Unknown2005-11-09 11:53:46
QUOTE(Shamarah @ Nov 9 2005, 06:19 AM)
Make villages come up more often. PLEASE.
220329
Personally I enjoy villages the most, if we could have a village revolt, say once every 2-3 days, so maybe 2-3 villages a week I think that would be fun. Then again maybe power/comm output from them would need to be tweeked, seems like a delicate balance.
If a Single village revolted every other day, then a village would, on average last about 20 days, once swayed.
OR, instead of decreasing the 'set' time they stay, you could make questing for or against that village effect the time they stay more dramatically. Influencing denizens as well.
Weakening= shorter time
Empowering= longer time
I'm told all these things do, or did at some point effect how long a village stayed, but if they had a more noticable effect I think it would be cool, it would promote more people to do quests/raid villages more, and so on.
Others here talked about adding more organizational quests as well. Something from another game intreuges me so I'll bring it up here(no it's not a mud, but ya this point I think is interesting)
Example:
If the White Hart gets killed, the wilde is devistated, BUT so are their villages, seeing that "oh perhaps the wilde can't defend us after all" and their times are decreased.
Anything to meld these ideas would be great I think.
Shiri2005-11-09 12:07:30
I bet the admin are tearing their hair out about ideas like that that involve making killing the Supernals/Hart/Whatever MORE severe.
Unknown2005-11-09 12:13:22
QUOTE(Shiri @ Nov 9 2005, 07:07 AM)
I bet the admin are tearing their hair out about ideas like that that involve making killing the Supernals/Hart/Whatever MORE severe.
220340
My idea doesn't need to be connected with those things, per-say but I just used that as an example of connectivity with other quests to determain a sence of moral for the villages
Unknown2005-11-09 12:36:26
Villages are great. You lose, oh well, a shame you won't get that power. You haven't just let the beings you worship be murdered and defiled.
More conflicts like that are a good thing.
More conflicts like that are a good thing.
Cwin2005-11-09 13:32:22
QUOTE(Shamarah @ Nov 9 2005, 07:19 AM)
Make villages come up more often. PLEASE.
220329
I think we get the idea.
Lowering the revolting period DID give us a benifit: it allowed us to try out the new peace/sometimespeaced/neverpeaced idea. By how it sounds, it's a smash hit. Now we can bump up the villages more, especialy since the power drop allows them to not be so REQUIRED like they used to (Citizen: Hey, a village revolted! City: Meh, we're busy).
Thing is, that's still an overall non-pk event (well, semi-pk). We need more PK ones, important ones. Sorry, Avaer, but I think that in off-prime the things we SHOULD see destruction and death of what we care about. Avatars should be weakened and slaughtered. Angels should turn into demons, fae should be freed, then shadowed, then freed, then grabbed and turned into imps, then pulled back to be fae again.
Prime could be the place where a nation grows, sometimes at the cost of another, sometime just for their own gain, sometimes at the benifit of another. You can say, it's the factories and processing plants of a nation, with some sabatoge tools thrown in. It's here where the war of words occurs and craftiness is king. Put away your sword and grab a pen, it's mightier anyway. Convince a village to worship your nation. Teach a group how to be stronger for your benifit. Gather resources and power for your land. Rival your enemies in trade. If you feel vengeful, tell the orcs to raid the supplies of your enemy. Killing? Bah, that's nothing. Politics, that's the real danger.
Off-prime is where the real war is. Kill the Sepernals to take down the shield. Tangle with Gorgogs that steal your power. Fight the world to claim a tool that will steal power from a nation. Make the seas tremble, make the forests wither and die. Topple stone! Make a Compact with the soulless for your benifit and the WORLD's detriment. All this and more all located where the weak fear to tread and the strong rule. First time you enter you're given a can of Harden Up and are expected to drink it. Demigod came in and tore apart your people? Gather a group and kill him. Nars trying to kill Crow again? Not enough people to stop it? Oh well, tough luck. Magnagora claimed the Supernode, using it to drain out Celest's power? Your Paladins can't take the Ur'guard? Well, just tell the minister of power to mark it off as an 'regular expense', tell your novices to do more power quests and start training soldiers.
How does THAT Lusternia sound?
Xenthos2005-11-09 13:55:43
QUOTE(Cwin @ Nov 9 2005, 09:32 AM)
I think we get the idea.
