in the unknown. Maybe a piece of an Elemental plane, connected to both similar to how Faethorn is connected. That way if a commune swayed it, they could have a rift from Ethereal, and if a city swayed it, they could have rifts from their cosmic plane. The village denizens would be much stronger than the denizens of other villages, and thus much harder to influence as well. It could give more power than normal, since the denizens could be mining the aether to survive, but that power gain could be crippled by raiding certain denizens. The village could revolt comparitively often, as they are far from the city/communes that are swaying them, and they are more independantly minded than other villagers.
Unknown2005-11-08 22:42:11
Us treehuggers like Shorlen's idea, of an area on the outskirts of Ethereal, with nasty evil monsters that want to eat the Fae/take them away and do bad things to them. Perhaps a collaberative quest for the communes that would impact the cities in some way (if we want to encourage some commune vs. civilization action).
Maybe instead of monsters, you have dispatches of Raziela/the demon lord that makes imps, and they float around and take back Fae to prepare them for their respective Half-Formed. The only problem would be finding a way to stop the Serenwilde from only killing Dispatches of the Demon Lord and the Glomdoring from only going after the Dispatches of Raziela.
I also like the two villages on Elemental plane ideas, with the shards.
EDIT: Area.. not arena, which is on my mind.
Maybe instead of monsters, you have dispatches of Raziela/the demon lord that makes imps, and they float around and take back Fae to prepare them for their respective Half-Formed. The only problem would be finding a way to stop the Serenwilde from only killing Dispatches of the Demon Lord and the Glomdoring from only going after the Dispatches of Raziela.
I also like the two villages on Elemental plane ideas, with the shards.
EDIT: Area.. not arena, which is on my mind.