Nokraenom2005-11-10 01:18:29
I, for one, would not like faster village revolting. If we're having to rush off to villages constantly to influence, it will quickly lose its charm and become frustrating. It harkens back to the times of 6 and 8 hour influencing events. A lot of people (myself included) really enjoy this aspect of the game, but let's not overdo it.
Instead, let's expand the things to do on the other Planes. All the planes seem to lack character, because they all have 1 or 2 things to do (or none, in the case of the Cosmic Planes) and that's it. Make the Astral Plane more dangerous, add the suggested "villages" to the Elemental Planes with quests, give the Demon Lords/Supernals quests.
I would also like to see more unique "minor" quests added to the Prime villages. Currently, each has an honours quest, plus the comm quests, and stealing workers (if applicable), and that's it. So, barring the honours quest, they're really all cookie-cutters of each other. I'd like to see unique quests that can be done by lowbies added.
Instead, let's expand the things to do on the other Planes. All the planes seem to lack character, because they all have 1 or 2 things to do (or none, in the case of the Cosmic Planes) and that's it. Make the Astral Plane more dangerous, add the suggested "villages" to the Elemental Planes with quests, give the Demon Lords/Supernals quests.
I would also like to see more unique "minor" quests added to the Prime villages. Currently, each has an honours quest, plus the comm quests, and stealing workers (if applicable), and that's it. So, barring the honours quest, they're really all cookie-cutters of each other. I'd like to see unique quests that can be done by lowbies added.
Cwin2005-11-10 01:29:14
Mind if I try overall summing up what we're asking the Admin to do?
*cough*
We thank you for working on balancing Prime and the areas we do have. For now, though, we must move on and turn to new avenues. The areas right now no longer need any major tweaks (*hushes the cries about Faethorn*): instead we need to turn to new places to explore, battle, and live in.
Show us what lies further in the worlds beyond the Prime Material.
*cough*
We thank you for working on balancing Prime and the areas we do have. For now, though, we must move on and turn to new avenues. The areas right now no longer need any major tweaks (*hushes the cries about Faethorn*): instead we need to turn to new places to explore, battle, and live in.
Show us what lies further in the worlds beyond the Prime Material.
Mirk2005-11-10 01:42:10
QUOTE(Cwin @ Nov 9 2005, 08:29 PM)
Mind if I try overall summing up what we're asking the Admin to do?
Show us what lies further in the worlds beyond the Prime Material.
Show us what lies further in the worlds beyond the Prime Material.
Why not what's outside of the basin? The people who brought hunting/ecology/tracking into the basin were alledgedly from outside of the basin. So how about making a way to find out exactly where they came from?
Revan2005-11-10 02:43:02
Focus on what we have first... make the non-Prime planes we already HAVE more interesting, lively and lush. DOn't worry about outside the basin until AFTER this is accomplished
Cwin2005-11-10 03:13:29
Besides, anything we find outside the Basin will STILL be within Prime. Want MORE areas that you can't PK in?
Unknown2005-11-10 03:16:49
QUOTE(Cwin @ Nov 10 2005, 05:13 AM)
Besides, anything we find outside the Basin will STILL be within Prime. Want MORE areas that you can't PK in?Â
220765
Why?
Out of basin = out of avenger protection, simple as that (well, maybe not considering the code, I wouldn't know ).
Shorlen2005-11-10 04:22:53
QUOTE(Kashim @ Nov 9 2005, 11:16 PM)
Why?
Out of basin = out of avenger protection, simple as that (well, maybe not considering the code, I wouldn't know ).
Out of basin = out of avenger protection, simple as that (well, maybe not considering the code, I wouldn't know ).
220766
I thought all of Prime was protected?
Unknown2005-11-10 04:29:02
Rough outline of an idea.
Each Lord/Aspect would spawn at 'normal' status. Each has a pair of quests assigned to it, although the quest would only differ slightly between Lords or Aspects of the same type. One quest is to raise it from 'normal' to 'strong', the other is to lower it from 'strong' to 'normal'. When strong it both grants a skill bonus to the guild associated with it and is harder to kill. Although technically one can be brought straight from strong to weak, it would be much easier to soften it through the quest beforehand. A dead Lord or Aspect respawns after one or two RL days.
