Shorlen2005-11-08 22:43:44
QUOTE(Revan @ Nov 8 2005, 06:37 PM)
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!
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!
219965
The problem with having a settlement on Water or Earth is that it gives too much advantage to the organization who has easy access to those planes, and what if Magnagora gets the village on Water? That REALLY hurts Celestians who try to hunt there, and gives then a foothold into raiding Celestia.
I realize this is an issue with my suggestino for Water and Earth, but for my above suggestion, the entrances on Water and Earth to the demi-plane could be at the Pool of Stars on Water and the Megalith of Doom on Earth, thus there are guards just outside the village helping stop opposing forces from invading from it.
Revan2005-11-08 22:46:01
No, not influencable villages, Shorlen... just regular villages like the Gorgogs and the Merians. It would be silly to be influencing them "Hey, we're the geomancers... from Earth... your evil counterparts.. come join us, water people!" "Ok! We love the idea of being slaves to Earth"
Narsrim2005-11-08 22:47:52
Oooh... like a village of gargoyles and golems on earth.
Shorlen2005-11-08 22:47:55
QUOTE(Revan @ Nov 8 2005, 06:46 PM)
No, not influencable villages, Shorlen... just regular villages like the Gorgogs and the Merians. It would be silly to be influencing them "Hey, we're the geomancers... from Earth... your evil counterparts.. come join us, water people!" "Ok! We love the idea of being slaves to Earth"
219970
Sure, blame ME for being an idiot I just had influencable villages on my mind, 'cause I think there should be more of them if they revolt so rarely, and I had just written up that suggestion for an off-prime influencable village.
Unknown2005-11-08 22:48:13
I've posted it all in the other thread.. should I repeat here?
Astraea2005-11-08 22:51:48
I really like the idea of Faethorn being changed to a normal village with normal village things. The sceptre quest could become an honours quest, if this happens, too (Could always use more of them!) Maybe like the Tosha Quest, it could offer something (Though something smaller then a health bonus) Maybe you could have like the Favour of Queen Maeve, and that'd..I don't know..increase intelligence, or maybe (This could even go along with influencing!) The person who holds the Favour of Queen Maeve finds that when Faethorn revolts, their influencing of the fae there will be more effective.
Ashteru2005-11-08 22:58:27
Oooooh! A quest I know and that'd give int? I could become the most intelligent Igasho out there..
Ekard2005-11-08 23:00:45
I really, really dont like for big changes like villages on elemental planes.
We shouldnt change anything what would need change in history.
History here is best part! We dont need to change it, just to throw some more villages and in so stupid places like elemental plane! Some forgotten riuns or something yes, but not village, what comms would it produce? Seashells?
The chages should be realy hard to notice. Just cosmetic.
I dont like idea of fortress on Astral.
We shouldnt change anything what would need change in history.
History here is best part! We dont need to change it, just to throw some more villages and in so stupid places like elemental plane! Some forgotten riuns or something yes, but not village, what comms would it produce? Seashells?
The chages should be realy hard to notice. Just cosmetic.
I dont like idea of fortress on Astral.
Sylphas2005-11-08 23:01:58
I think that putting villages and things on Earth and Water isn't really going to work well. Ethereal is easily accessible by everyone, but the elemental planes are much easier to restrict access too. Also, the RP is easily skewed so as to have a situation like we do with the Catacombs now, where whoever grabs it strongly enough first will keep it.
I'd really like to see a neutral elemental plane, or an expansion so that Ethereal more or less mirrors prime (like it does the forests; not as large, but the basic ideas are there. Have some mountains and oceans and such). More neutral areas, with a village or two, some quests, would really add to off prime action, and draw attention from Prime.
Most of all, it has to matter as much as, or more than, Prime does.
I'd really like to see a neutral elemental plane, or an expansion so that Ethereal more or less mirrors prime (like it does the forests; not as large, but the basic ideas are there. Have some mountains and oceans and such). More neutral areas, with a village or two, some quests, would really add to off prime action, and draw attention from Prime.
Most of all, it has to matter as much as, or more than, Prime does.
