Where would you like to see Lusternia go?

by Estarra

Back to Common Grounds.

Estarra2006-07-13 18:13:24
BTW, some of the things that people say they want have been in the planning stage or are already in the pipeline.

Not that I'd tell you what they are..... pureevil.gif
Unknown2006-07-13 18:14:57
QUOTE(Genos @ Jul 13 2006, 06:12 PM) 307266

I don't want conflict on the Elemental Planes I just want quests. Like Mr. Rock Lord wants a particular twisted piece of quartz crystal that a certain mud monster stole from him that roams around the Elemental Plane. Just quests like that to give more personality to the Planes.


EXACTLY!! Ohh... And maybe the Earth/Tide Lords background. The event where Ladantine wanted to become a God of the Dreamworld was pretty cool, and the Dreamweaving skill that we got is awesome, but we need something else like that, maybe again soon!.
Estarra2006-07-13 18:16:01
QUOTE(Veonira @ Jul 13 2006, 11:08 AM) 307262

I think the problem with the sea battle/quests is that even if I don't want to be involved, it WILL affect me. Like Ixion say, we lose the necromentate, it creates even more work for us, and we can't let that happen. If the -costant- quests didn't affect people who didn't want to be involved with it, that would be okay. I'd have no problem with a quest that could deal a decent blow to a city so long as it wasn't fairly easy to perform and didn't happen on a weekly basis.


Again, I'm open to specific suggestions as I am not sure what exactly people want except to make it less necessary or burdensome.
Athana2006-07-13 18:18:24
QUOTE(Veonira @ Jul 13 2006, 11:08 AM) 307262

Also, I would like to see more on the elemental planes as well. The Tidal/Earth Lords are really boring, they don't really talk about much. I'm really interested in working on my guild's RP and incorporating them (which we're going to be doing shortly), but it'd be neat if they actually had a purpose aside from just being empowered. At least telling some history or something neat like that.


I agree with this. It would be so nice if the Tidal/Earth Lords and Crow/Hart Aspects actually had some more significane to their respective guilds other than just being sacks of xp and gold, or things that help your city get more power. They really do have a lot of roleplaying potential to represent something important to the guilds like guardians and wiccans have.

PS And why are Crow/Hart Aspects so much more difficult to kill than Tidal/Earth Lords? Just wondering if there was a reason...
Shamarah2006-07-13 18:18:50
QUOTE(Estarra @ Jul 13 2006, 02:16 PM) 307270

Again, I'm open to specific suggestions as I am not sure what exactly people want except to make it less necessary or burdensome.


I think the main problem is that when you do the quest, you also force people to perform the counter-quest. This is what people seem to be annoyed about; you have to spend a long time working to kill Marilynth/Ladantine once they're raised. How about removing the counter-quest to the sea quests, but making Marilynth/Ladantine go away on their own eventually?
Unknown2006-07-13 18:20:52
QUOTE(Shamarah @ Jul 13 2006, 06:18 PM) 307275

I think the main problem is that when you do the quest, you also force people to perform the counter-quest. This is what people seem to be annoyed about; you have to spend a long time working to kill Marilynth/Ladantine once they're raised. How about removing the counter-quest to the sea quests, but making Marilynth/Ladantine go away on their own eventually?


That'd actualy be a good idea!

And what happens when the Necromentate goes away? I've always wanted to ask, but never have...
Shorlen2006-07-13 18:21:25
QUOTE(Athana @ Jul 13 2006, 02:18 PM) 307273
PS Why are Crow/Hart Aspects so much more difficult to kill than Tidal/Earth Lords? Just wondering if there was a reason...

I agree! I know that the rock/tidal lords are rather weak and I know plenty of people who solo them. I went to kill the Crow aspects alone before, and they kicked my butt sad.gif I'm told the Hart aspects are much stronger. This makes NO sense - we get guards, totems, org conglut there, AND stronger aspects? Wtf?
Soll2006-07-13 18:22:01
They start losing power whenever something that would normally hit the Necromentate attacks.


