Unknown2005-12-21 22:25:01
They can only do that if we have one of the centaurs.
Unknown2005-12-21 22:43:49
QUOTE(Temporary_Guido @ Dec 21 2005, 03:25 PM)
They can only do that if we have one of the centaurs.
238793
Not true, actually - it just does more damage when Magnagora has one of the centaurs. It can still be used if they don't. Unless something has changed recently.
Unknown2005-12-21 22:46:33
I know it deals 1000 with the centaurs. If it still works without them then it shouldn't, because we have no way at all of retaliating.
Unknown2005-12-21 22:54:54
Actually, every time Serenwilde uses it, there is a chance of it releasing a really pissed off ghost who runs around and kills people. Also, it costs Serenwilde essence to use the weapon, so,while it may deal like 500 when you don't have a centaur, it costs them almost as much to fire it. But if they used it while the gorgogs were out, it might work as a form of attack.
Unknown2005-12-22 00:35:31
Why don't we have fire in Lusternia?
Vix2005-12-22 00:40:44
Because fire didn't really do anything special besides set random people on fire? Was annoying having to watch for lightning strikes anyways.
Shiri2005-12-22 00:52:58
Fire was insanely boring and irritating, I don't know if you were ever a forestal for a protracted period of time in Achaea but I was a Druid there for ages and it SUCKED.
Unknown2005-12-22 01:04:44
But here it could burn down trees and perhaps weaken totems, stopping them from adding power for a few months or something while they regenerate - it would at least have an actual effect beyond what it did in Achaea.
Shiri2005-12-22 01:13:36
QUOTE(Bear of Very Little Brain @ Dec 22 2005, 01:04 AM)
But here it could burn down trees and perhaps weaken totems, stopping them from adding power for a few months or something while they regenerate - it would at least have an actual effect beyond what it did in Achaea.
238857
As long as it was actually a quest that set it off, not a skill or those freaking thunderstorms.
Like...a quest that overchanneled faeriefire or something from the Ethereal, burning out the totems and spirit trees in each commune periodically. (Wouldn't happen to bonded totems.)
Unknown2005-12-22 01:20:17
Ooor.. it could happen randomly.. but give Druids the ability to create a controlled burn - in the real world, forest fires only get out of hand when people interfere and keep good fires from happening. Good fires clear out all the underbrush, and never get hot enough to actually damage the trees. If something similar was put it, then the fires would only be risky if you didn't look after the forest at all, or if you tried to protect it too fiercely - going back to what the Great Bearded One used to say - Nature can take care of itself.
So, basically, you'd want fires to happen occasionally. If you had a year go by with no fires, Druids would have to go and do controlled burns of the forest to keep them cleared out. If you rush to every fire and put it out, underbrush builds up and the next fire does damage to totems and trees. If you ignore it, then on off seasons in certain parts of the forest, the underbrush builds up, and the next fire does damage to totems and trees.
Would make things a bit less boring, I think.
So, basically, you'd want fires to happen occasionally. If you had a year go by with no fires, Druids would have to go and do controlled burns of the forest to keep them cleared out. If you rush to every fire and put it out, underbrush builds up and the next fire does damage to totems and trees. If you ignore it, then on off seasons in certain parts of the forest, the underbrush builds up, and the next fire does damage to totems and trees.
Would make things a bit less boring, I think.
Shiri2005-12-22 01:22:31
QUOTE(Bear of Very Little Brain @ Dec 22 2005, 01:20 AM)
Ooor.. it could happen randomly.. but give Druids the ability to create a controlled burn - in the real world, forest fires only get out of hand when people interfere and keep good fires from happening. Good fires clear out all the underbrush, and never get hot enough to actually damage the trees. If something similar was put it, then the fires would only be risky if you didn't look after the forest at all, or if you tried to protect it too fiercely - going back to what the Great Bearded One used to say - Nature can take care of itself.
So, basically, you'd want fires to happen occasionally. If you had a year go by with no fires, Druids would have to go and do controlled burns of the forest to keep them cleared out. If you rush to every fire and put it out, underbrush builds up and the next fire does damage to totems and trees. If you ignore it, then on off seasons in certain parts of the forest, the underbrush builds up, and the next fire does damage to totems and trees.
Would make things a bit less boring, I think.
So, basically, you'd want fires to happen occasionally. If you had a year go by with no fires, Druids would have to go and do controlled burns of the forest to keep them cleared out. If you rush to every fire and put it out, underbrush builds up and the next fire does damage to totems and trees. If you ignore it, then on off seasons in certain parts of the forest, the underbrush builds up, and the next fire does damage to totems and trees.
Would make things a bit less boring, I think.
238867
This gets suggested every few months but it's not really necessary. It wouldn't be "less boring" so much as "more tedious" having to deal with the fires.
A quest that someone can do to harm you, something you can start conflict over, now that would be less boring, and give the cities a way to harm the communes.
Terenas2005-12-22 04:30:07
This will be as fun as going around bonding to all the totems every new year. Big whoop, it's just incredibly annoying and tedious.
Xenthos2005-12-22 05:38:17
QUOTE(terenas @ Dec 22 2005, 12:30 AM)
This will be as fun as going around bonding to all the totems every new year. Big whoop, it's just incredibly annoying and tedious.
238926
*AGREED!*
Unknown2005-12-22 07:20:06
Well maybe not destroying totems, but have something which 1) gets rid of pixies/shadows until it's closed, and 2) Does the same power drain thingy as the Gorgogs do for the star/Necromantate. Well considering that gorgogs are made up of all the elements, one being wind, and i'm pretty sure Aeromaces could probably shoot lightning somehow, that or the fact that most of the gorgogs attacks are based around fire, both of which can burn.