Unknown2005-11-08 23:02:12
Well.. basically as I imagined it (also in reply to Shikaris post in the other thread)
You have cities/communes which are hard to impossible to raid. As sanctuaries, points to retreat to, to be safe etc. People that want nothing to do with PK - for example wanting to become merchants and stock shops - could just use the aetherplex to travel from city to city/commune. You would be safe there, could RP or just 'hang out' with other people -not- having to fear you might get raided/wisped whatever.
Now.. the Basin itself and the other planes would be open pk. Avenger would stay, but no peace, the recent pk change removed and karma curses somewhat lessened in effect. The reason is that all the 'aggressive' quests you might want to do are out there. You can do them, but you can also be freely killed for it. You can go bash and level there but you also have to take the risk (considering Astral was the best bashing area and open pk form the start, I don't think that changes so much).
Reply to Shikari: As for quests.. there are also some out there that do -not- in any way harm or profit another org. I think there should be something like a Grace of Innocence that you could choose to take (protected status for example) that would heavily restrict you in terms of using your skills (no bashing, no illusioning etc and -no entering enemy territory-). All you could do was basically quest.
You could not raid as you wouldn't be allowed to enter territory you're enemied to. To prevent that you choose protected to head out from your city, sneak around the defences, raid, go back to protected and laugh.. I'd say you can only choose the protected status while you are at your nexus.
I don't think many people would use it but it would be an -alternative- for all those explicitly non-pk'ers that want some kind of protection
Those that go out and want to bash or pk would be 'braves', they could use all their skills freely but could also get attacked or attack others. Avenger would just be normal venegeance there.
I think this idea was originally Roarks.. I remember only parts of it, so I probably mixed my own ideas in.
Also.. yes there are ways to abuse it, but there are with -any- system. Those would have to be tracked and taken care of.. but then it's the same with any system we ever can have. Look at how the Avenger changed for example!
The aim of my suggestion is simple: It would allow those people that want to pk and do the aggressive quests and raid to do exactly that without having to fear karma curses or going above 5 suspects etc. And those that would only want to run around to buy comms to build up their trading empire or simply to try a honours quest allow to do so too.
Short summary of what I posted before.
You have cities/communes which are hard to impossible to raid. As sanctuaries, points to retreat to, to be safe etc. People that want nothing to do with PK - for example wanting to become merchants and stock shops - could just use the aetherplex to travel from city to city/commune. You would be safe there, could RP or just 'hang out' with other people -not- having to fear you might get raided/wisped whatever.
Now.. the Basin itself and the other planes would be open pk. Avenger would stay, but no peace, the recent pk change removed and karma curses somewhat lessened in effect. The reason is that all the 'aggressive' quests you might want to do are out there. You can do them, but you can also be freely killed for it. You can go bash and level there but you also have to take the risk (considering Astral was the best bashing area and open pk form the start, I don't think that changes so much).
Reply to Shikari: As for quests.. there are also some out there that do -not- in any way harm or profit another org. I think there should be something like a Grace of Innocence that you could choose to take (protected status for example) that would heavily restrict you in terms of using your skills (no bashing, no illusioning etc and -no entering enemy territory-). All you could do was basically quest.
You could not raid as you wouldn't be allowed to enter territory you're enemied to. To prevent that you choose protected to head out from your city, sneak around the defences, raid, go back to protected and laugh.. I'd say you can only choose the protected status while you are at your nexus.
I don't think many people would use it but it would be an -alternative- for all those explicitly non-pk'ers that want some kind of protection
Those that go out and want to bash or pk would be 'braves', they could use all their skills freely but could also get attacked or attack others. Avenger would just be normal venegeance there.
I think this idea was originally Roarks.. I remember only parts of it, so I probably mixed my own ideas in.
Also.. yes there are ways to abuse it, but there are with -any- system. Those would have to be tracked and taken care of.. but then it's the same with any system we ever can have. Look at how the Avenger changed for example!
The aim of my suggestion is simple: It would allow those people that want to pk and do the aggressive quests and raid to do exactly that without having to fear karma curses or going above 5 suspects etc. And those that would only want to run around to buy comms to build up their trading empire or simply to try a honours quest allow to do so too.
Short summary of what I posted before.
