Unknown2006-05-31 02:37:17
QUOTE(Xenthos @ May 30 2006, 10:31 PM) 292503
Or... traps, or currents.
You know I have yet to see currents used in a defense which when you think about it we kinda should of used it, since it could do what you said but if we do confront the group we will be split up to if i remember the skill right. With traps we dont have many trackers but getting by traps shouldnt be that hard.
Daganev2006-05-31 02:38:31
I do believe that the original request for guards on the planes had something to do with people going up thier nexus, then to astral, then down the enemy nexus so easily.
The reason there were more guards over ethereal plane I believe had something to do with spores wisking you away, which you can't really have on cosmic or elemental (as far as I know- though I guess hermit can do that, not so sure how same plane the comsic planes are, or if anything works between the two planes)
Anyways, there were arguments and threads for quite a while about being allowed to have guards on the other planes.
I think before asking for it be back it was originally, you should show why the old arguments won't be true anymore.
The reason there were more guards over ethereal plane I believe had something to do with spores wisking you away, which you can't really have on cosmic or elemental (as far as I know- though I guess hermit can do that, not so sure how same plane the comsic planes are, or if anything works between the two planes)
Anyways, there were arguments and threads for quite a while about being allowed to have guards on the other planes.
I think before asking for it be back it was originally, you should show why the old arguments won't be true anymore.
Xenthos2006-05-31 02:59:06
QUOTE(Crynus @ May 30 2006, 10:37 PM) 292507
You know I have yet to see currents used in a defense which when you think about it we kinda should of used it, since it could do what you said but if we do confront the group we will be split up to if i remember the skill right. With traps we dont have many trackers but getting by traps shouldnt be that hard.
...
They're used alllll the time. To the point where *a certain envoy* posted to the envoy boards that since demesne summon got nerfed, currents needed to be too.
Unknown2006-05-31 03:04:36
hey I said I havent seen it, I stopped playing about a month ago I only check in from time to time.
Xenthos2006-05-31 03:13:07
QUOTE(Crynus @ May 30 2006, 11:04 PM) 292524
hey I said I havent seen it, I stopped playing about a month ago I only check in from time to time.
Since demesne summon poofed, traps and currents have been used to replace it.
Ashteru2006-05-31 04:48:54
Pish, you can't tank the guards at the PoS on Celestia? ... Okay, I burnt out while doing that too...~_~
But I like that idea...makes raiding and defending funnier. And might really take conflict away from prime, how it should be..
But I like that idea...makes raiding and defending funnier. And might really take conflict away from prime, how it should be..
Acrune2006-05-31 05:03:36
Ugh, hate the idea. Doesn't sound remotely fun to me how anyone who has decently high planar can waltz on up there whenever they please and kill a cherub and make the whole city drop everything and run to Celestia to kill someone 75% of my might.
Nico2006-05-31 07:09:03
Erm, whats to stop a raiding party from simply getting to Nil/Celestia, not attacking any denizen, and gather a huge force at the megalith/pool? Then kill a cherub, and wait for people to transverse up then kill them as they're off equilibrium?
Of course, you could argue that the defending force should just use a cubix and gather elsewhere, or that they should all group on prime and transverse following one person...but still that seems to give the advantage to the raiders.
After all, shouldn't raiding enemy territory be harder for the attackers? Hence they need to beware the guards...
Yes, guard summons are annoying and cheap, but honestly, they shouldn't be THAT hard to avoid. I think the best way to encourage off prime combat is to have a politically neutral area that is valuable for reasons such as bashing experience, or gold, or whatever.
I've always thought the biggest reasons why we always have those raid stand offs is because neither side is willing to give up the advantage of a demense in an attempt to break the enemies'.
Of course, you could argue that the defending force should just use a cubix and gather elsewhere, or that they should all group on prime and transverse following one person...but still that seems to give the advantage to the raiders.
After all, shouldn't raiding enemy territory be harder for the attackers? Hence they need to beware the guards...
Yes, guard summons are annoying and cheap, but honestly, they shouldn't be THAT hard to avoid. I think the best way to encourage off prime combat is to have a politically neutral area that is valuable for reasons such as bashing experience, or gold, or whatever.
