Vix2006-07-13 18:55:12
No, only from adjacent plane to adjacent plane.
Shorlen2006-07-13 18:55:39
QUOTE(Ysuran @ Jul 13 2006, 02:54 PM) 307324
Hmmm... Just a random question. Is Gateweave in Planar effective if you skip over a Plane? Like, set up a Gate above the Pool of Stars to the Grotto of the Tide Lords, skipping over Ethereal? Would that work? I've yet to try.
Gateweave only works between adjacent planes. Nexii are the only thing that can allow travel between non-adjacent planes, and only with the skill of Gate in Cosmic or Elementalism.
Unknown2006-07-13 18:55:58
Damn... Seren'll never let us do that...
That's why politics on the Basin should be held on the Forums!
That's why politics on the Basin should be held on the Forums!
Shorlen2006-07-13 18:56:48
QUOTE(Ysuran @ Jul 13 2006, 02:55 PM) 307328
Damn... Seren'll never let us do that...
Make gates in the Catacombs of the Dead to Water. Believe me, this is a great plan!
Soll2006-07-13 18:56:49
Gateweave is only between adjacent planes. You also can't weave in a room with any other transverse points(ie, Nexuses). Heh, yeah, and give Magnagora easy access to Water. I'm sure Security will let that gate stick.
Tekora2006-07-13 18:57:12
QUOTE(Veonira @ Jul 13 2006, 02:35 PM) 307299
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.
From what I heard, Star fell once before, in the early days. Also, we lost a lot of supplicants during the Empress Kebira stint. Kebira attacked 3 (or 4?) times, taking 1000 from each tabernacle. After the last attack before you guys took her down, there were only 800 or so supplicants in Japhiel's tabernacle. One more attack, and the Star would have fallen.
As for the Sea quests, what about finding a way to tie the 'Obedient Metal Creature' loose end into this solution?
Unknown2006-07-13 18:57:54
QUOTE(Shorlen @ Jul 13 2006, 06:56 PM) 307329
Make gates in the Catacombs of the Dead to Water. Believe me, this is a great plan!
The Catacombs stretch over Prime, not the ENTIRE fabric of Planar!
Shorlen2006-07-13 18:58:35
QUOTE(Ysuran @ Jul 13 2006, 02:57 PM) 307332
The Catacombs stretch over Prime, not the ENTIRE fabric of Planar!
No, the Catacombs are technically on the Ethereal.
Athana2006-07-13 18:59:03
QUOTE(Ysuran @ Jul 13 2006, 11:54 AM) 307324
Hmmm... Just a random question. Is Gateweave in Planar effective if you skip over a Plane? Like, set up a Gate above the Pool of Stars to the Grotto of the Tide Lords, skipping over Ethereal? Would that work? I've yet to try.
Nope elemental planes aren't adjacent to prime, you could make one from Celestia to water though
Unknown2006-07-13 18:59:03
How?
Veonira2006-07-13 18:59:32
QUOTE(Tekora @ Jul 13 2006, 02:57 PM) 307331
From what I heard, Star fell once before, in the early days. Also, we lost a lot of supplicants during the Empress Kebira stint. Kebira attacked 3 (or 4?) times, taking 1000 from each tabernacle. After the last attack before you guys took her down, there were only 800 or so supplicants in Japhiel's tabernacle. One more attack, and the Star would have fallen.
As for the Sea quests, what about finding a way to tie the 'Obedient Metal Creature' loose end into this solution?
Oh really? A lot of the stuff that happened early on is mushed in my brain. But regardless, at this point both of them are just continuously growing (much like the power in our nexuses. It might be neat to have something to actually use that power for if you amass a huge amount of it).
gah, ignore what I said about planes, I had a brain fart.
Unknown2006-07-13 19:02:14
QUOTE(Athana @ Jul 13 2006, 06:59 PM) 307334
Nope elemental planes aren't adjacent to prime, you could make one from Celestia to water though
That's plausible... but I wanna make it just a little more convenient... It would take roughly the same time to get there by walking if you had to go to the Cosmic plane, then to Elemental... I'll ask the city when Lusternia is up again.
And on another off topic note, this is the most ammount of people on a single thread that I've ever seen. 27, wow! Estarra, you know how to draw a croud!
Okin2006-07-13 19:04:13
This is totally just me being selfish, and I'm sure they'll be some unbelievably obvious reason why the following is impractical/devastating to game balance/undesirable, BUT...