Strong <--> Normal <--> Weak (Dead)
Exampless of possible skill changse:
When Bhalegu, Lord of the Blasted Sand, is at strong, Duststorm will cause blindness to your enemies and minor bleeding damage. These extra affects can be stopped with a protection aura.
When Bhalegu is at normal, Duststorm acts as it does now.
When Bhalegu is at weak, Duststorm only hides a couple of random exits at any given time.
When Brom, Lord of the Pocked Boulder, is at strong, Rockslide will deal damage to standing people as though they were prone.
When Brom is at weak, Rockslide will always damage people as though they were standing.
The quests would be fairly straightforward. Let's say you were an Aquamancer and you wanted to weaken Bhalegu...
1. You would visit one of the Tidal Lords, and 'say I wish to slay an Earth Lord', or something like that.
2. The Tidal Lord would hand you a piece of coral and tell you to fill it with the power of the sea.
3. You collect 15 light essence, place it inside the coral, and it begins to glow.
4. Hand it back to a Tidal Lord, and it would ask 'speak the name of your foe'. You would 'say Bhalegu', and the Lord would etch the symbol of the Blasted Sand onto the coral before handing it back to you. If you don't respond, the Lord will hand the coral back after half a minute or so.
5. Bring the inscribed coral up to Celestia and hand it to a Supernal. The Supernal will be asked that you gather some angels for it and give you a special item that will cause angels, cherubs, ect. to follow you when you hand it to them. Raziela will give you a flower, the crazy warrior one a mystical sword, ect.
6. When 5 beings of Celestia have been brought the Supernal will bless the coral and it will be ready to be used.
6. Head to the Citadel in the Mountains of Madness. Drop the inscribed coral in Bhalegu's room and he will be weakened.
Only one piece of coral, or whatever your side's weakening object is, can be handed out at one time. It resets like any quest item. Also, Earth Lords will become loyal to Earth, Tidal Lords to Water, ect. so that if you kill them they'll get enemied to them. All other creatures on the plane would remain as they are, although if the quests were too easy a couple of elemental guards could be placed within each area. Golems in the Citadel, big ol' fish in the underwater thinga-majig, ect.
So, what if you want to pump your dood back up? Let's say Joe Geomancer wants his pwnage Duststorm back...
1. Joe would head over to Bhalegu and bow to him. Bhalegu would say something like, "Wretched thing! I need more power! MORE!" and would thrust a stone inscribed with the Blasted Sand into his hands.
2. Joe heads down to kill some Gargoyles, and pops 15 dark essence into the stone, causing it to glow.
3. Joe scampers up to Nil and heads to the nearest Demon Lord. He gives the stone to Nifilhema. She hands him a blood-soaked amaranth and instructs him to gather her a handful of new creatures to play with. Like in Celestia, you would get 5 demons of any sort to follow you, and upon receiving them Nifilhema draws out their blood and soaks the stone in it, fully empowering it. Gorgulu would devour the demons and spew some vomit on the stone, Baalphegar would wrap it in webs, ect. Doesn't matter which one is used.
4. Joe heads back to Bhalegu and drops the stone. Bhalegu absorbs its power and is ready to rock.
Thoughts?
Each Lord/Aspect would spawn at 'normal' status. Each has a pair of quests assigned to it, although the quest would only differ slightly between Lords or Aspects of the same type. One quest is to raise it from 'normal' to 'strong', the other is to lower it from 'strong' to 'normal'. When strong it both grants a skill bonus to the guild associated with it and is harder to kill. Although technically one can be brought straight from strong to weak, it would be much easier to soften it through the quest beforehand. A dead Lord or Aspect respawns after one or two RL days.
Strong <--> Normal <--> Weak (Dead)
Exampless of possible skill changse:
When Bhalegu, Lord of the Blasted Sand, is at strong, Duststorm will cause blindness to your enemies and minor bleeding damage. These extra affects can be stopped with a protection aura.
When Bhalegu is at normal, Duststorm acts as it does now.
When Bhalegu is at weak, Duststorm only hides a couple of random exits at any given time.
When Brom, Lord of the Pocked Boulder, is at strong, Rockslide will deal damage to standing people as though they were prone.
