PK: Ideas for change

by Viravain

Back to Common Grounds.

Genos2005-11-08 23:16:59
I just had an idea to help curb PK. One of the main problems with Lusternia is that everyone basically hates each other and are isolated from one another. In other games I had friends in all the cities. Here I'm too scared to even talk to people from other places half the time because they're either racist, anti-commune/city, or they are from the commune/city that you're opposed to and the people will verbally insult the crap out of you.

My suggestion would be a new area, such as a merchant oriented place for trading and talking. All the systems we have in place are always against someone. The Sea quests, Hart vs. Crow, Village Influencing, Culture system, Nil/Celestia, Faethorn. The only time people from all the cities/communes actually come together are big Divine events. We need somewhere to work for a common goal all the time.

Suggestion:
Travelling merchants have entered the Basin from the mountains to the North, and want to establish trade with the Basin's inhabitants. People from all communes/cities can bring tributes and trade goods to convince them to stay. Eventually they set up neutral cities where people can do neutral quests and maybe even a bashing ground nearby. Also, the area will have neutral guards that defend anyone who is attacked there and will kill enemies on sight (strong ones, not the wussy ones that defend cities/communes). They can do a fair bit of damage and afflictions, lots and lots of afflictions. Basically for anyone who has played WoW a place like Ratchet or Booty Bay. Also, I believe the Trade aspect would be that cities/communes can trade commodities with the neutral area and with each other through that area. I believe this could be a solution for the lack of wood (I'm not sure if it's still a problem or not). So there would be selling certain commodities for others like a certain amount of wood for a certain amount of steel. Also, there could be shops in this area that sells unique items, food, and clothes. Some items could be candles, perfumes, figurines, paint, etc. Just little trinkets to use since I know a lot of guilds with rituals miss these kind of items from other games. This could also be a good way to add a lot of abilties to Arts through the event.
Unknown2005-11-08 23:17:14
Let's focus on pk on prime for now and try bashing suggestions later? smile.gif

EDIT: @Genos: My character would -never- hang out with a tainted (family excluded). And I'm afraid that would become another snuggly NoT. sad.gif
Ashteru2005-11-08 23:18:50
It's easy. Don't do it on prime and move it to Ethereal, in some special events, Hart and Crow visit their Aspects and dwell between them, guards should be made a little stronger, and raiding villages should only be the last resort of being able to hurt the enemies.
Unknown2005-11-08 23:20:24
QUOTE(Ashteru @ Nov 9 2005, 12:18 AM)
It's easy. Don't do it on prime and move it to Ethereal, in some special events, Hart and Crow visit their Aspects and dwell between them, guards should be made a little stronger, and raiding villages should only be the last resort of being able to hurt the enemies.
220002



Unless you move all the quests that would hurt another org with it, no, it's not as easy.

You pk to stop people from doing those quests. Which leads us to our problem again: All the reason to pk on prime and none off plane.
Genos2005-11-08 23:22:29
QUOTE(shadow @ Nov 8 2005, 06:17 PM)
Let's focus on pk on prime for now and try bashing suggestions later?  smile.gif

EDIT: @Genos: My character would -never- hang out with a tainted (family excluded). And I'm afraid that would become another snuggly NoT.  sad.gif
220001



Meh, sorry I didn't mean to say "hang out." I know there are a lot of dangers with a NoT scenario ( fear.gif ) but I kind of started to move for with trade than a socializing area. I started writing but got a bit carried away and moved toward commodities and whatnot. I just think we need more incentive for "peace" because the way it is now there's no real reason for treaties. The two main powers have all the villages and can defend themselves so there's no reason to start treaties. The two weaker powers don't have much to defend anyways now so there's no reason for someone to make a treaty out of pity for them.
Ashteru2005-11-08 23:22:41
Make the quests on prime do much less of an effect and make the REAL deal on Water/Celestia/Nil/Earth/Ethereal.