Daevos2005-11-08 23:03:14
I really think Astral should be made much harder. To the point when groups are actually needed to hunt there. Since I think it would be build organization cohesion, and also make Astral more of the dangerous place that the histories portray it as.
Nyla2005-11-08 23:03:33
Have the number of villages held by organization such and such factor into how long they are able to hold a village.
Celest with can hold two villages longer than Glomdoring can hold 3 villages before one of them revolts. Which would increase the time in which villages revolt. It would also (in my brain) cause city and communes to go after less villages if they dont have to keep influencing all the time.
Celest with can hold two villages longer than Glomdoring can hold 3 villages before one of them revolts. Which would increase the time in which villages revolt. It would also (in my brain) cause city and communes to go after less villages if they dont have to keep influencing all the time.
Shorlen2005-11-08 23:03:47
QUOTE(Ekard @ Nov 8 2005, 07:00 PM)
I really, really dont like for big changes like villages on elemental planes.
We shouldnt change anything what would need change in history.
History here is best part! We dont need to change it, just to throw some more villages and in so stupid places like elemental plane! Some forgotten riuns or something yes, but not village, what comms would it produce? Seashells?
The chages should be realy hard to notice. Just cosmetic.
I dont like idea of fortress on Astral.
We shouldnt change anything what would need change in history.
History here is best part! We dont need to change it, just to throw some more villages and in so stupid places like elemental plane! Some forgotten riuns or something yes, but not village, what comms would it produce? Seashells?
The chages should be realy hard to notice. Just cosmetic.
I dont like idea of fortress on Astral.
219980
Did you even read the suggestions you are arguing against? The village I suggested would produce power, and would be founded NOW, not be a place settled some time in the past. The settlements Revan suggested weren't influencable villages, just settlements with quests, by beings we never thought were intelligent before and thus ignored. I don't see how either is 'changing history.'
QUOTE(Sylphas)
I think that putting villages and things on Earth and Water isn't really going to work well. Ethereal is easily accessible by everyone, but the elemental planes are much easier to restrict access too. Also, the RP is easily skewed so as to have a situation like we do with the Catacombs now, where whoever grabs it strongly enough first will keep it.
Noone suggested putting influencable villages on Earth or Water. I just thought they did because I misread Revan.
Unknown2005-11-08 23:07:14
QUOTE(Daevos @ Nov 9 2005, 12:03 AM)
I really think Astral should be made much harder. To the point when groups are actually needed to hunt there. Think it would be build organization cohesion, and also make Astral more of the dangerous place that the histories portray it as.
219983
- Manifestations strength and invis
- random spawn of 1 to 3? 5? creatures per link
- quests to empower a node (including a lot of bashing rather than looking at room descs like in Acknor)
- cretures drop certain items. Having a certain amount of those could for example enable you to: access a harder, more challenging bashing area, trade them in at a mob for a blessing (like tosha or so), use them to get close to the boss mob to try and kill it (would be Supernal/Demon Lord strength) etc etc...
Ashteru2005-11-08 23:10:17
QUOTE(shadow @ Nov 8 2005, 11:07 PM)
- Manifestations strength and invisÂ
219987
HIGH level bashing ground, not DEMIGOD/TITAN bashinground...
Unknown2005-11-08 23:10:54
Villages:
- be more independant. They don't allow guard placements there.
- could be influenced -anytime-. If a certain org have done it for long enough they village will declare loyality to them rather then going up every two weeks for only an hour or two.. if a certain org doesn't have any people around then they are screwed.
- since villages could always be influenced, there wouldn't be a need to raid them, hence the no guards.
- EXCEPT for the mining villages. They should stay as they are, lots of guards and dwarves to raid for.
- if a village doesn't get influenced enough to swear loyalty to another org right away after two? or so weeks, it will go up for play as usual. (Seeing as two weeks are the usual time it stays loyal.. more or less I think)
- be more independant. They don't allow guard placements there.
- could be influenced -anytime-. If a certain org have done it for long enough they village will declare loyality to them rather then going up every two weeks for only an hour or two.. if a certain org doesn't have any people around then they are screwed.
- since villages could always be influenced, there wouldn't be a need to raid them, hence the no guards.
