Gregori2009-11-08 22:58:39
QUOTE (Estarra @ Nov 8 2009, 04:51 PM) <{POST_SNAPBACK}>
I will say simply point blank that we will not entertain having demesne effects outside of demesnes. Feel free to build input outside of that.
Again, I will say halve the cost of the skills that allow setting effects up instantly. This way a melder can return to their meld and get effects set up quickly and remain with enough power to do something should they be rushed in an attempt to keep them dead. Previously with effects hitting across the entire meld this was not as much of an issue because there was 1) a larger meld to hide in while regaining power and 2) a buffer zone that effects were hitting the opposition in to slow them down on reaching the melder. Both of these are gone now.
Regarding obliviousness, we could add in the option to target one person as who will bypass the obliviousness effect, if that would be helpful.
This would indeed be very helpful. Right now all Obliviousness does iscost a large mana drain and teach nooblets to spam a command and hope for the best. They can do that without being oblivious. If the point of this skill is to be a combat filter to reduce lag from walls of text then it should allow you to see curing at the very least on your target so you are not playing blind and can actually learn something.
Again, I will say halve the cost of the skills that allow setting effects up instantly. This way a melder can return to their meld and get effects set up quickly and remain with enough power to do something should they be rushed in an attempt to keep them dead. Previously with effects hitting across the entire meld this was not as much of an issue because there was 1) a larger meld to hide in while regaining power and 2) a buffer zone that effects were hitting the opposition in to slow them down on reaching the melder. Both of these are gone now.
Regarding obliviousness, we could add in the option to target one person as who will bypass the obliviousness effect, if that would be helpful.
This would indeed be very helpful. Right now all Obliviousness does is
Apparently I had something else turned on at the time and it was draining me. Editted previous.
Estarra2009-11-08 23:02:13
QUOTE
Again, I will say halve the cost of the skills that allow setting effects up instantly. This way a melder can return to their meld and get effects set up quickly and remain with enough power to do something should they be rushed in an attempt to keep them dead. Previously with effects hitting across the entire meld this was not as much of an issue because there was 1) a larger meld to hide in while regaining power and 2) a buffer zone that effects were hitting the opposition in to slow them down on reaching the melder. Both of these are gone now.
I've asked the druid and mage envoys to give us a special report to address any outstanding concerns with the demesne changes. That's certainly something we would consider if those envoys decide to bring it up.
Merik2009-11-08 23:28:20
That double xp loss thing should really only apply for enemy organization territory, not places that can enemy you for bashing there.
Estarra2009-11-08 23:35:12
QUOTE (Merik @ Nov 8 2009, 03:28 PM) <{POST_SNAPBACK}>
That double xp loss thing should really only apply for enemy organization territory, not places that can enemy you for bashing there.
It's been that way forever, and I'm not sure I really would like to distinguish between denizen areas and player areas. If you get enemied by denizens, why not pay the piper? There are areas to bash that don't have affiliations, after all.
Merik2009-11-08 23:40:43
Not worthwhile ones. Unless you're also including things like astral there, which are going to get you jumped regardless.
Tervic2009-11-08 23:41:23
QUOTE (Estarra @ Nov 8 2009, 02:51 PM) <{POST_SNAPBACK}>
Regarding obliviousness, we could add in the option to target one person as who will bypass the obliviousness effect, if that would be helpful.
Yeah, I think that was how the suggestion was intended to be. This would be amazingly helpful.
Gregori2009-11-08 23:43:57
Really, avoiding high essence costs can be avoided as a demi.
Not bashing areas you are enemied to cause the risk is now greater than the reward, using crow egg, vitae, transmigrate, resurgem, resurrect, divinefire, not bashing rooms with 14 kephera in it.
If you want to bash places and phoenix when you die you pay for it. Unless Chade lost 800k essence then another 250k on top for Phoenix his loss sounds about right. 50k for dying, 500k for being in enemy territory, then 250k for phoenix (of which was his choice to use).
Not bashing areas you are enemied to cause the risk is now greater than the reward, using crow egg, vitae, transmigrate, resurgem, resurrect, divinefire, not bashing rooms with 14 kephera in it.
If you want to bash places and phoenix when you die you pay for it. Unless Chade lost 800k essence then another 250k on top for Phoenix his loss sounds about right. 50k for dying, 500k for being in enemy territory, then 250k for phoenix (of which was his choice to use).
