Unknown2006-07-21 01:35:13
So really, what's the point in all the quests? If gorgogs won't steal sand, why would I bother sealing them now since everyone can still do the supplicant quests. And also with the negativity removed from opposing organizations, why would I raise Princess Marylinth or sink down the ship since they'll just be there doing nothing at us other than bothering us.
Really now, if the conflict will be removed, why would I even bother do those quests?
Really now, if the conflict will be removed, why would I even bother do those quests?
Shayle2006-07-21 01:48:03
Think we all should really just wait and see what happens.
Unknown2006-07-21 01:49:38
I like Shorlen's idea - except the every four OOC days thing. The current time-frame is decent, let is last for an IC year or two, so twice a monthish works for me - four hours is a long time to do it every couple of RL days.
Unknown2006-07-21 02:03:42
And, to Razorvine - not everyone is here just to level. Those high levels are doing the quest so the mid-levels can do supplicants/spikes again. They never do them themselves, often enough, unless they want more power.
Tsuki2006-07-21 02:09:09
QUOTE(Shayle @ Jul 20 2006, 09:48 PM) 309807
Think we all should really just wait and see what happens.
Quoted for truth and agreement. How's that for a shock?
QUOTE(Shorlen @ Jul 20 2006, 09:10 PM) 309773
If I can make it to the summit on Faethorn, this is what I will propose:
I would like the battle of faethorn to occur every four OOC days and last four OOC hours, with the time slightly randomized. The battle should require player effort including fighting and defending territory for their side to win. It should end with a clear winner after the four hours in the same way villages end with a clear winner.
Does anyone like this idea, and/or have anything to add to it?
A recipe for burnout is a good thing now? People start complaining that village revolts last too long if they go beyond an hour or two, and they generally happen once a week? As for "player effort, including fighting and defending territory for their side to win" I fail to see how that would be something new. Fighting is an option ... against the champions of the other side and players defending those champions. Defending the champions in Faethorn and each side's Ethereal reflection, defending the Ethereal reflection against raids to take Fae out ...
Shorlen2006-07-21 02:12:01
QUOTE(Tsuki @ Jul 20 2006, 10:09 PM) 309812
Fighting is an option ... against the champions of the other side and players defending those champions. Defending the champions in Faethorn and each side's Ethereal reflection, defending the Ethereal reflection against raids to take Fae out ...
Raids are only possible by Ixion, Narsrim, and other such top tier people. What about the rest of us who want to help, but die instantly from a horde of guards? I really don't like the "everyone has to be a carebear except Narsrim and his victims" approach to Ethereal.
Hazar2006-07-21 02:13:32
Only people I know who can take down ladies with any success are Narsrim and Diamante.
Unknown2006-07-21 02:16:21
I think Estarra's and the other admin are considering the psychology behind the conflict quest.
Conflict quests are fine, but people seem to be obligated to fulfill them rather than them just being something special. Have you ever noticed that the CQ tend to be done way too often, and seem to escalate the conflict even more. They become so routine people think it's an obligation. Fatique settles in.
One radical idea would be to have each player only be able to do a single conflict quest one time in his or her life. That might make the quests special and used sparingly.
How does conflict happen in the other three IRE games? Why do we need a specific quest to have conflict. Maybe removing some of these will get players thinking about innovative ways to have various shades of conflict.
Conflict quests are fine, but people seem to be obligated to fulfill them rather than them just being something special. Have you ever noticed that the CQ tend to be done way too often, and seem to escalate the conflict even more. They become so routine people think it's an obligation. Fatique settles in.
One radical idea would be to have each player only be able to do a single conflict quest one time in his or her life. That might make the quests special and used sparingly.
How does conflict happen in the other three IRE games? Why do we need a specific quest to have conflict. Maybe removing some of these will get players thinking about innovative ways to have various shades of conflict.
Shorlen2006-07-21 02:20:05
QUOTE(Phred @ Jul 20 2006, 10:16 PM) 309815
How does conflict happen in the other three IRE games? Why do we need a specific quest to have conflict. Maybe removing some of these will get players thinking about innovative ways to have various shades of conflict.
Not really, without any form of war system, we're really only going to be left with pointless raids as our only form of conflict.
Tsuki2006-07-21 02:22:42
QUOTE(Phred @ Jul 20 2006, 10:16 PM) 309815
Conflict quests are fine, but people seem to be obligated to fulfill them rather than them just being something special. Have you ever noticed that the CQ tend to be done way too often, and seem to escalate the conflict even more. They become so routine people think it's an obligation. Fatique settles in.
Well put.
Diamondais2006-07-21 02:23:10
Time to start a war
Shorlen2006-07-21 02:27:40
QUOTE(diamondais @ Jul 20 2006, 10:23 PM) 309818
Time to start a war
And what can we do with a war in Lusternia? Just start killing people? Yay. Fun.