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It'd be nice to have something to do with the oodles of power that each Nexus has, instead of just stockpiling continuously. And letting the cities have some kind of method of drawing in power that's just as good as the Forests have. Darnable totems.
Estarra2006-07-13 18:22:35
QUOTE(Ysuran @ Jul 13 2006, 11:20 AM) 307277

And what happens when the Necromentate goes away? I've always wanted to ask, but never have...


It's a neat quest to create the Necromentate. There's also a neat quest to raise the Star of Celest.

Maybe the quests should just destroy the Star or the Necromentate?







































cookie.gif
Unknown2006-07-13 18:23:22
I realize the thread's probably moved off the topic of commune vs. city conflict by now, but I'd just like to get my opinion in on that subject. I'd love to see the Tree of Trees aetherbubble being used as a unifier of some sort... I've never had a character in Glomdoring, unfortunately, so I can't say much about their views regarding the aetherbubble, but from a Serenwilder's point of view, both communes regard that bubble with great respect. It could provide for a common ground for both communes, as something to be protected. There doesn't even have to be an admin-driven quest for it protection - city players themselves can go up there, hold the Tree hostage to get a political point across, or something of the sort.

And, although this is just an aesthetic complaint, I'd like to see the hack down thing for warriors changed back to the way it was - the current fix for quick beheads makes little sense, as afflictions on other body parts can be given with both a power move and the normal swing, and it smells like a quick patch fix, some ad hoc work. Though the warrior changes haven't come in yet, so it might just be changed.
Genos2006-07-13 18:24:26
QUOTE(Ysuran @ Jul 13 2006, 02:14 PM) 307268

EXACTLY!! Ohh... And maybe the Earth/Tide Lords background. The event where Ladantine wanted to become a God of the Dreamworld was pretty cool, and the Dreamweaving skill that we got is awesome, but we need something else like that, maybe again soon!.


I know I wish the lords were a bit different and interesting. I especially feel sorry for the Tidal Lords because they all are practically the same. The Earth Lords represent different types like Boulders, Sand, Mud, and Stone Slabs. They all have different descriptions and whatnot. The Tidal Lords basically all have the same description except for a change of one word and they are all Tides. They should be like Ice, Mist, Freshwater, and Saltwater or something to make them unique.
Shamarah2006-07-13 18:25:24
QUOTE(Estarra @ Jul 13 2006, 02:22 PM) 307280

It's a neat quest to create the Necromentate. There's also a neat quest to raise the Star of Celest.

Maybe the quests should just destroy the Star or the Necromentate?
cookie.gif


Well, there's another thing. With the number of supplicants the tabernacles have, the Star should NEVER fall. EVER.

I'm not sure how many spikes the Necromentate has, but it shouldn't fall either.

Maybe the things that hurt the supplicants/spikes should take away a percentage (like, 5%?) as well as a constant?
Unknown2006-07-13 18:29:07
Hmmm... Also, I'd like to see the Weights thing for raising stats removed, and brought back to the way it was, where an abilitiy like Bear would raise your Strength by one, instead of giving it a +1 weight. I don't really know anyone who likes it... although I'm probably wrong, in saying that no one likes it... ohh well.

QUOTE(Genos @ Jul 13 2006, 06:24 PM) 307283

I know I wish the lords were a bit different and interesting. I especially feel sorry for the Tidal Lords because they all are practically the same. The Earth Lords represent different types like Boulders, Sand, Mud, and Stone Slabs. They all have different descriptions and whatnot. The Tidal Lords basically all have the same description except for a change of one word and they are all Tides. They should be like Ice, Mist, Freshwater, and Saltwater or something to make them unique.


Ahh... You really need to be an Aquamancer to know that they're different.