I've always thought the biggest reasons why we always have those raid stand offs is because neither side is willing to give up the advantage of a demense in an attempt to break the enemies'.
Ildaudid2006-05-31 07:16:28
QUOTE(Xenthos @ May 30 2006, 10:31 PM) 292503
Or... traps, or currents.
Exactly... currents seem to have an awful high percentage of sweeping you right into the pool....
and it is used all the time...
Traps have sprung me into the pool a couple times too...
Xenthos2006-05-31 07:31:42
QUOTE(Nico @ May 31 2006, 03:09 AM) 292559
Erm, whats to stop a raiding party from simply getting to Nil/Celestia, not attacking any denizen, and gather a huge force at the megalith/pool? Then kill a cherub, and wait for people to transverse up then kill them as they're off equilibrium?
Of course, you could argue that the defending force should just use a cubix and gather elsewhere, or that they should all group on prime and transverse following one person...but still that seems to give the advantage to the raiders.
I guess you missed the whole "nexus area is peaced for anybody who is not a member of that nexus' org" idea, then? They COULD gather there, but they couldn't fight back as you slaughtered them all one by one.
Anisu2006-05-31 09:20:47
QUOTE(Avaer @ May 31 2006, 03:42 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.
You can summon people from neutral to enemy offplane. It's illegal to summon from neutral to enemy on prime.
Torak2006-05-31 09:32:21
There is no neutral offplane. Anyways, guards need to go, I have seen so many raids now completely rely on them and sometimes its unavoidable. I have been chain beckoned, tackled, springtrapped, summoned, tons of things can make you get into the guards. Lets have some playerskill for once!
Unknown2006-05-31 11:39:31
QUOTE(Xenthos @ May 31 2006, 03:31 AM) 292564
I guess you missed the whole "nexus area is peaced for anybody who is not a member of that nexus' org" idea, then? They COULD gather there, but they couldn't fight back as you slaughtered them all one by one.
But why should they gather at you nexus in the first place? I see no reason to make it easier to raid these areas when it is easy enough.
Anisu2006-05-31 14:06:24
QUOTE(Torak @ May 31 2006, 11:32 AM) 292571
There is no neutral offplane. Anyways, guards need to go, I have seen so many raids now completely rely on them and sometimes its unavoidable. I have been chain beckoned, tackled, springtrapped, summoned, tons of things can make you get into the guards. Lets have some playerskill for once!
this would
A. make raiding a plane when nobody is around a lot easier (no need for cubix or aethership)
B. let people be swept away right after the transverse (well unless you remove the balance for transverse, or seriously shorten it)
A better way would be, no beckon/summon skill to work at the nexus due to innate nexus energies interfering with everything.
edit: on the peaced nexus note, can't do that as it would make shrines invinsible (offering to sanctify/defile is aggresive)
Murphy2006-05-31 14:22:15
The simple solution here is to make it illegal and issueable to summon into guards on those planes.
Also just remove currents, many times i have been off EQ from an unattempted taint, and moved 2 rooms into guards in 3 seconds along with my whole party. It's really quite silly since currents move you close to the center of the demesne.
The commune areas just need to lost the guards altogether, simply having totems up there is enough, if needed beef up the fae but really they are unpenetrable fortresses at the moment, not to mention defenders can flow very easily to their targets.
Also just remove currents, many times i have been off EQ from an unattempted taint, and moved 2 rooms into guards in 3 seconds along with my whole party. It's really quite silly since currents move you close to the center of the demesne.
The commune areas just need to lost the guards altogether, simply having totems up there is enough, if needed beef up the fae but really they are unpenetrable fortresses at the moment, not to mention defenders can flow very easily to their targets.
Anisu2006-05-31 14:28:55
QUOTE(Murphy @ May 31 2006, 04:22 PM) 292590
The simple solution here is to make it illegal and issueable to summon into guards on those planes.
I'll only agree to that if you make me a topic with a listing of all illegal actions
Murphy2006-05-31 14:43:42
illegal actions:
summoning into enemy territory
qqing to avoid praying
summoning into enemy territory
qqing to avoid praying
Xenthos2006-05-31 14:50:56
QUOTE(Anisu @ May 31 2006, 10:06 AM) 292589
edit: on the peaced nexus note, can't do that as it would make shrines invinsible (offering to sanctify/defile is aggresive)
Given current shrine setup, they're near invincible anyways. Having one shrine be invincible (not that it won't be able to use a lot of the powers since the sanctified area could still be removed) isn't going to really hurt much.