When Brom is at weak, Rockslide will always damage people as though they were standing.
The quests would be fairly straightforward. Let's say you were an Aquamancer and you wanted to weaken Bhalegu...
1. You would visit one of the Tidal Lords, and 'say I wish to slay an Earth Lord', or something like that.
2. The Tidal Lord would hand you a piece of coral and tell you to fill it with the power of the sea.
3. You collect 15 light essence, place it inside the coral, and it begins to glow.
4. Hand it back to a Tidal Lord, and it would ask 'speak the name of your foe'. You would 'say Bhalegu', and the Lord would etch the symbol of the Blasted Sand onto the coral before handing it back to you. If you don't respond, the Lord will hand the coral back after half a minute or so.
5. Bring the inscribed coral up to Celestia and hand it to a Supernal. The Supernal will be asked that you gather some angels for it and give you a special item that will cause angels, cherubs, ect. to follow you when you hand it to them. Raziela will give you a flower, the crazy warrior one a mystical sword, ect.
6. When 5 beings of Celestia have been brought the Supernal will bless the coral and it will be ready to be used.
6. Head to the Citadel in the Mountains of Madness. Drop the inscribed coral in Bhalegu's room and he will be weakened.
Only one piece of coral, or whatever your side's weakening object is, can be handed out at one time. It resets like any quest item. Also, Earth Lords will become loyal to Earth, Tidal Lords to Water, ect. so that if you kill them they'll get enemied to them. All other creatures on the plane would remain as they are, although if the quests were too easy a couple of elemental guards could be placed within each area. Golems in the Citadel, big ol' fish in the underwater thinga-majig, ect.
So, what if you want to pump your dood back up? Let's say Joe Geomancer wants his pwnage Duststorm back...
1. Joe would head over to Bhalegu and bow to him. Bhalegu would say something like, "Wretched thing! I need more power! MORE!" and would thrust a stone inscribed with the Blasted Sand into his hands.
2. Joe heads down to kill some Gargoyles, and pops 15 dark essence into the stone, causing it to glow.
3. Joe scampers up to Nil and heads to the nearest Demon Lord. He gives the stone to Nifilhema. She hands him a blood-soaked amaranth and instructs him to gather her a handful of new creatures to play with. Like in Celestia, you would get 5 demons of any sort to follow you, and upon receiving them Nifilhema draws out their blood and soaks the stone in it, fully empowering it. Gorgulu would devour the demons and spew some vomit on the stone, Baalphegar would wrap it in webs, ect. Doesn't matter which one is used.
4. Joe heads back to Bhalegu and drops the stone. Bhalegu absorbs its power and is ready to rock.
Thoughts?
Unknown2005-11-10 04:34:53
There should be some risk in doing these quests. Other than dropping the coral/stone thingy in the lords' room, you never have to leave your cities elemental/cosmic plane. Too protective, especially for empowerment (which would make some skills really good, I would think).
That being said, I love the idea.
That being said, I love the idea.
Unknown2005-11-10 04:36:49
Perhaps. You could make things harder for your opponent by going into their plane and directly attacking their essence dropping creatures or by keeping the area demesned; although, the Tidal Lords area can't be demesned... like I mentioned, Elemental Guards. Or perhaps make it so that you must bring demons to the Supernals and Angels to the Demon Lords... hrm.
Unknown2005-11-10 05:18:48
perhaps have the quest start on the opposite side? EX: randomly, some starsuckers and leechs drop a glistening seashell. Using this seashell, DIG for something on celest (Nil maybe for this part), before adding dark essence, for empowering
Just a thought
Just a thought
Iridiel2005-11-10 11:15:48
Maybe you'd need dark essence to weaken or empower a demon lord as it's atuned to it?
This way, empowering is relatively easy, but weakening is difficult. And we wouldn't have demonlord slaughtering (same for supernals, the other way round)
This way, empowering is relatively easy, but weakening is difficult. And we wouldn't have demonlord slaughtering (same for supernals, the other way round)
Gregori2005-11-10 12:18:40
I would like to see more neutral quests and less "hey we can screw the other org over with this quest!" quests.