Unknown2009-11-08 23:55:44
Well, the end result is that people are just going to influence and aetherbash instead. Which mostly involves reading forums or watching some TV with one eye on the screen. Fun times. Of course, now that I've said this, admin will probably add in some crazy deterrent to both of these as well.
Estarra2009-11-08 23:59:18
QUOTE (Sadhyra @ Nov 8 2009, 03:55 PM) <{POST_SNAPBACK}>
Well, the end result is that people are just going to influence and aetherbash instead. Which mostly involves reading forums or watching some TV with one eye on the screen. Fun times. Of course, now that I've said this, admin will probably add in some crazy deterrent to both of these as well.
Yup, the admin are out to get you because we don't want a game where people will have fun...
Seriously, why not give the changes some time to see how they pan out or offer suggestions that give some middle ground rather than "my way or the highway".
Gregori2009-11-09 00:01:27
Admins should have added in some 'Crazy Detterant' to the influence faucet a long time ago.
Edit:: And I say this as an influence whore.
Edit:: And I say this as an influence whore.
Unknown2009-11-09 00:09:31
QUOTE (Estarra @ Nov 8 2009, 03:59 PM) <{POST_SNAPBACK}>
Yup, the admin are out to get you because we don't want a game where people will have fun...
Seriously, why not give the changes some time to see how they pan out or offer suggestions that give some middle ground rather than "my way or the highway".
Seriously, why not give the changes some time to see how they pan out or offer suggestions that give some middle ground rather than "my way or the highway".
The options you tend to give us are just that, though. I'm becoming a bit astonished, to be honest, with how things go in Lusternia: every week or two, there is some "pressing" issue, usually raised through forums and things shift, new changes are put in, new dynamics are created, and many of them, despite players saying "Wait, this is sudden" or "Wait, I don't think this will be balanced" are implemented because the admin say "This is how it will be." We are told to merely wait it out, and bringing up the imbalance issues later down the road are then met with a "This is how things are now" response.
Refer to Eventru's posts in the Organizational Conflict thread - admin put in a new quest dynamic for orgs to attack each other, but when players point out that it only works for one pairing of org alliances, he posts saying that it's not going to change.
I hadn't realized Lusternia was this unstable when I started playing. IMHO that's one of the problems with conflict learning curve, more than anything else: every few weeks skills are changed through the constant envoying, new quests must be learned, new curatives are added, political skills are tweaked, etc. Of course newer people are going to have trouble jumping in, especially when the free resources out there like systems and wikis require constant updating to still be useful.
Estarra2009-11-09 00:25:07
QUOTE (Sadhyra @ Nov 8 2009, 04:09 PM) <{POST_SNAPBACK}>
The options you tend to give us are just that, though. I'm becoming a bit astonished, to be honest, with how things go in Lusternia: every week or two, there is some "pressing" issue, usually raised through forums and things shift, new changes are put in, new dynamics are created, and many of them, despite players saying "Wait, this is sudden" or "Wait, I don't think this will be balanced" are implemented because the admin say "This is how it will be." We are told to merely wait it out, and bringing up the imbalance issues later down the road are then met with a "This is how things are now" response.
Refer to Eventru's posts in the Organizational Conflict thread - admin put in a new quest dynamic for orgs to attack each other, but when players point out that it only works for one pairing of org alliances, he posts saying that it's not going to change.
I hadn't realized Lusternia was this unstable when I started playing. IMHO that's one of the problems with conflict learning curve, more than anything else: every few weeks skills are changed through the constant envoying, new quests must be learned, new curatives are added, political skills are tweaked, etc. Of course newer people are going to have trouble jumping in, especially when the free resources out there like systems and wikis require constant updating to still be useful.
Refer to Eventru's posts in the Organizational Conflict thread - admin put in a new quest dynamic for orgs to attack each other, but when players point out that it only works for one pairing of org alliances, he posts saying that it's not going to change.
I hadn't realized Lusternia was this unstable when I started playing. IMHO that's one of the problems with conflict learning curve, more than anything else: every few weeks skills are changed through the constant envoying, new quests must be learned, new curatives are added, political skills are tweaked, etc. Of course newer people are going to have trouble jumping in, especially when the free resources out there like systems and wikis require constant updating to still be useful.