Unknown2006-07-21 02:28:29
QUOTE(Phred @ Jul 20 2006, 09:16 PM) 309815
I think Estarra's and the other admin are considering the psychology behind the conflict quest.
Conflict quests are fine, but people seem to be obligated to fulfill them rather than them just being something special. Have you ever noticed that the CQ tend to be done way too often, and seem to escalate the conflict even more. They become so routine people think it's an obligation. Fatique settles in.
One radical idea would be to have each player only be able to do a single conflict quest one time in his or her life. That might make the quests special and used sparingly.
How does conflict happen in the other three IRE games? Why do we need a specific quest to have conflict. Maybe removing some of these will get players thinking about innovative ways to have various shades of conflict.
If you really need to get hurt mechanically to do something, than you do not roleplay.
However, this still hurts conflict
I'm thorn
Diamondais2006-07-21 02:30:22
QUOTE(Shorlen @ Jul 20 2006, 10:27 PM) 309819
And what can we do with a war in Lusternia? Just start killing people? Yay. Fun.
Note to self: Trying to be funny and get people to cheer up does not work.
Unknown2006-07-21 02:33:00
Why do you need a quest to create conflict? I mean, why does this change totally negate any chance of conflict (which it sounds like folks are indicating here)? People can surely come up with reasons to conflict with each other without needing a quest. The idealologies of each group clash nicely, after all. The quest shouldn't be more than a tool of conflict...not the purpose or the drive of it. And if the tool doesn't work anymore, can't you find another?
Or am I completely misunderstanding the situation?
Or am I completely misunderstanding the situation?
Hazar2006-07-21 02:33:55
Seriously, though, without quests, war and conflict quickly degenerates into really pointless raids. The quests allow for objectives.
Personally, I'd like to see another war like the old Mag v. Seren one, the one that ended with the Tainted Fae event. Conflict, raids, quests, and event, all wrapped up in one dynamic, exciting package.
Personally, I'd like to see another war like the old Mag v. Seren one, the one that ended with the Tainted Fae event. Conflict, raids, quests, and event, all wrapped up in one dynamic, exciting package.
Shamarah2006-07-21 02:36:22
QUOTE(AJToaster @ Jul 20 2006, 10:33 PM) 309823
Why do you need a quest to create conflict? I mean, why does this change totally negate any chance of conflict (which it sounds like folks are indicating here)? People can surely come up with reasons to conflict with each other without needing a quest. The idealologies of each group clash nicely, after all. The quest shouldn't be more than a tool of conflict...not the purpose or the drive of it. And if the tool doesn't work anymore, can't you find another?
Or am I completely misunderstanding the situation?
Without quests, conflict becomes nothing more than jumping enemies and raiding to kill random denizens, guards, and defenders. And that's boring.
Veonira2006-07-21 02:37:06
I think this was a bit extreme. I haven't read all of the previous posts because I am too tired to do that now, but will later.
I really think a -better- solution would be to minimize the effects, but at least still have them, so if we don't want to kill them if we don't want to, but it won't cripple us or anything. There's honestly no point now. If I didn't feel or care to kill Marilynth before, I most certainly won't care to now.
I mean, that's kind of like, yeah for my roleplay I could try and kill Marilynth because obviously I don't want her in the sea, but...well, why would I want to.
I really think a -better- solution would be to minimize the effects, but at least still have them, so if we don't want to kill them if we don't want to, but it won't cripple us or anything. There's honestly no point now. If I didn't feel or care to kill Marilynth before, I most certainly won't care to now.
I mean, that's kind of like, yeah for my roleplay I could try and kill Marilynth because obviously I don't want her in the sea, but...well, why would I want to.
Unknown2006-07-21 02:52:07
QUOTE(Sunshine @ Jul 21 2006, 11:33 AM) 309811
And, to Razorvine - not everyone is here just to level. Those high levels are doing the quest so the mid-levels can do supplicants/spikes again. They never do them themselves, often enough, unless they want more power.
The quest done by one group of players removes an aspect of the game for a different set of players. Low to mid level players are punished because higher levels want to do the quest. This is incredibly frustrating, and really doesn't need to be brought back into the game.
Genos2006-07-21 03:07:49
QUOTE(Razorvine @ Jul 20 2006, 10:52 PM) 309833
The quest done by one group of players removes an aspect of the game for a different set of players. Low to mid level players are punished because higher levels want to do the quest. This is incredibly frustrating, and really doesn't need to be brought back into the game.
So instead of removing one aspect of the game through the conflict quests people will end up raiding more because it will be the only way to cause "conflict". This is in turn will cause mid level people to instead be killed by high level people removing more aspects of the game. This will become especially prevelant on the outer planes where avenger protection is not provided. I don't know about you but I don't think that won't help anything either.