Ashteru2006-06-05 23:31:10
So you want that basically every raid ends with at least some deaths on the side of the attacker by default just to get away with the guards?
Meh, I am too tired. If this topic is still about "TAKE THE GUARDS AWAY, THEY ARE IMBA" and "NO, LEAVE THEM BE, YOU ARE JUST NOT TRYING" tomorrow, I'll work out some more specifc posts.
Meh, I am too tired. If this topic is still about "TAKE THE GUARDS AWAY, THEY ARE IMBA" and "NO, LEAVE THEM BE, YOU ARE JUST NOT TRYING" tomorrow, I'll work out some more specifc posts.
Terenas2006-06-05 23:31:52
The Avatars are very valuable to the communes. If you're not putting at least 15+ guards in the room with them then they deserve to get killed by raiders.
ferlas2006-06-05 23:32:26
QUOTE(daganev @ Jun 6 2006, 12:28 AM) 294599
just for the sake of it...
I run in, I attack a guard.. I run around getting all the guards to target me, I run to a remote room and serpent.
Meanwhile my friends take a different route and head to the avatars.
I either get myself killed by the guards or just run off, and have al lthe guards away from the avatars, then my friends kill the avatars and all fun is had.
To prevent this, communes would have to spend insane amounts of power on stationary guards. It has been done before with not so many people.
Again, you keep forgetting that what may be a good fix for the cities, will make the communes open to killing eachother more easily, and visa versa.
You run in you attack a guard, there are now 20 to 40 guard in your room before you can recover balance you are probally dead at your level.
Your friend some how magically manages to make it to the avatars, if he is enemied then he will be dead in about 5 seconds max due to the guards that show up.
How will balancing the communes to make them comparable to cities make the communes suddendly more blood thristy and want to kill each other any more than the cities already do?
Unknown2006-06-05 23:32:27
QUOTE(daganev @ Jun 5 2006, 11:28 PM) 294599
Again, you keep forgetting that what may be a good fix for the cities, will make the communes open to killing eachother more easily, and visa versa.
...so?
Anisu2006-06-05 23:33:23
QUOTE(daganev @ Jun 6 2006, 01:28 AM) 294599
just for the sake of it...
I run in, I attack a guard.. I run around getting all the guards to target me, I run to a remote room and serpent.
Meanwhile my friends take a different route and head to the avatars.
I either get myself killed by the guards or just run off, and have al lthe guards away from the avatars, then my friends kill the avatars and all fun is had.
To prevent this, communes would have to spend insane amounts of power on stationary guards. It has been done before with not so many people.
Again, you keep forgetting that what may be a good fix for the cities, will make the communes open to killing eachother more easily, and visa versa.
Guards hit you on serpent, your fellows attack something that screams out or a defender uses callforhelp, guards retarget and go help. And like it said it's not that hard to summon guard;summon guard; * 20 for a defender depending on guards following by auto on ethereal they can just run to their enemy, or use the move command.
Defenders can also be extremely creative with guards.
Xavius2006-06-05 23:34:36
Ok, if the guards at the Avatars are such an issue, they can be removed.
Crow has his nest, Hart has his thing, and Moon and Night can be given their own areas as well. Cut all four of those off from org territory. Have the things swarming with Daughters/Ladies that don't participate in the Faethorn battles.
Crow has his nest, Hart has his thing, and Moon and Night can be given their own areas as well. Cut all four of those off from org territory. Have the things swarming with Daughters/Ladies that don't participate in the Faethorn battles.
ferlas2006-06-05 23:36:27
QUOTE(Anisu @ Jun 6 2006, 12:33 AM) 294607
Defenders can also be extremely creative with guards.
True that is another point I forgot, Even left passivly guards are overpowering you have also reminded me that you can get them to activly follow the defenders in large groups making them even more overpowering in raids.
QUOTE(Xavius @ Jun 6 2006, 12:34 AM) 294609
Ok, if the guards at the Avatars are such an issue, they can be removed.
Crow has his nest, Hart has his thing, and Moon and Night can be given their own areas as well. Cut all four of those off from org territory. Have the things swarming with Daughters/Ladies that don't participate in the Faethorn battles.
Hmm thats interesting, you mean like a seperate part of ethereal that has no guards and no defences? That could work, seems a bit complicated when you could just balance it pretty easily with removing organisational loyality, can you explain your idea a bit more?
Ashteru2006-06-05 23:37:04
QUOTE(Xavius @ Jun 5 2006, 11:34 PM) 294609
Ok, if the guards at the Avatars are such an issue, they can be removed.
Crow has his nest, Hart has his thing, and Moon and Night can be given their own areas as well. Cut all four of those off from org territory. Have the things swarming with Daughters/Ladies that don't participate in the Faethorn battles.
People can flow to the other people with like 10 guards in the entourage...and if not flow, then just walk and block off an exit.
There isn't going to be any balance in this case as long as either the commune lose their guards or the city gains guards and statues.
Latter would make Lusternia boring since there would be nohing to raid.
Former is doable, and it would put exact the same amount of stress on the shoulders of the communes as on the cities.