I respect your perception of things but my viewpoint is diametrically opposed. From my perspective, I think changes are considered and measured. I do believe that some players have a limited POV insofar as they look through a lens that is specific to them, their class, their city, their level, etc. and that colors everything they see and give rise to bizarre accusations of the admin not listening, are being unilateral, that we say "this is how it will be", etc. We obviously cannot implement what every single person wants us to -- that would be schizophrenic -- but I do believe we do listen to players and are responsive to critique.
I'm also not sure exactly what your accusations are. It sounds as though you are complaining that we listen to players too much and that we don't listen to players enough, that we make too many changes and aren't making enough changes... I know you don't like changes to demigod death in enemy territory but I telegraphed that I was open to tweaks to it, just not having immunity in denizen areas.
Unknown2009-11-09 00:34:35
What I am saying is that the admin are overly receptive to initial outcries, usually emotional ones that happen due to people losing or such, but aren't as cautious in adding changes as they could be, nor as open to modifying changes they have implemented. This leads to a constantly changing game environment, as each new change opens up more cans of worms, all of which makes it frustrating to try to keep up to date on what the current status of skills and mechanics are.
Estarra2009-11-09 00:43:55
QUOTE (Sadhyra @ Nov 8 2009, 04:34 PM) <{POST_SNAPBACK}>
What I am saying is that the admin are overly receptive to initial outcries, usually emotional ones that happen due to people losing or such, but aren't as cautious in adding changes as they could be, nor as open to modifying changes they have implemented. This leads to a constantly changing game environment, as each new change opens up more cans of worms, all of which makes it frustrating to try to keep up to date on what the current status of skills and mechanics are.
Are you talking about the streamlining changes? Those were telegraphed over a month ago and, as I said earlier, there was a lot of player contribution.
Are you talking about the experience change? That was from a thread instigated by me, and the results (change to nexus guardians and experience) were really very minor compared to what some suggestions were. Also in regards to the experience change, that could even be viewed as fixing a bug -- since the early days of Lusternia ALL players got a double xp penalty (whether vitaed or liched or whatever) when dying in enemy territory; however, with the advent of demigods, they had NO penalty and that is what this change addressed. Can we all agree that's not fair? If so, then surely you must agree that some change was in order. Even if you do not agree in the change itself (though I still assume any reasonable person would have thought there should be a change), I am open to tweaks (as I've said ad nauseum). Or would you rather no change have been made and we should have left just this unfair state of affairs continue because the status quo is easier to deal with?
Or what other changes are motivated by "initial outcries" that opens up "cans of worms"? Maybe I'm simply not following what you are talking about!
Unknown2009-11-09 01:26:22
Awesome changes, although a few problems persist, mainly about org enemy experience loss, post Dairuchi/declarations/praying on prime
From about 49% I'm now at .... Level : 99 (38.20%)
From about 49% I'm now at .... Level : 99 (38.20%)
Merik2009-11-09 01:28:50
In the part after the revolt where you died, you were in the desert, not Dairuchi. And prayer has always cost a ridiculous amount.
Unknown2009-11-09 01:30:32
I'm talking about Lusternia in general. So many things constantly change here: every month skills are changed, mechanics are tweaked, new curatives or afflictions pop up (such as the entire new alchemy/tinkering alternatives) and new things must be learned, just to be at a basic state of usefulness as a player. While it's fun to "stay on your toes" it's also hard to keep track of unless you are a dedicated combatant. Being young and trying to access any of the player-made resources such as the wiki or systems means you're already dealing with outdated material. Going dormant for a few weeks or months means that you'll be out of the loop for quite a while on returning. It's just a rather unstable environment, and it leads to a jaded feeling of "Oh well, it'll just be changed in a few weeks anyways."
Unknown2009-11-09 01:34:04
QUOTE (Merik @ Nov 8 2009, 08:28 PM) <{POST_SNAPBACK}>
In the part after the revolt where you died, you were in the desert, not Dairuchi. And prayer has always cost a ridiculous amount.
In that case, despite being ganked by several people this was the end result.
********************************************************************
Bully Status Days Left
-------------------------------------------------------------------------------
Miciah Suspect 30
*******************************************************************************
Merik2009-11-09 01:35:58
Most people saw Nori getting slammed, so they defended her. I also defended Nori, which allowed me to attack you for free. Soooo...don't declare on people when you're gonna get your ass beat? dunno what to tell you.
Unknown2009-11-09 01:44:27
That's a fair point. Don't declare if you don't want to get status, and so forth.