Anisu2006-05-31 15:24:38
QUOTE(Xenthos @ May 31 2006, 04:50 PM) 292596
Given current shrine setup, they're near invincible anyways. Having one shrine be invincible (not that it won't be able to use a lot of the powers since the sanctified area could still be removed) isn't going to really hurt much.
it's not that hard to defile a shrine... it takes me about 2 ooc days to prepare to destroy a fully sanctified shrine/area on my own.
for those that will participate in divine order wars (if we ever going to have one) this is important. And it still allows to easy access to Celestia and Nil.
QUOTE(Murphy @ May 31 2006, 04:43 PM) 292593
illegal actions:
summoning into enemy territory
qqing to avoid praying
there a bunch about beckon, there is the no using debate to burn out psionics...
ferlas2006-05-31 17:25:21
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.
Its not illegal and in fact is the main tatic of most raids, sit at guards and summon while on celestial. Safe rooms are no different to guarded rooms in that aspect that you have a problem with. Guarded room with 40+ guards makes you just as immune as a peaced room.
QUOTE(Wesmin @ May 31 2006, 03:00 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.
Its not different to cosmic is anyway sorry it just isnt. Small fae, cherubs, big fae. It wont make a difference roleplay wise at all which is your complaint?
QUOTE(Crynus @ May 31 2006, 03:25 AM) 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.
First of all that isnt the point, the point is combat off plane now revolves around guards one side sits at the guards while the other kicks its heals because it cant take 40 guards. Secondly no its very easy to get people to guards on all my solo raids I've mostly been killed either by heart burst or by getting summoned onto guards. Its easy to get people onto and keep them on guards which is the problem its boring and dull when combat is reduced to summons/avoid summons. Its no worse than when it was demense summons now.
QUOTE(Acrune @ May 31 2006, 06:03 AM) 292541
Ugh, hate the idea. Doesn't sound remotely fun to me how anyone who has decently high planar can waltz on up there whenever they please and kill a cherub and make the whole city drop everything and run to Celestia to kill someone 75% of my might.
Well look at the situation now, anyone with a brain can get up there now them selves, remember how I did so often and on my own? Well it wouldn't be any different.
On the other hand you wouldnt be able to use summon as your only attack to beat off the attackers any more you would have to use dynamic tatics to get them off as opposed to just summon/summon/summon. Tell me which is more fun?
QUOTE(Nico @ May 31 2006, 08:09 AM) 292559
Yes, guard summons are annoying and cheap, but honestly, they shouldn't be THAT hard to avoid. I think the best way to encourage off prime combat is to have a politically neutral area that is valuable for reasons such as bashing experience, or gold, or whatever.
I like that you agree that they are cheap and boring, but no they are not that easy to avoid but also the fact that guards are up there makes combat revolve around them the defenders often do nothing and I mean nothing other than summoning, I find this boring I would prefer more dynamic combat and interaction.
QUOTE(Anisu @ May 31 2006, 03:06 PM) 292589
this would
A. make raiding a plane when nobody is around a lot easier (no need for cubix or aethership)
B. let people be swept away right after the transverse (well unless you remove the balance for transverse, or seriously shorten it)
A better way would be, no beckon/summon skill to work at the nexus due to innate nexus energies interfering with everything.
edit: on the peaced nexus note, can't do that as it would make shrines invinsible (offering to sanctify/defile is aggresive)
A: It wouldnt be a lot different you can get up there with a number of skills to by pass the guards anyway.
B: I dont know what you mean?
I like that one make it so no traps currents tackle, barge summons etc etc move you to the nexus, that would be ok with me. Just basically make it so that there is no way what so ever for people to force you onto guards. But but that would only solve the issue of cosmic planes not the ethereal planes. The ethereal planes just cant be raided while guards are there, well aside from people who pop in and run the instant anyone comes to fight them but that no fun anyway. It still seems removal of guards is the best way.