ferlas2006-05-31 00:06:04
Basically we were talking and the general gist of it is remove the guards from the ethereal and the cosmic and the elemental planes, make it so you cant place any up there at all.
This means raids arnt made up almost entirly of people sitting at the guards and summoning in the vain hope that they get someone while the other side kind of just sits and kicks their heels because they cant do much against 40 guards and a few players.
It takes the guards and the bordom out of raids people have to actually do it themselves.
This means raids arnt made up almost entirly of people sitting at the guards and summoning in the vain hope that they get someone while the other side kind of just sits and kicks their heels because they cant do much against 40 guards and a few players.
It takes the guards and the bordom out of raids people have to actually do it themselves.
Iblis2006-05-31 00:12:22
I really like this idea. It takes care of two problems at once, both making fighting off-plane much more viable, and making fighting, raids in particular, more interesting. It would also make the defenses of the owned sides of Faethorn and the Cosmic planes equal, being that guards could no longer be placed at the Moon/Night "uber-fae".
The only forseeable problem, at least to me, is that of it making conflict so widespread and so often that burnout occurs.
The only forseeable problem, at least to me, is that of it making conflict so widespread and so often that burnout occurs.
ferlas2006-05-31 00:16:38
It removes the big problem of raids and pvp off plains that are total bordom because one side cant take 40 guard and the other side isnt willing to give up the advantage of 40 guards, it makes it much more dynamic.
Xenthos2006-05-31 00:32:38
This change by itself would give the Communes something like +2000 power every single weave, by the way.
Other than that, it seems like a pretty good idea, though I wouldn't mind working out an idea to increase defences in some ways in order to give the defending team a bit more of an advantage. Obviously, huge numbers of guards are a bit TOO MUCH of an advantage, but there should be something available.
Other than that, it seems like a pretty good idea, though I wouldn't mind working out an idea to increase defences in some ways in order to give the defending team a bit more of an advantage. Obviously, huge numbers of guards are a bit TOO MUCH of an advantage, but there should be something available.
Unknown2006-05-31 00:38:52
I like guards in at least one room of the area. It gives defenders a safe rally point.
Xenthos2006-05-31 00:50:11
QUOTE(Avaer @ May 30 2006, 08:38 PM) 292458
I like guards in at least one room of the area. It gives defenders a safe rally point.
Why not make it so the nexus on each Plane prevents any violence not initiated by someone attuned to that Nexus, then? No guards, but you can safely gather there, start setting up a demesne, and are immune to beckon / mass hailstorms / mass boulderblasts / etc. while in that location. You just can't actually kill invaders without chasing them down.
Dysolis2006-05-31 00:52:36
agreed, there should be at least one safe room so you can at least prepare for a large attack. Other than that , I agree summoning people into guards is dumb, but guards are also needed to keep out intruders, a demense with one mage will not be enough to cover a full attack on the city.
ferlas2006-05-31 00:55:30
QUOTE(Xenthos @ May 31 2006, 01:32 AM) 292457
This change by itself would give the Communes something like +2000 power every single weave, by the way.
Other than that, it seems like a pretty good idea, though I wouldn't mind working out an idea to increase defences in some ways in order to give the defending team a bit more of an advantage. Obviously, huge numbers of guards are a bit TOO MUCH of an advantage, but there should be something available.
True commune power generation does need to be fixed to balance out with cities but thats a different matter Well I thought about the other stuff and I was thinking make it so you can totem or statue a lot if not all of the area, it means you get a big advantage with mobility but totems alone wont win the fight for you like guards will.
The problem with guards in one room for the save rally point avaer is that it isnt used as a safe rally point the entire fight is based on that one room, the defenders sit it in trying to summon because the guards will instantly win the day if they summon people and the attackers sit outside bored trying to avoid summons because they cant take on 40 guards. Xenthos idea of a safe room at the nexus would solve that problem.
Unknown2006-05-31 01:13:00
QUOTE(ferlas @ May 31 2006, 12:55 AM) 292463
The problem with guards in one room for the save rally point avaer is that it isnt used as a safe rally point the entire fight is based on that one room, the defenders sit it in trying to summon because the guards will instantly win the day if they summon people and the attackers sit outside bored trying to avoid summons because they cant take on 40 guards. Xenthos idea of a safe room at the nexus would solve that problem.
Summoning into enemy territory is illegal. If it happens, the person should be warned, punished then shrubbed if it happens repeatedly.
The same goes for summoning out of enemy territory, although I doubt anyone sits alongside the Pool/Megalith and beckons.
A safe room... I don't really like too much. If you're fighting a defender, all they have to do is step back onto the safe room and they are immune. It will make fighting much more frustrating than it is now. At least at the moment you can staffcast/fling runes/dreamattack/whatever people who linger at the nexus, and the tankiest combatants can sometimes brave the guards in a swift attack. A safe room has no such options.