I'd really like to see Faethorn act more like the 'village' that it is. I mean, Maeve is meant to be a monarch, yet she just bows to whatever the Daughters/Ladies outcome is? I'm not saying the current system of fae-catching, champion raising etc should be removed or even tweaked, but it'd be nice to have some comm quests in Faethorn that can affect the outcome as well. Perhaps even loyalty-influencing - obviously this would need to be on a MUCH longer balance than village revolts, perhaps one weave, similar to ego battles? Then the total 'score' of this influencing/questing could be combined in some way with the outcome of the Daughters/Ladies battle.
The biggest issue I see with this is that it would be impossible for someone enemied to Moon/Nightspirit to influence in Faethorn while it was loyal to the opposing commune, which would lead to a tendency of Faethorn staying loyal to one commune time and again. The only solutions I can see are to make Fae Knights not attack enemies of the spirit Maeve is loyal to (which carries a whole myraid of problems with it), or make this influencing/comm quest thing only 'count' during periods that Faethorn is neutral eg. if Faethorn was loyal to Night or Moon, then in the next 'round' only the Ladies/Daughters count. That seems rather contrived to me, however.
Also, it's equally difficult to get champions when Maeve is loyal to the opposing commune as it would be to influence or quest. It seems there is already a tendency for Maeve to stay loyal time and again, although it IS easier to kill champions in Faethorn than in their home forest. Perhaps what I suggested would only exacerbate an existing problem?
I'd really like to see Faethorn act more like the 'village' that it is. I mean, Maeve is meant to be a monarch, yet she just bows to whatever the Daughters/Ladies outcome is? I'm not saying the current system of fae-catching, champion raising etc should be removed or even tweaked, but it'd be nice to have some comm quests in Faethorn that can affect the outcome as well. Perhaps even loyalty-influencing - obviously this would need to be on a MUCH longer balance than village revolts, perhaps one weave, similar to ego battles? Then the total 'score' of this influencing/questing could be combined in some way with the outcome of the Daughters/Ladies battle.
The biggest issue I see with this is that it would be impossible for someone enemied to Moon/Nightspirit to influence in Faethorn while it was loyal to the opposing commune, which would lead to a tendency of Faethorn staying loyal to one commune time and again. The only solutions I can see are to make Fae Knights not attack enemies of the spirit Maeve is loyal to (which carries a whole myraid of problems with it), or make this influencing/comm quest thing only 'count' during periods that Faethorn is neutral eg. if Faethorn was loyal to Night or Moon, then in the next 'round' only the Ladies/Daughters count. That seems rather contrived to me, however.
Also, it's equally difficult to get champions when Maeve is loyal to the opposing commune as it would be to influence or quest. It seems there is already a tendency for Maeve to stay loyal time and again, although it IS easier to kill champions in Faethorn than in their home forest. Perhaps what I suggested would only exacerbate an existing problem?
Daevos2006-07-13 19:07:16
The problem with the sea quest is that it is not balanced. It is said that it is easier for Magnagora to win the battle, but even if that is taken as fact it can not be denied that it is much harder to Magnagora to deal with a lost. It's frustrating to know that all your efforts can be evaporated in a moment, and Magnagora is only city that faces such a dilemma when it comes to the sea quest, and actually on both sides of the coin. On one side, there is victory when the ship is being raised, and Celest can slay the skeleton in the ship to neglect efforts in that regard. But the most flagrant example is in the case of a lost, when the fish count seems to be reset every time Ladantine dies.
Just a few small changes would go a long way to make the quest less stressful, which are:
1. Make Ladantine tells those who ask how many more fish are needed.
2. Make fish count not reset while Marilynth is up.
3. Make it possible to remove the balls of light from the temple somehow.
4. Make the sea battles even less frequent.
Overall though, I would really like to see the quests changed in more significant ways. I like conflict quests, but I don't think they should be overly repetitive or easily done.
Just a few small changes would go a long way to make the quest less stressful, which are:
1. Make Ladantine tells those who ask how many more fish are needed.
2. Make fish count not reset while Marilynth is up.
3. Make it possible to remove the balls of light from the temple somehow.
4. Make the sea battles even less frequent.
Overall though, I would really like to see the quests changed in more significant ways. I like conflict quests, but I don't think they should be overly repetitive or easily done.