Lowering the revolting period DID give us a benifit: it allowed us to try out the new peace/sometimespeaced/neverpeaced idea. By how it sounds, it's a smash hit. Now we can bump up the villages more, especialy since the power drop allows them to not be so REQUIRED like they used to (Citizen: Hey, a village revolted! City: Meh, we're busy).Â
Lowering the revolting period DID give us a benifit: it allowed us to try out the new peace/sometimespeaced/neverpeaced idea. By how it sounds, it's a smash hit. Now we can bump up the villages more, especialy since the power drop allows them to not be so REQUIRED like they used to (Citizen: Hey, a village revolted! City: Meh, we're busy).Â
220367
It's a smash hit? Every time I'm in a peaced village, I'm hearing lots of people on EVERY side complain about how boring it is. If your ego is shattered, you can't do ANYTHING AT ALL for five minutes. Yawn. Would really prefer to see villages up more often + fewer peaced, but meh.
Shiri2005-11-09 13:57:05
I like the peaced ones. It's SOME kind of active event.
Xenthos2005-11-09 13:57:50
QUOTE(Shiri @ Nov 9 2005, 09:57 AM)
I like the peaced ones. It's SOME kind of active event.
220372
Yeah. I'm not saying everyone hates them. But I am trying to point out that it is most definitely NOT universally loved.
Cwin2005-11-09 14:06:01
Ok, fine. It's not a smash hit. It just doesn't bring 13743 whining posts like the old system did. As for fewer peaced: I still say the violence should be off-plane, NOT on-plane.
Less village ideas. More off-plane PK ideas. Chop chop.
Less village ideas. More off-plane PK ideas. Chop chop.
Thorgal2005-11-09 14:38:39
Too many villages revolting too fast just causes more frustration. Astral, Elemental and Faethorn need to become attractive enough to spend all your time there questing, bashing and fighting, period. Less pressure, more fun, villages revolting is nothing but pressure.
Revan2005-11-09 14:48:35
QUOTE(blastron @ Nov 9 2005, 05:03 AM)
Lots of stuff regarding armies
220299
I really like this idea, and I think it would be an extremely unique approach to an IRE game. It would also make the game be what it's supposed to be: a game focused on GROUP combat.
One concern I have with this idea is how they'll factor in damage... where it goes, who gets hit, etc. For instance... a large armytrots in with 5 ranks of soldiers... the opposing army targets someone in the 3rd rank by accident... does the damage go ignored? Or does some random person take the damage? Or does the person in front of the targetted person (in the 1st row) get hit? It's a great idea, and one I would LOVE to see, but there are alot of kinks that would need to be worked out for it to work really well.
Richter2005-11-09 14:56:46
Villages are not the "coolest feature" in Lusternia, where everyone wants to do it All the time, and we long for the next time one revolts.
That's why we need more things to do in the meantime, especially off-plane. I think a lot of excellent ideas have been presented, and with all the quests/bashing grounds/organizational conflicts, we will not only drive PK off prime, but we will have things to do between semi-major events (i.e. villages).
I want to see it so if someone is raiding a village or a city/commune, we're actually surprised.
That's why we need more things to do in the meantime, especially off-plane. I think a lot of excellent ideas have been presented, and with all the quests/bashing grounds/organizational conflicts, we will not only drive PK off prime, but we will have things to do between semi-major events (i.e. villages).
I want to see it so if someone is raiding a village or a city/commune, we're actually surprised.
Cwin2005-11-09 15:18:32
I'd like to add the idea that not only should there be things to do between events like villages, but villages not be more of an event than many others. It should be to the point where people can actualy IGNORE a revolt since they are busy focusing on something else. In fact, I believe that Combat-oriented* players should be able to simply ignore villages as a whole if they choose to, saying "let others handle it, I'll help out over here instead".
Meanwhile, to non-combat oriented players, villages WOULD be one of the big events to watch for. They would hear a raid going on off-plane, say "Good luck guys" and rush off to go claim a village for the nation. In the end, the nation would recognize both because both would be needed to get the job done.
*Combat oriented= People who's lives revolve around PK. Non-combat oriented players would still need to fight at times, for themselves or others, but it's only secondary to the main goal. The current Village situation gives an example of the latter. We realy don't have a good example of an event for the former I think.
Meanwhile, to non-combat oriented players, villages WOULD be one of the big events to watch for. They would hear a raid going on off-plane, say "Good luck guys" and rush off to go claim a village for the nation. In the end, the nation would recognize both because both would be needed to get the job done.
*Combat oriented= People who's lives revolve around PK. Non-combat oriented players would still need to fight at times, for themselves or others, but it's only secondary to the main goal. The current Village situation gives an example of the latter. We realy don't have a good example of an event for the former I think.