'You kill dwarves in Angkrag? Well, I just gave this item there to one of the Tidal Lords, and he embraced the taint. Don't like it? Kill him then. Muhahahaha'

'Oooh...that's too bad. Now I have to use this lock of Lady Nifilhemas hair a little ex-imp gave me and fill her mind with thoughts of my lovely snugglieness, so all people who pacted to her are affected slightly by that, too. Thous speaks Raziela, Major Snugglebunny.'
Xenthos2005-11-08 23:28:38
Make a third tier of guards. Give them nasty afflictions (blackout, paralysis, etc), FAR more than a piddly 300 damage each. They also have the ability to break down divine fire / serpent / prismatic barrier. These guards can only be summoned in the home commune/city, and cost 50 power each per weave. This allows you to spread guards around in bunches of 5, being very difficult to kill without a group, or you can concentrate them in larger bunches to make a certain area in your home territory free from aggressive action.

As long as these guards can't be summoned in villages or off prime (meaning Ethereal Serenwilde, Ethereal Glomdoring, or the nexii on Elemental/Cosmic), it gives an area that's mostly safe.
Richter2005-11-08 23:32:51
QUOTE(Genos @ Nov 8 2005, 03:16 PM)
My suggestion would be a new area, such as a merchant oriented place for trading and talking.
220000



Working on it man, working on it. Already bigger than a village, going to finish descriptions, and then try to get a little support from upstairs if possible.

I do think that you've hit on a good point there though, in Aetolia I had friends in other organizations, and there wasn't a panic every time someone from Ashtan wandered into Enorian. If some of us could get along, and not just get jumped because they're in an opposing organization (I would know, I'm not enemied to any of the four right now), it would greatly reduce PK.

The problem is that we're all far too opposite. Our organizations are pretty much set to destroy the others. Too little of this and we get a snuggly game, too much and we get a PK fest. Suggestion: less emphasis on anti organizational quests, at -least- on prime.
Shorlen2005-11-08 23:34:01
How about we reduce the number of entrances into our city/communes, allowing us to concentrate more guards at them? That would make city/communes harder to raid, I think. I don't know, I don't raid city/communes. Well, except that one time, but I died horribly in five seconds, so it doesn't count tongue.gif
Cwin2005-11-08 23:50:39
Yay! This is exactly what we need: Less talk of removing the Prime protection: more talk of adding more reason to be in less protected areas.

I couldn't read everything to full (yet, I'll get back to it) but a couple of things:

1. I like how the Astral ideas are forming. The crasy orb one sounds best of all: something that affects the cities drasticly. Strengthening the Astral mobs in general is ok as well.

2. Faethorn turning into a village seems the best solution. Just have it as a village that revolts regularly and never gets peaced. Maybe alter it a little for kicks (imagine: Fae come out regularly, you Influence one and it either accepts Moon or is Bound to shadow and goes to the enemy's territory. More fae come out regularly for this action. Once one side hits a critical number of fae then the village is theirs. Add to that, the ability to steal into EtherGlom/Wilde to kill fae during the event as well. The 'great battle' becomes more of a show with the one that influenced the needed fae always winning and, thus, winning the village.), but overall, Faethorn= Village sounds great.

What I don't like are the requests to make prime weaker or Pk easier there. That just changes things back to conflict-heavy all over again. The game has a large number of people who aren't Pkers and they don't like not being able to do anything just as much as you Pkers do right now.

Just leave Prime such that PK works but is both restricted and unable to truly influence the battle in a large scale (a group of killers should NOT be able to cripple a nation on Prime) and leave non-prime as the PK area (THIS is where the crippling should occur). Then just give both equal weight (if you can get a maximum of 5k power on Prime, allow a max of 5k power on non-prime: thus a city needs both non-PK players AND Combat focused people). In fact, if you make it so that a nation needs BOTH aspects to grow at all then it might do the trick.

Cwin2005-11-09 00:42:19
I thought the idea of Deepnight was the neatest thing out there. I need to find a way some story element that gets my character to hang out there more.

But this isn't about peace. This is about WAR!

A few ideas:

Gorgogs:
First, put the Gorgogs in the Cosmic plane when they are out of the rift. It makes more sense for them to find the Cosmic plane and attack the nexus directly there rather than these 'rift opens, energy sucked away' things happening now. Imagine seeing this on prime:

A roar utters from the gigantic rift and a smaller rift forms. You see a hoard of Gorgogs entering a (the angelic plane of Celestia/the dark pits of Nil).