Daxera2006-07-13 19:14:13
All you have to do to end us raising the Princess is kill Lanikai once or twice. To sink the ship of the Dead we have to travel through a ship swarming with Magnagorans, generally, and -then- try to fight Ladantine. With the amount of really good fighters we have in comparison to Magnagora...it takes us longer to sink the Ship of the Dead than to just kill Marilynth from what I've seen. Then there's killing dolphins and turtles vs. seawolves. Seawolves hang around the Mag harbour where there are 10 guards which can still kill me instantly. A wave pushes me there I'm dead. Generally there are a number of seawolves in the room. Then there's the proximity to the City. I'm not sure how hard sea turtles are but seawolves hit hard and fast and team. Dolphins seem pretty easy judging by who usually kills them.
I think the Sea quests are fairly balanced, but not in the same aspects with each other.
I agree that they shouldn't be so repetitive and could use a change, maybe.
I think the Sea quests are fairly balanced, but not in the same aspects with each other.
I agree that they shouldn't be so repetitive and could use a change, maybe.
Saran2006-07-13 19:14:35
Randomish, but I would like seeing some form of magical technology...
Abethor2006-07-13 19:14:39
I sort of agree with Okin about Faethorn. If Queen Maeve is such a wise ruler, then She should decide what sphere of influence it should be under. If it just goes by the number of Daughters/Ladies, then She really is more of a figurehead. It would make Faethorn that much better.
Not down-grading Maeve, just giving my opinion.
Not down-grading Maeve, just giving my opinion.
Daganev2006-07-13 19:14:50
QUOTE(Estarra @ Jul 13 2006, 11:07 AM) 307259
Do the cities and communes want to be able to declare hostilities so that such quests only work when both sides are mutually hostile? Would it be worth it to code? Would Celest and Magnagora ever declare neutrality so the sea quests won't work or the cosmic lords refuse their respective power quests?
I think that is an EXCELLENT IDEA!!!!!!
It will have diploacy mean something, without one bloodthirsty quest mongere mess up all the diplomacy.
YAY IDEA!
Shorlen2006-07-13 19:17:56
QUOTE(daganev @ Jul 13 2006, 03:14 PM) 307353
I think that is an EXCELLENT IDEA!!!!!!
It will have diploacy mean something, without one bloodthirsty quest mongere mess up all the diplomacy.
YAY IDEA!
Actually, it seems like a completely worthless idea to me, that just gives handholding to the people who are weaker at the moment, and takes yet more conflict out of Lusternia There are a lot of people, like me, who want the conflict to be increased, but want it to be different conflict often. The same stuff every time gets so repetitive, but something is better than nothing. This is Lusternia, not World of Warcraft. This is a world where people hate you, not a place where everyone plays nice until they mutally agree to attack each other.
Veonira2006-07-13 19:18:45
QUOTE(Daxera @ Jul 13 2006, 03:14 PM) 307349
All you have to do to end us raising the Princess is kill Lanikai once or twice. To sink the ship of the Dead we have to travel through a ship swarming with Magnagorans, generally, and -then- try to fight Ladantine. With the amount of really good fighters we have in comparison to Magnagora...it takes us longer to sink the Ship of the Dead than to just kill Marilynth from what I've seen. Then there's killing dolphins and turtles vs. seawolves. Seawolves hang around the Mag harbour where there are 10 guards which can still kill me instantly. A wave pushes me there I'm dead. Generally there are a number of seawolves in the room. Then there's the proximity to the City. I'm not sure how hard sea turtles are but seawolves hit hard and fast and team. Dolphins seem pretty easy judging by who usually kills them.
I think the Sea quests are fairly balanced, but not in the same aspects with each other.
I agree that they shouldn't be so repetitive and could use a change, maybe.
Sea turtles team and do hit fairly hard. I've never tried killing a sea wolf so I don't know the comparison. Dolphins as trés easy though, I can one hit them with a crit. The counter to this, however, is that while you turn wolves into Lanikai, who is killable but comes back on her own, we have to raise ladantine with corpses. So I think in that sense they're a little balanced on their own, because Celest could very easily prevent us from raising ladantine, and thus not be able to win the sea battle.
My main complaint is this: killing Ladantine is a joke. Unless we have a huge army of Geomancers, he is very hard to defend. As I've said before, all Celest has to do to rest ALL of our work, we could be one damn fish away, is kill ladantine. As defenders, we must kill every attacker, and with all of them hitting Ladantine at once, it's hard.
And I agree about not putting in something to prevent conflict. I honestly think it would be a waste of time to code, but that's just me. Quite frankly, I don't want it to come down to just not being able to have conflict, like Shorlen said, we should be able to have conflict, it just shouldn't be so draining and constant.