In the Aquamancers, we've got Majours where you follow the IDEALS of the Tide Lords. The High Tide represents leadership, Low Tide represents explorers, Red Tide represents Influence (I'm not sure about that one... correct me if I'm wrong) and Rip Tide represents combat.
Genos2006-07-13 18:30:21
You have to admit it's lame they all look the same though especially when the Earth Lords are all different.
Estarra2006-07-13 18:32:51
QUOTE(Shamarah @ Jul 13 2006, 11:25 AM) 307284

Well, there's another thing. With the number of supplicants the tabernacles have, the Star should NEVER fall. EVER.

I'm not sure how many spikes the Necromentate has, but it shouldn't fall either.

Maybe the things that hurt the supplicants/spikes should take away a percentage (like, 5%?) as well as a constant?



What if the Star and Necromentate die out every 5 game years during some astrological configuration? Personally, I think the raising quests are cool and I bet younger players would really get a kick out of helping out.
Ixion2006-07-13 18:33:37
Just an FYI.

The crow aspects are really easy to slay. I'm talking easier than a linked astral creature, here.

The tide/rock lords aren't too hard, either.

The hart aspects are RIDICULOUSLY & INCREDIBLY HARD TO KILL. They did 1500 every 3 seconds through a TF, and up to 3-4 HIDDEN venoms per hit, including AEON. They also LIFELEECH, and CHASE. Whoever made them ... just wow..
Genos2006-07-13 18:34:43
I really hope that's a joke.
Ixion2006-07-13 18:35:51
QUOTE(Estarra @ Jul 13 2006, 02:32 PM) 307291

What if the Star and Necromentate die out every 5 game years during some astrological configuration? Personally, I think the raising quests are cool and I bet younger players would really get a kick out of helping out.


If the drastic negative consequences were removed, I could go for that idea. I also think the raising quests are pretty interesting, and it definately gets the younger members involved.
Veonira2006-07-13 18:35:51
The Star has a LOT more than the Necromentate, because ours has been destroyed at least two times (I can't even remember), and yours has, that I know of, never fallen. I REALLY like the idea of Marilynth/Ladantine going away eventually though. Maybe just that if you really want to, you can kill them using the quest, but you don't have to. So then obviously doing the quest would get rid of them sooner, but only if you want to.

Wow, I really like that idea. I'm all giddy now. Or else, if that doesn't work, perhaps killing Ladantine doesn't reset the count, or only detracts a small amount of fish, so then Celest could delay us, but not by resetting all of our work. And visa versa, of course.

And about the things falling, I think that might actually be a decent idea, to be honest. Every 5 years is actually a long time, around what, 3 months? Especially given that killing supernals/demon lords is so difficult. Even if someone did kill a supernal or demon lord, it really wouldn't be that terrible given the size of the necromentate and star at this point. It will only get worse too, because of the slower decay times of spikes/supplicants.

Or at least maybe every long while the demon lords come down (well, not come down) and...eat souls or something (and whatever an equivolent for Celest would be), and for whatever reason you have to re-empower the necromentate, so then people could still do the quest but we wouldn't be doing it from scratch with no necromentate.
Shamarah2006-07-13 18:37:19
QUOTE(Estarra @ Jul 13 2006, 02:32 PM) 307291

What if the Star and Necromentate die out every 5 game years during some astrological configuration? Personally, I think the raising quests are cool and I bet younger players would really get a kick out of helping out.


That would feel rather... contrived.

I'd much prefer a big quest that could take them down. Maybe a quest that would take down both the Star and the Necromentate, and a similar quest that would take down both the Flame and the Drums?

QUOTE(Ixion @ Jul 13 2006, 02:33 PM) 307293

The hart aspects are RIDICULOUSLY & INCREDIBLY HARD TO KILL. They did 1500 every 3 seconds through a TF, and up to 3-4 HIDDEN venoms per hit, including AEON. They also LIFELEECH, and CHASE. Whoever made them ... just wow..


That's ridiculous. City/commune imbalances really do need to be looked at...