Instead of having them destroy totems, just have them remove the saplings, and maybe do something to the room, ohh and there has to be the naturally spawning gorgogs in, northern serenwilde and umm, the southern part of glom, well below the river anyway, seeing as they'd basically be the equivilant to the Sea's.
Instead of having them destroy totems, just have them remove the saplings, and maybe do something to the room, ohh and there has to be the naturally spawning gorgogs in, northern serenwilde and umm, the southern part of glom, well below the river anyway, seeing as they'd basically be the equivilant to the Sea's.
Sylphas2005-12-22 07:36:01
Only place I've seen natural spawning is in the cave on the isles. It's not like they wander around killing novices.
Unknown2005-12-22 07:43:14
When the rift is open, they fall out of rifts in the sky in the Sea's and the Isles, totally aggressive and they generally like to gather near the enterances, a group of 4 gorgogs hurt quite alot, very much so with level 3 fire weakness But yes, they do spawn quite often when the rifts are open, and they're aggressive towards anyone, including novices.
Sylphas2005-12-22 07:49:38
Oh, right, the rift, I hadn't forgotten about that.
Unknown2005-12-22 07:53:46
hmm couldn't novices just like.. not get attacked by them? OR up to a certain level like 21? I know that the mobs in Glom are not aggressive if you are low level but will be once you get high enough in levels.
Gregori2005-12-22 08:04:52
QUOTE(shadow @ Dec 22 2005, 01:53 AM)
hmm couldn't novices just like.. not get attacked by them? OR up to a certain level like 21? I know that the mobs in Glom are not aggressive if you are low level but will be once you get high enough in levels.Â
239029
Again this is the big thing that troubles me. Novices do not need protection from Gorgogs. This is not the same situation as in Glomdoring where the Novices have NO choice but to be around aggressive creatures.
However, both Celest and Magnagoran novices HAVE the choice to be around Gorgogs.
Not to mention the fact that novices protected from harm, can now run around for you doing your power quests without fear of the gorgogs attacking them, heck they can do most of the Gorgog quest without fear of Gorgogs attacking them too.
The way to protect your novices is not by changing the quest to leave them alone, it is to educate them on the dangers of being in the Inner Sea when the rift is open to begin with.
Narsrim2005-12-22 08:09:29
With regards to Celest, I have utterly no sympathy for the sand quest. I'm suprised more people aren't concerned about how "easy" Celest has it with novices.
I started off in Magnagora and was there when the Necromentate was first discovered. I remember how tedious that stupid quest to gather spikes is. I also remember that it isn't worth crap - the experience gain is from killing the spectres primarily, which isn't exactly an option for low level persons.
Pixies and Shadows are also not worth that much experience. While they start off decent, it fades fast. Real fast.
However, you can take ONE run to the Isle of Light and get like 8-9 levels. Annabelle literally leveled an army of alts to level 30 on this quest alone (along with pilgrims and cows, which aren't that great). There is literally no equivalent to this quest in terms of experience at lower levels. Where else can you invest 5 minutes of time and gain almost 10 levels?
/sand rant
==============================================
With regards to the Gorgog quest, it is the SAME DAMN QUEST to open and seal them. The only change is that to open you kill X-people and and give to Y person and to close you kill N-people and give to Z person. Then the final array of 4 items goes to either person Y or person Z. That's it.
Any claim that remotely attempts to instigate that it is easier to botch the quest when sealing versus botching it from being open initially is FALSE.
==============================================
Now as for a anti-Commune quest, sure. I think it'd be somewhat neat if we discovered a nice location that branches off from Faethorn that has mid to high level bashing with an honour quest to negatively impact the forest (some REALLY upset/nasty wight or something who wants revenge!). It can flood Faethorn with all kinds of nasties too... devious and more sinister Fae that long ago were exiled from Queen Maeve's grace....
But at the very least, if you are going to complain you should be willing to throw up some ideas.
I started off in Magnagora and was there when the Necromentate was first discovered. I remember how tedious that stupid quest to gather spikes is. I also remember that it isn't worth crap - the experience gain is from killing the spectres primarily, which isn't exactly an option for low level persons.
Pixies and Shadows are also not worth that much experience. While they start off decent, it fades fast. Real fast.
However, you can take ONE run to the Isle of Light and get like 8-9 levels. Annabelle literally leveled an army of alts to level 30 on this quest alone (along with pilgrims and cows, which aren't that great). There is literally no equivalent to this quest in terms of experience at lower levels. Where else can you invest 5 minutes of time and gain almost 10 levels?
/sand rant
==============================================
With regards to the Gorgog quest, it is the SAME DAMN QUEST to open and seal them. The only change is that to open you kill X-people and and give to Y person and to close you kill N-people and give to Z person. Then the final array of 4 items goes to either person Y or person Z. That's it.
Any claim that remotely attempts to instigate that it is easier to botch the quest when sealing versus botching it from being open initially is FALSE.
==============================================
Now as for a anti-Commune quest, sure. I think it'd be somewhat neat if we discovered a nice location that branches off from Faethorn that has mid to high level bashing with an honour quest to negatively impact the forest (some REALLY upset/nasty wight or something who wants revenge!). It can flood Faethorn with all kinds of nasties too... devious and more sinister Fae that long ago were exiled from Queen Maeve's grace....
But at the very least, if you are going to complain you should be willing to throw up some ideas.