Narsrim2006-07-21 03:27:34
I hope this isn't taken the wrong way, but...
The PROBLEM (so far as I hear it) was the design of the quests not the consequences of the quest. People were upset with tedious, simple tasks. It was a pain in the arse to gather a bazillion fish or a bazillion squid, etc. etc. etc. If the quests had more depth and weren't so superficial, I think people would enjoy doing them and would enjoy the consequences.
Thankfully, Lusternia has lots of quests that are complex, and I think inspiration could be drawn from them. Acknor, Dairuchi, Draumbre, Estelbar, Carai Caroo, etc.
Hack/Slash quests (Tosha, Catacombs, Sea Quests, Faethorn) are just plain boring... and when placed on a large scale with consequences, they become tedious tedious tedious.
The PROBLEM (so far as I hear it) was the design of the quests not the consequences of the quest. People were upset with tedious, simple tasks. It was a pain in the arse to gather a bazillion fish or a bazillion squid, etc. etc. etc. If the quests had more depth and weren't so superficial, I think people would enjoy doing them and would enjoy the consequences.
Thankfully, Lusternia has lots of quests that are complex, and I think inspiration could be drawn from them. Acknor, Dairuchi, Draumbre, Estelbar, Carai Caroo, etc.
Hack/Slash quests (Tosha, Catacombs, Sea Quests, Faethorn) are just plain boring... and when placed on a large scale with consequences, they become tedious tedious tedious.
Unknown2006-07-21 04:36:32
Hmm. I'm actually not that worried about certain conflict quests having little to no effect on organizations, other than an RP prize.
If other avenues for personal conflict are made more viable (ie, purposeful raiding that isn't suicide, ways to influence your relations with enemy loyals, etc), these changes will make for much more open-ended conflict. I think the big cyclic conflict quests are sometimes interesting, but only as a background storyline - there's only two repeatable outcomes usually, and there's never any real lasting triumph or decisive event.
I definitely think that if conflict quests are toned down (which is a good thing), PK on prime needs to be looked into.
If other avenues for personal conflict are made more viable (ie, purposeful raiding that isn't suicide, ways to influence your relations with enemy loyals, etc), these changes will make for much more open-ended conflict. I think the big cyclic conflict quests are sometimes interesting, but only as a background storyline - there's only two repeatable outcomes usually, and there's never any real lasting triumph or decisive event.
I definitely think that if conflict quests are toned down (which is a good thing), PK on prime needs to be looked into.
Sylphas2006-07-21 04:45:43
That would be nice. I can't even touch Daereth usually when he defiles a shrine, because I don't always have spores to get there immediately. I got vengeanced twice for perfectly RP backed kills and assists because I purposedly turned PK careful off to deal with him.
Unknown2006-07-21 05:40:06
QUOTE(Genos @ Jul 21 2006, 12:37 PM) 309843
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.
If you are the sort of person that will respond to losing conflict quests by killing random non-combatants, then I suggest you are precisely the sort of person that needs to be driven away from the game.
However, I will assume that is not what you actually meant.
If conflict is taken to raiding that is much better because the participants, on the whole, are there volountarily. The sea quests had the side effect of crippling play for a number of people that are not, and do not wish, to be involved in combat.
I reserve judgement, at this stage, as to whether or not these quests should have an impact on the oposition, and how much of an impact that should be.
However I do not believe it is in the best interests of the game to have quests that impact lower levels, than can do little to prevent them. Especially when said quests are so tedious to do.
This is a good change.
QUOTE(Narsrim @ Jul 21 2006, 12:57 PM) 309858
The PROBLEM (so far as I hear it) was the design of the quests not the consequences of the quest. People were upset with tedious, simple tasks. It was a pain in the arse to gather a bazillion fish or a bazillion squid, etc. etc. etc. If the quests had more depth and weren't so superficial, I think people would enjoy doing them and would enjoy the consequences.
Strange as it seems for me to agree with you, I think you have an important point here.
Increasing the involvement of the quest may go a long way to improving the play experience for those that enjoy such things. A key thing to recognise though is that, in just the same way as not everyone enjoys basking, or pk, not everyone enjoys quests (of any type).
So no quest should be required in order to prevent a major penalty to the city... in the same way as it should not be required that every city member spend a certain amout of time bashing, or pk a certain number of people. over.. and over.. and over...
Unknown2006-07-21 06:06:43
QUOTE(Razorvine @ Jul 21 2006, 01:40 AM) 309897
If you are the sort of person that will respond to losing conflict quests by killing random non-combatants, then I suggest you are precisely the sort of person that needs to be driven away from the game.
However, I will assume that is not what you actually meant.
If conflict is taken to raiding that is much better because the participants, on the whole, are there volountarily. The sea quests had the side effect of crippling play for a number of people that are not, and do not wish, to be involved in combat.
I reserve judgement, at this stage, as to whether or not these quests should have an impact on the oposition, and how much of an impact that should be.
However I do not believe it is in the best interests of the game to have quests that impact lower levels, than can do little to prevent them. Especially when said quests are so tedious to do.
This is a good change.
Strange as it seems for me to agree with you, I think you have an important point here.
Increasing the involvement of the quest may go a long way to improving the play experience for those that enjoy such things. A key thing to recognise though is that, in just the same way as not everyone enjoys basking, or pk, not everyone enjoys quests (of any type).