Marcalo2005-11-09 16:50:55
Don't know if this was suggested or not, but put small villages of say Viscanti or Merian's on the elemental planes to give them more purpose. Also maybe put in a quest or two for each mini village somthing that doesn't give honors but somthing thats more greared twords roleplay. Like maybe if you do the merian quest, it makes it so the merians on prime are tougher and harder to kill, Then you if do the Viscanti one it makes the Gorgogs harder to kill. I don't really know.
As for what i do like about lusternia, i love the way you can have like 10 people in a guild and almost each one of them not have the same skillset. Also i really like how the knight combat is handled with the wounds and what not, i know it must have been a real bear to code but its great, it like everything else i think just needs some fine tuning.
Somthing i didn't like about Lusternia was the fact if you go rogue your pretty much screwed. But then again i understand that the admins don't want a bunch of rogues running around. Also another thing i didn't like really was how astral worked, it was way to easy to level up and get high level people there. Personally if you removed the astral nodes and just made the nodes bigger and just put more of a repop there and make the mobs repop slightly faster that to me would solve most of the astral power levelers problem.
Outside of the stuff i mentioned, I feel Lusternia is the best mud i have ever played and i enjoy it alot.
As for what i do like about lusternia, i love the way you can have like 10 people in a guild and almost each one of them not have the same skillset. Also i really like how the knight combat is handled with the wounds and what not, i know it must have been a real bear to code but its great, it like everything else i think just needs some fine tuning.
Somthing i didn't like about Lusternia was the fact if you go rogue your pretty much screwed. But then again i understand that the admins don't want a bunch of rogues running around. Also another thing i didn't like really was how astral worked, it was way to easy to level up and get high level people there. Personally if you removed the astral nodes and just made the nodes bigger and just put more of a repop there and make the mobs repop slightly faster that to me would solve most of the astral power levelers problem.
Outside of the stuff i mentioned, I feel Lusternia is the best mud i have ever played and i enjoy it alot.
Daganev2005-11-09 18:35:33
QUOTE(blastron @ Nov 9 2005, 01:03 AM)
War stuff
More to come, maybe, after I actually get some sleep... brain is dead...
More to come, maybe, after I actually get some sleep... brain is dead...
220299
Cool idea, impossible to implement.
Richter2005-11-09 18:54:57
Not impossible. Aetolia has a war system, this would just be a glorified version of it, if I understand correctly.
Daganev2005-11-09 19:02:53
The system works fine when your dealing with NPCs and can give them rules of who they are allowed to attack and who they arn't.
When your dealing with players the rules change quite a bit.
Does this mean that if an army has a demigod in it than the batalion as a whole can never take losses as that demigod can just tank all the damage?
When your dealing with players the rules change quite a bit.
Does this mean that if an army has a demigod in it than the batalion as a whole can never take losses as that demigod can just tank all the damage?
Narsrim2005-11-09 20:23:51
QUOTE(daganev @ Nov 9 2005, 03:02 PM)
The system works fine when your dealing with NPCs and can give them rules of who they are allowed to attack and who they arn't.
When your dealing with players the rules change quite a bit.
Does this mean that if an army has a demigod in it than the batalion as a whole can never take losses as that demigod can just tank all the damage?
When your dealing with players the rules change quite a bit.
Does this mean that if an army has a demigod in it than the batalion as a whole can never take losses as that demigod can just tank all the damage?
220480
The Aetolia system takes all this into account, actually.
Daganev2005-11-09 21:05:37
Since when did Aetolia get rid of its NPC armies?
Cwin2005-11-09 22:36:16
Unless things have SERIOUSLY changed there, Aetolia players were like Generals: they told the troops where to go, who to attack, ext. The NPCs were the ones fighting while the players watched (well, that was the idea: I remember people found ways to kill troops using moves similar to Lusternia's Beckon (attack, someone else pulls you out, walk in, attack, repeat).
I don't know about that though. Pulling a war system from other IRE games is unrecomended (the divine never like pulling from other IRE games) and making a new system that'll work for here is VERY code intensive. I think the divine want changes that aren't too extreme to add in (especialy since they have a batch more things they want to add and, thus, are probably delaying them all to fix these problems).
I don't know about that though. Pulling a war system from other IRE games is unrecomended (the divine never like pulling from other IRE games) and making a new system that'll work for here is VERY code intensive. I think the divine want changes that aren't too extreme to add in (especialy since they have a batch more things they want to add and, thus, are probably delaying them all to fix these problems).