Gorgogs for instance would have been a great neutral quest if instead of attacking the power source of the cities, they raided villages. Now you can say "but that is screwing over an Org!", however it is completely neutral it targets villages on the whole. If one place has all the villages, sure it is a quest that will screw them over, but it isn't a quest by design aimed at screwing over any one or two orgs.
Gorgogs for instance would have been a great neutral quest if instead of attacking the power source of the cities, they raided villages. Now you can say "but that is screwing over an Org!", however it is completely neutral it targets villages on the whole. If one place has all the villages, sure it is a quest that will screw them over, but it isn't a quest by design aimed at screwing over any one or two orgs.
Unknown2005-11-10 12:50:46
I still think the real problem is prime. You can have 1000 other planes with a multitude of quests, as long as the villages and quests like Marilynth/Ladantine or the Gorgogs are on prime, the conflict will happen there. The communes/cities can only be raided there.
New bashing areas will partly solve the problem of everyone being cramped together on prime but it will NOT solve the the parts that have been making problem, ie. accusations of 'griefing' etc.
I'm sure the Admin are always working on improving and adding areas ( ) and our ideas might help there, but let's not forget that the main problem is still prime.
New bashing areas will partly solve the problem of everyone being cramped together on prime but it will NOT solve the the parts that have been making problem, ie. accusations of 'griefing' etc.
I'm sure the Admin are always working on improving and adding areas ( ) and our ideas might help there, but let's not forget that the main problem is still prime.
Gregori2005-11-10 12:53:00
I agree. So long as everything designed to affect one another is on Prime. That is where the conflict/griefing/pk/accusations/problems will originate.
Cwin2005-11-10 19:36:16
We don't need more neutral quests (ok, they'd be great but blah). The two above me are correct: The problem is that almost everything important is in Prime.
A proposal:
Everything that HURTS a nation presently and in the future gets shoved off prime. That means Gorgogs, the sea battle, the orc raids, and what not.
Everything that HELPS a nation presently and in the future is dumped into prime (Blah to "I can hurt a nation by stealing the village away" argument. Chopping off their supply is not the same as stealing a half-formed and using it to smack on a city's shield). Village influences, comm quests, Culture, +power quests like Spectres and Sands, and what not.
There, Off-prime becomes the warzone. On-prime becomes the Factories to aid the war. Combat/conflict people go off-prime. Newbies/nonPK/and people who want to help but not hurt stay on-prime.
Deal?
Edit: Yes, I know it still means you can't raid a city/commune since it's on-prime. Why should you? Why not give you the means to cripple the nation off-prime. Kill Celest's shield on Cosmic. Smash the source of the guards on Elemental. Smash the Nexus' power on Astral. Destroy their Cosmic/elemental/fae magics on each of the respective planes.
Prime? Let them all sit there, shieldless, powerless, skillless and (because of lack of power) guardless. What more do you need?
A proposal:
Everything that HURTS a nation presently and in the future gets shoved off prime. That means Gorgogs, the sea battle, the orc raids, and what not.
Everything that HELPS a nation presently and in the future is dumped into prime (Blah to "I can hurt a nation by stealing the village away" argument. Chopping off their supply is not the same as stealing a half-formed and using it to smack on a city's shield). Village influences, comm quests, Culture, +power quests like Spectres and Sands, and what not.
There, Off-prime becomes the warzone. On-prime becomes the Factories to aid the war. Combat/conflict people go off-prime. Newbies/nonPK/and people who want to help but not hurt stay on-prime.
Deal?
Edit: Yes, I know it still means you can't raid a city/commune since it's on-prime. Why should you? Why not give you the means to cripple the nation off-prime. Kill Celest's shield on Cosmic. Smash the source of the guards on Elemental. Smash the Nexus' power on Astral. Destroy their Cosmic/elemental/fae magics on each of the respective planes.
Prime? Let them all sit there, shieldless, powerless, skillless and (because of lack of power) guardless. What more do you need?
Unknown2005-11-13 07:25:28
In my opinion, I want the atmosphere of every single plane to be a little bit more...war-ry. Like my last post in "Lusternia's Nature", I think that all of the cities and forest should be pitted fiercly against each other for some reason, and killing parties from each city roam the planes looking for things to kill and weaken the other city.