So no quest should be required in order to prevent a major penalty to the city... in the same way as it should not be required that every city member spend a certain amout of time bashing, or pk a certain number of people. over.. and over.. and over...
This very same cosmic combat you're approving leads to Supernal slayings, which leads to the Star falling, which leads to novices being unable to do the supplicants quest. I'm failing to see the point. Should the Star or Necromentate fall, Celest/Magnagora loses their anti-summon shield, their ability to collect supplicants, and their 5k a weave power bonus. That's more griefing than having to do a quick and easy quest (for Celest, anyway) to sink the ship and resume collecting supplicants.
Ekard2006-07-21 07:37:06
QUOTE(Shorlen @ Jul 21 2006, 04:20 AM) 309816
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.
I agree.
And when i do love balancing sea quests then removing their purpouse is just wrong.
With those quests, people who arent tanks go and hurt other nation a little.
And now someone will summon Princess and will be WOO but she wont do *** do Magnagora. Why to bother?
People whined about those quests becose it was unbalanced and second cose i remeber when battle was every single day for like 2 weeks.
Just making battle to occur once per week and balancing it like you already did, would solve all problems with sea quests.
And about gorgogs quest. Im not sure what to think about it. From one side we do not NEED to clse rift as our novices can get sand/spikes and some higher levels people have more gorgogs to kill. I enjoyed killing them!
But again novices that would like to save on ship and get on islands could get killed by them.
Unknown2006-07-21 07:42:56
I agree with Ekard.
Have the sea quests happen every set amount of time, keep all the good chances in the way they're done that were made, and if there's any effect changes, which are alright, don't change the effect into nothing, but perhaps lessen it - There's less and on the Isle, there are less spectres on the Island/Seritul needs more spectres per flask, and so on.
Have the sea quests happen every set amount of time, keep all the good chances in the way they're done that were made, and if there's any effect changes, which are alright, don't change the effect into nothing, but perhaps lessen it - There's less and on the Isle, there are less spectres on the Island/Seritul needs more spectres per flask, and so on.
Ixion2006-07-21 07:51:09
QUOTE(Hazar @ Jul 20 2006, 10:13 PM) 309814
Only people I know who can take down ladies with any success are Narsrim and Diamante.
Nope. I rocked them too. Ta.
Hazar2006-07-21 16:35:41
Bah. You should have come to Glomdoring - I could use your help getting actual Ebonguard fighters.
I wish...eventually we'll get fighter, I know it...
I wish...eventually we'll get fighter, I know it...
Kaalak2006-07-21 19:20:53
First off I've only been playing Lusternia for a week now, but the competition between city-states is one of the major attractions of the game. Removing it entirely would make the experience much less enjoyable.
Shorlen2006-07-21 19:36:37
QUOTE(Kaalak @ Jul 21 2006, 03:20 PM) 310138
First off I've only been playing Lusternia for a week now, but the competition between city-states is one of the major attractions of the game. Removing it entirely would make the experience much less enjoyable.
I think 95% of the playerbase is agreeing with you there, but the Admins seem to perfer to appease that other 5% in this
Daganev2006-07-21 19:42:45
I was thinking about this, and people screaming that changing the mechanical affects fo a quest is going to destroy the game, is really more reason for the admin to make that change to the quest. 3 quests should not make or break the game.
This is a perfect opportunity to find how much of an affect those quests have on everything else.
This is a perfect opportunity to find how much of an affect those quests have on everything else.
Shorlen2006-07-21 19:53:08
QUOTE(daganev @ Jul 21 2006, 03:42 PM) 310155
I was thinking about this, and people screaming that changing the mechanical affects fo a quest is going to destroy the game, is really more reason for the admin to make that change to the quest. 3 quests should not make or break the game.
This is a perfect opportunity to find how much of an affect those quests have on everything else.
They said they were removing ALL conflict quests, slowly. Conflict quests are a major selling point of Lusternia. That is our point.
Daganev2006-07-21 20:11:30
Did they?
I thought Estarra said they were not going to touch cosmic...
I thought Estarra said they were not going to touch cosmic...
Shorlen2006-07-21 20:16:48
QUOTE(daganev @ Jul 21 2006, 04:11 PM) 310177
Did they?
I thought Estarra said they were not going to touch cosmic...
They already have, by buffing the Supernals and Demonlords absurdly every time one dies, to keep them unkillable.
Unknown2006-07-21 20:17:35
QUOTE(Estarra @ Jul 20 2006, 11:10 AM) 309554
Lusternia as a whole will be moving away from conflict quests that affect opposing organizations. As players don't appear to enjoy them, we will at the very least look towards softening the impact of the quests.
Daganev2006-07-21 20:22:29
Right, how many quests are there that do that?
Unknown2006-07-21 20:29:58
QUOTE(daganev @ Jul 21 2006, 01:22 PM) 310185
Right, how many quests are there that do that?
Sea Quest, Faethorn, Cosmic, Hart vs Crow, Catacombs releasing of the Orcs, the Fae Song thing, Acknor slaving, Silk spiders, Dwarves, gold panners, Shanthmark/Paavik steers/sheep, hemp farmers.
Sylphas2006-07-21 20:49:36
I like the village quests, and no one has complained about them, since it only indirectly harms your main org. I care more about the furrikin in Estelbar than I ever have about the fae in Ethereal.