Let guards be placed at the nexus and the archway, a totem at the nexus, and make entering the archway take equilibrium. Voila.
ferlas2006-06-05 23:38:56
QUOTE(Ashteru @ Jun 6 2006, 12:37 AM) 294611
Let guards be placed at the nexus and the archway, a totem at the nexus, and make entering the archway take equilibrium. Voila.
That does seem the simplest and generally best option.
Xavius2006-06-05 23:41:17
QUOTE(Ashteru @ Jun 5 2006, 06:37 PM) 294611
People can flow to the other people with like 10 guards in the entourage...and if not flow, then just walk and block off an exit.
Can't take guards out of org territory. If you cut the Big Honkin' Scary Beasts off from guards, but still leave the guards for the fae, I would be satisfied. I would not be satisfied with a solution that left the fae completely vulnerable just so you have a shot at the Avatars. Both need to be taken care of.
Unknown2006-06-05 23:42:35
Or we could just remove the damn guards, archways, and totems, add cubix entrances to both forests, buff the avatars, and see how things turn out?
Sylphas2006-06-05 23:42:51
I've never had a guard follow me.
ferlas2006-06-05 23:43:35
QUOTE(Xavius @ Jun 6 2006, 12:41 AM) 294613
Can't take guards out of org territory. If you cut the Big Honkin' Scary Beasts off from guards, but still leave the guards for the fae, I would be satisfied. I would not be satisfied with a solution that left the fae completely vulnerable just so you have a shot at the Avatars. Both need to be taken care of.
See I feel the fae should be just as vunerable as the cherubs and the imp and so on really.
Xavius2006-06-05 23:43:40
QUOTE(Temporary_Guido @ Jun 5 2006, 06:42 PM) 294614
Or we could just remove the damn guards, archways, and totems, add cubix entrances to both forests, and see how things turn out?
OMGOMGOMG, yes! The perfect solution! We'll all get burned out, only masochists will be left in the communes, and no one will complain anymore!
Guido, you are my god. You always were.
ferlas2006-06-05 23:44:35
EDIT: In case you didnt realise what I ment, cherubs are fairly undefended the only way to do so is to actually do it yourself you cant rely on guards, I feel fae are the equivilant to imps and cherubs and so should be equally defended.
Unknown2006-06-05 23:44:47
QUOTE(Xavius @ Jun 5 2006, 11:43 PM) 294619
OMGOMGOMG, yes! The perfect solution! We'll all get burned out, only masochists will be left in the communes, and no one will complain anymore!
Guido, you are my god. You always were.
Xavius, this is EXACTLY how the Cosmic planes work and none of us city dwellers are burned out masochists because of it. Get your head out of your ass.
ferlas2006-06-05 23:46:19
QUOTE(Temporary_Guido @ Jun 6 2006, 12:44 AM) 294621
Xavius, this is EXACTLY how the Cosmic planes work and none of us city dwellers are burned out masochists because of it. Get your head out of your ass.
True but uncalled for, can everyone be nice now?
Xavius2006-06-05 23:46:44
Alright, I'm going to break my own rule and reply to Ferlas. Just once!
If the fae are undefended, they are more vulnerable than the demons or angels, because the cosmic counterparts are not taken by a quest (and thus take time and call for help), are aggressive, and are strong enough that a group of archangels/archdemons can actually be a bit frightening.
If the fae are undefended, they are more vulnerable than the demons or angels, because the cosmic counterparts are not taken by a quest (and thus take time and call for help), are aggressive, and are strong enough that a group of archangels/archdemons can actually be a bit frightening.
ferlas2006-06-05 23:47:32
QUOTE(Xavius @ Jun 6 2006, 12:46 AM) 294624
Alright, I'm going to break my own rule and reply to Ferlas. Just once!
If the fae are undefended, they are more vulnerable than the demons or angels, because the cosmic counterparts are not taken by a quest (and thus take time and call for help), are aggressive, and are strong enough that a group of archangels/archdemons can actually be a bit frightening.
Untrue the cosmic counter parts imps and cherubs are taken and used for a quest.
EDIT:Also the angels and cherubs are not agressive. EDIT: If you don't wish to reply to me but would like to be informed of the full facts of ether glom/seren and the cosmic planes and quests you may do so im PM.
Xavius2006-06-05 23:49:51
QUOTE(Temporary_Guido @ Jun 5 2006, 06:44 PM) 294621
Xavius, this is EXACTLY how the Cosmic planes work and none of us city dwellers are burned out masochists because of it. Get your head out of your ass.
I don't think you read what you wrote. I was quite certain you were being sarcastic.
QUOTE(Temporary_Guido @ Jun 5 2006, 06:42 PM) 294614
Or we could just remove the damn guards, archways, and totems, add cubix entrances to both forests, buff the avatars, and see how things turn out?
You're suggesting that all the skill involved in accessing the communes be TRANSVERSE ETHEREAL, NW, NW, NW, SW, SE, S, SW, S, SE, S. From there, you skip merrily along, take all the fae you want, take them offplane, kill them, then waltz over to the Avatars (still without having seen one guard yet) and go to work.