Unknown2006-07-21 05:40:12
Well, I'm hoping I will be able to make the Faethorn summit, but in case I don't... here are the main changes I would like to see:
1. Remove the archways.
2. Create a quest that neutralizes all summoned terrain in Faethorn, and allow flooding/tainting.
3. Boost general strength of Faethorn denizens across the board, and limit Maeve's dislike for violence to that involving her own people only.
4. When Maeve is Night-loyal, change all underlying environment to 'Wyrded sylvan'. The neutralizing quest will restore terrain to this environment when Night-loyal. When Moon-loyal or neutral, it will remain sylvan forest.
5. Allow fae to be killed and brought to the Night avatars again, however, ensure collectable fae are always Faethorn-loyal regardless of Maeve's leanings. (So killing them doesn't enemy you to Night/Moon spirit.) Alternatively, make them not loyal to anywhere, so there's no enemy status for killing them.
6. Make the alternative to killing fae to 'seduce' them via influence into following. Giving fae honeycombs will temporarily change their mindset from friendly to sensual to make them slightly easier to influence.
7. Do not rotate feelings on individual fae. If they want to stay in Faethorn, let them keep saying that.
8. Make the Song of Ail'Fae Rhunia quest release a limited number of aggressive mobiles into both Ethereal Serenwilde and Ethereal Glomdoring. These mobiles would be magical entities summoned by the Thornroot conspirators to take revenge on both communes. Once killed, they are gone.
If you might not be here, feel free to post your own thoughts and suggestions.
QUOTE
1. Remove the archways.
2. Create a quest that neutralizes all summoned terrain in Faethorn, and allow flooding/tainting.
3. Boost general strength of Faethorn denizens across the board, and limit Maeve's dislike for violence to that involving her own people only.
4. When Maeve is Night-loyal, change all underlying environment to 'Wyrded sylvan'. The neutralizing quest will restore terrain to this environment when Night-loyal. When Moon-loyal or neutral, it will remain sylvan forest.
5. Allow fae to be killed and brought to the Night avatars again, however, ensure collectable fae are always Faethorn-loyal regardless of Maeve's leanings. (So killing them doesn't enemy you to Night/Moon spirit.) Alternatively, make them not loyal to anywhere, so there's no enemy status for killing them.
6. Make the alternative to killing fae to 'seduce' them via influence into following. Giving fae honeycombs will temporarily change their mindset from friendly to sensual to make them slightly easier to influence.
7. Do not rotate feelings on individual fae. If they want to stay in Faethorn, let them keep saying that.
8. Make the Song of Ail'Fae Rhunia quest release a limited number of aggressive mobiles into both Ethereal Serenwilde and Ethereal Glomdoring. These mobiles would be magical entities summoned by the Thornroot conspirators to take revenge on both communes. Once killed, they are gone.
If you might not be here, feel free to post your own thoughts and suggestions.
Unknown2006-07-21 06:04:59
1. Removal of the archways
That's my main gripe really, and I'm pretty sure I've always been against them.
That's my main gripe really, and I'm pretty sure I've always been against them.
Unknown2006-07-21 06:14:44
That the Faethorn quest is not removed entirely and just left as a neutral place, but reworked so that it is a satisfying conflict quest and territory.
Just need a majority of the Ladies/Daughters to win the battle, not all 20. And should a battle come, if Glomdoring has 1 and Serenwilde has 17, they all aren't killed on both sides.
The Archways need to go, I agree. It is among the many things moaning and whining has gotten us, and I think we all have since day two said they needed to go.
Some sort of RP consistency here - do the Fae want to follow Night or are they enslaved? Is Night a servant of Nature or not? Is there a division in the Spirits, as the White Hart says, or no? Can we please have some set roleplay that isn't going to change to make the communes less hostile to one another because persons x y and z moaned loudly enough for it to be changed.
And the quests themselves not be so rediculously easy to screw up for someone else - the candy can take as long as 30, 40 minutes to reset.