Shiri2006-05-31 01:22:10
QUOTE(Avaer @ May 31 2006, 02:13 AM) 292468
Summoning into enemy territory is illegal. If it happens, the person should be warned, punished then shrubbed if it happens repeatedly.
The same goes for summoning out of enemy territory, although I doubt anyone sits alongside the Pool/Megalith and beckons.
A safe room... I don't really like too much. If you're fighting a defender, all they have to do is step back onto the safe room and they are immune. It will make fighting much more frustrating than it is now. At least at the moment you can staffcast/fling runes/dreamattack/whatever people who linger at the nexus, and the tankiest combatants can sometimes brave the guards in a swift attack. A safe room has no such options.
No, you can summon FROM enemy territory TO enemy territory (Celestia to Celest) legally, I'm pretty sure.
Anyway, some kind of safe room (or guards, one or the other) is definitely necessary. Things will just get ridiculous otherwise.
Unknown2006-05-31 01:42:41
QUOTE(Shiri @ May 31 2006, 01:22 AM) 292472
No, you can summon FROM enemy territory TO enemy territory (Celestia to Celest) legally, I'm pretty sure.
Anyway, some kind of safe room (or guards, one or the other) is definitely necessary. Things will just get ridiculous otherwise.
Not if they are different enemy territories, no. I cannot force a raider in Ethereal Serenwilde to transverse to a Seren village, for instance.
Daganev2006-05-31 01:44:54
Wow! apparently everybody has allready forgotten the calls for allowing Guards on the Elemental and Cosmic planes allready...
I'm sure someone can find that thread, I don't have the time to properly search for it....
I'm sure someone can find that thread, I don't have the time to properly search for it....
Xenthos2006-05-31 01:51:56
QUOTE(daganev @ May 30 2006, 09:44 PM) 292477
Wow! apparently everybody has allready forgotten the calls for allowing Guards on the Elemental and Cosmic planes allready...
I'm sure someone can find that thread, I don't have the time to properly search for it....
Unknown2006-05-31 02:00:28
It's not the same, faethorn is based around it's smallest element, the fae, a weak mob, with whom it is best not to attack, rather to give a honeycake to it.
Based around this simple non-violent interaction is everything else that happens, it's very dissimilar to the cosmic planes, so do we really want to change that? If so the Ethereal plane is going to get a LOT bloodier then it is now.
Based around this simple non-violent interaction is everything else that happens, it's very dissimilar to the cosmic planes, so do we really want to change that? If so the Ethereal plane is going to get a LOT bloodier then it is now.
Shiri2006-05-31 02:02:04
QUOTE(Avaer @ May 31 2006, 02:42 AM) 292476
Not if they are different enemy territories, no. I cannot force a raider in Ethereal Serenwilde to transverse to a Seren village, for instance.
Positive?
Icarus2006-05-31 02:02:28
QUOTE(Avaer @ May 31 2006, 08:38 AM) 292458
I like guards in at least one room of the area. It gives defenders a safe rally point.
Of course. So you can dreamweave and harass people without risk behind the guards.
Unknown2006-05-31 02:18:34
QUOTE(Shiri @ May 31 2006, 02:02 AM) 292488
Positive?
I'm sure I asked about this at one point, but I can't remember where or have any evidence of it. I'm pretty darn sure.
QUOTE(Icarus @ May 31 2006, 02:02 AM) 292489
Of course. So you can dreamweave and harass people without risk behind the guards.
Or staffcast them, or fling runes, yes.
Unknown2006-05-31 02:24:57
QUOTE(Wesmin @ May 31 2006, 02:00 AM) 292487
It's not the same, faethorn is based around it's smallest element, the fae, a weak mob, with whom it is best not to attack, rather to give a honeycake to it.
Based around this simple non-violent interaction is everything else that happens, it's very dissimilar to the cosmic planes, so do we really want to change that? If so the Ethereal plane is going to get a LOT bloodier then it is now.
Non-violent? My Faethorn incursions are anything but non-violent, and the same holds true with any city raider. I say let it get bloodier, the communes should have to deal with the same sort of stuff the rest of us do.
Unknown2006-05-31 02:25:28
I see no reason for guards to be taken away from cosmic or elemental planes. To get summoned into guards on the cosmic plane you need to be really stupid and get hit with planar summon or be in an adjacent room from the nexus for beckon. I’m not sure about the ethereal planes but the guards at the nexus shouldn’t really hinder any raider all it does is make sure that the raider moves around the nexus faster to kill what ever they need to kill and make sure they carry a monolith.
Xenthos2006-05-31 02:31:42
QUOTE(Crynus @ May 30 2006, 10:25 PM) 292501
I see no reason for guards to be taken away from cosmic or elemental planes. To get summoned into guards on the cosmic plane you need to be really stupid and get hit with planar summon or be in an adjacent room from the nexus for beckon. I’m not sure about the ethereal planes but the guards at the nexus shouldn’t really hinder any raider all it does is make sure that the raider moves around the nexus faster to kill what ever they need to kill and make sure they carry a monolith.
Or... traps, or currents.