- EXCEPT for the mining villages. They should stay as they are, lots of guards and dwarves to raid for.
- if a village doesn't get influenced enough to swear loyalty to another org right away after two? or so weeks, it will go up for play as usual. (Seeing as two weeks are the usual time it stays loyal.. more or less I think)
Unknown2005-11-08 23:12:27
QUOTE(Ashteru @ Nov 9 2005, 12:10 AM)
HIGH level bashing ground, not DEMIGOD/TITAN bashinground...
219989
Well there could be different 'levels' of how hard it is. That would be about the max.
EDIT: and for the record, I can't tank a manifestation anymore, I gotta use the bunny tactic - hit and run.
Ekard2005-11-08 23:13:34
QUOTE(Daevos @ Nov 9 2005, 01:03 AM)
I really think Astral should be made much harder. To the point when groups are actually needed to hunt there. Since I think it would be build organization cohesion, and also make Astral more of the dangerous place that the histories portray it as.
219983
That could work.
Here is my idea.
Ekard as charracter was always thinking that if nodes will go to null all at once Kethuru will come again, it was just his personal theory, i think Lazul have come with it on GTS a long time ago.
It would be realy nice to have some event that would remind us about Kethuru out there somwhere waiting and lurking to attack us, as we have drained those all nodes. No way for us players to restore it without Divines help.
This little event would make creatures respawning from linking a lot more deadly, just like during Kethuru event.
And if node is low more creatures will respawn and they will be deadly. It would stop draining them to nothing.
With this little change, those that would like astral dead would have much harder time, but they still could do it if they want it dead so much. And realy it only hurt those players that cant buy ooc credits and need to earn gold for them.
It owuld not change mechanic of game much and would give us great hunting place. And lack of this place hurts all, not only those who would hunt there. As we cant hunt there we are going for Gorgogs, Krokanis, Aslarans and any other good place to hunt. And then we taking it from thsoe who should be there. Those that cant hunt on astral.
QUOTE(Shorlen @ Nov 9 2005, 01:03 AM)
Did you even read the suggestions you are arguing against? The village I suggested would produce power, and would be founded NOW, not be a place settled some time in the past. The settlements Revan suggested weren't influencable villages, just settlements with quests, by beings we never thought were intelligent before and thus ignored. I don't see how either is 'changing history.'
Noone suggested putting influencable villages on Earth or Water. I just thought they did because I misread Revan.
QUOTE(Sylphas)
I think that putting villages and things on Earth and Water isn't really going to work well. Ethereal is easily accessible by everyone, but the elemental planes are much easier to restrict access too. Also, the RP is easily skewed so as to have a situation like we do with the Catacombs now, where whoever grabs it strongly enough first will keep it.
Noone suggested putting influencable villages on Earth or Water. I just thought they did because I misread Revan.
219986
Bah, my bad, i dont know how did i read it??
Ashteru2005-11-08 23:13:54
I had troubles fighting a Manifestation as Level 79 Igasho with Astraea healing me constantly....they are the devil....
Aiakon2005-11-08 23:14:34
QUOTE(Ekard @ Nov 9 2005, 12:00 AM)
I really, really dont like for big changes like villages on elemental planes.
219980
Seconded. And I'm going to try and make this post constructive so it doesn't get deleted, and probably fail. The Elemental planes are NOT like Faethorn... which has a great deal more of the sentient about it. The only intelligent beings within the Elemental Planes, currently, are the Earth/Tidal Lords - and these are half in the plane of their element and half connected to the dreamworld. (I think that's right..) I've been RPing the elemental planes as a kind of archetypal paradaigm of their same element on Prime. If the planes are changed and villages of sentient Gargoyles are brought in.. then that COMPLETELY changes their character, scuppers the way in which we think about them.. and we'll all have to rebuild our Elemental Plane RP entirely from scratch. And I'll have to rewrite my book from scratch.. not that I'm completely motivated by personal reasons or anything.
However, it does make sense that the planes of Water and Earth should be in some kind of fundamental conflict. Earth is tainted; water isn't. The old ways in which the two elements interacted to produce life have been profoundly shifted by Kethuru's taint...