Then travel to nil or celestia to see Gorgogs all over the place, including a massive pack by the Nexus. So long as they remain, power is leeched out from Nexus. It's a set number so warriors can rush in to kill them and protect the Nexus. Sometimes the Gorgogs can attack BOTH cities at once this way. The Gorgog quest on prime would, of course, close the rift.

The coding shouldn't be TOO bad: World message showing the plane they hit, then pop Gorgog mobs in the plane. Timer ticks and have the nexus lose power by X times (number of gorgogs remaining) .

It adds control, since a city that can better kill the Gorgogs can hold back the power drain. Also, a STRONG army can even raid the enemy when the Gorgogs strike it, protecting the Gorgogs and doing other damage to boot.


Quick addition: Have Cherub/Imps give more power. With that, and Faethorn set up properly, AND with Kegs floating around, a City could use Fae to regain strength to counteract the Gorgog issues.


Elemental Plane: Bigger bashing zone: perhaps plan it so that 60-80 can level there alright. Change the power given for essence: 0 for no sands, +2 for each sand for a total chance of 10 power per essence. Perhaps fix the repop timer on them because it just feels odd.

Astral: I like the ideas showing up. I also like my own idea to it: an odd node located in the center of a totaly different sphere: Two people + who are there cause the node to panic and lash out at people in the room. If one person is there then they can Siphon power from one Nexus into the node OR siphon power from the node to their nation's Nexus. The drain is small but regular (random guess: 5 a minute). Setting up the Node to Siphon takes time (10 minutes?) and shuts down once the player setting it leaves or shuts it down (in order to change it's setting).

Ethereal: Mostly about Faethorn and I already talked about that. Just have the fae be influencable by ANYONE when the revolt is going on: Celest/Mag influences in an attempt to take fae to be Cherubs/Imps, though it can't be done outside In-Play sessions: Gives a reason for Glom/Seren to NOT want the cities around and to hurry up and get SOMEONE to claim Faethorn. It also gives Mauve a reason to not worry so much about which side wins: Fae in shadows or free is, either way, MUCH better than what the cities do.

Prime: Fix some of the loopholes people use to get around Avechna but that's it. Leave the current changes in (assuming the new PK rule helps). The goal: Prime isn't perfect/safe but PKing too much in there hurts more than helps. Also, a PKer will have limited ways to truly affect a nation in Prime (that's what off-prime is for), thus village/nation raiding is very limited (perhaps a way to claim dwarfs without 'bashing' them is found? A knife given by the other mining villages that lets you assassinate them without alerting the guards?). Prime is mostly for the non-pkers to go wild on.

Daganev2005-11-09 00:58:55
Quick question... would it be easier if we made a thread for each plane instead of trying to group everything together?
Unknown2005-11-09 01:00:20
I think Gorgogs should be done away with entirely, myself. All they do is add an unneeded new layer to the already fine sea quests.
Gregori2005-11-09 01:02:55
Go back to the days when a carved totem was active as a defense. This was the only counter Communes had to the cities limited entrances and ability to use statues.
Daevos2005-11-09 01:25:50
QUOTE(Gregori @ Nov 8 2005, 08:02 PM)
Go back to the days when a carved totem was active as a defense. This was the only counter Communes had to the cities limited entrances and ability to use statues.
220071


Wisp, with it commune defense is far superior to the cities'
Sylphas2005-11-09 01:27:40
Wisp is being changed, can't factor it in until it's finished.

The totem thing would solve a lot of problems, I think, especially as a lot of raids have been hitting Glomdoring.
Daevos2005-11-09 01:34:52
Can't forget about flow jumping with guards either, but this is obviously a hijack. Totems are fine as they work now, and the only problem I could see is that Serenwilde is split into two areas.

On outer plane activities though, I think the Demon Lords and Supernals should have some more involved quests given by Luciphage or Elohora. Quests that are not particularly offensive in nature but neither would they be easily done. Also think that the cities need more quest that specifically target the communes. Especially since with the changes to Faethorn, converting fae to imps/cherubs, just isn't that feasible anymore though it was never really desirable.
Daganev2005-11-09 01:37:09
consider wisp finished. You've just dropped a new load on thier lap.
Unknown2005-11-09 01:40:54
Did you actually just suggest that we be happy with wisp as is?
Unknown2005-11-09 01:45:44
Deleted. I'm an idiot.