Just need a majority of the Ladies/Daughters to win the battle, not all 20. And should a battle come, if Glomdoring has 1 and Serenwilde has 17, they all aren't killed on both sides.
The Archways need to go, I agree. It is among the many things moaning and whining has gotten us, and I think we all have since day two said they needed to go.
Some sort of RP consistency here - do the Fae want to follow Night or are they enslaved? Is Night a servant of Nature or not? Is there a division in the Spirits, as the White Hart says, or no? Can we please have some set roleplay that isn't going to change to make the communes less hostile to one another because persons x y and z moaned loudly enough for it to be changed.
And the quests themselves not be so rediculously easy to screw up for someone else - the candy can take as long as 30, 40 minutes to reset.
Tsuki2006-07-21 06:34:55
QUOTE(Sunshine @ Jul 21 2006, 02:14 AM) 309906
Some sort of RP consistency here - do the Fae want to follow Night or are they enslaved? Is Night a servant of Nature or not? Is there a division in the Spirits, as the White Hart says, or no? Can we please have some set roleplay that isn't going to change to make the communes less hostile to one another because persons x y and z moaned loudly enough for it to be changed.
Consistency, yes. But those questions answered, no. The ambiguity allows for different interpretations/opinions and views to be held by different individuals and areas based on the same information available and fitting their RP/history.
I'm of the opinion that either the archways should go and guards/totems remain, or the archways should be moved to each respective nexus, the guards/totems removed, and the direct entrance from Faethorn to each Ethereal reflection closed off. That'd make the Ethereal reflections more like the cosmic planes in terms of raidability ... though wiccan NEXUS SURGE might need to be looked at then as well (not sure what guardian security can do with theirs).
Shorlen2006-07-21 06:39:12
QUOTE(Sunshine @ Jul 21 2006, 02:14 AM) 309906
That the Faethorn quest is not removed entirely and just left as a neutral place, but reworked so that it is a satisfying conflict quest and territory.
I want it to be interesting and fun, and involve FIGHTING, not just posturing, which REALLY gets boring after a while.
QUOTE
Just need a majority of the Ladies/Daughters to win the battle, not all 20. And should a battle come, if Glomdoring has 1 and Serenwilde has 17, they all aren't killed on both sides.
This is already true. However, you need 20 to bless Faethorn, despite the outcome of the battle.
QUOTE
The Archways need to go, I agree. It is among the many things moaning and whining has gotten us, and I think we all have since day two said they needed to go.
Actually, they were added because of ONE person's whining, that person being Visaeris.
QUOTE
Some sort of RP consistency here - do the Fae want to follow Night or are they enslaved? Is Night a servant of Nature or not? Is there a division in the Spirits, as the White Hart says, or no? Can we please have some set roleplay that isn't going to change to make the communes less hostile to one another because persons x y and z moaned loudly enough for it to be changed.
It would be fine if it didn't keep changing >_< But really, this is something that perhaps we aren't meant to know? Many things involving Glom are supposed to be open to interpertation...
QUOTE
And the quests themselves not be so rediculously easy to screw up for someone else - the candy can take as long as 30, 40 minutes to reset.
Fighting with Xavius over the candy was the most fun I've had in Faethorn in a long time, to be honest
Ashteru2006-07-21 08:54:23
Some things I want to bring up:
Make it taint/floodable again.
Remove archways
Make more faeknights
Make three entrances to Ether Seren and Ether Glom from Faethorn. Two of them unlockable by a quest and not being able to be guarded. <.< >.>
Not that I want to raid or anything.
Make it taint/floodable again.
Remove archways
Make more faeknights
Make three entrances to Ether Seren and Ether Glom from Faethorn. Two of them unlockable by a quest and not being able to be guarded. <.< >.>
Not that I want to raid or anything.
Valarien2006-07-21 10:03:55
Not that YOU could raid effectively, oh keeper of the handsome dog. XD
I'm slightly miffed that I'm going to miss the summit, having to work and all, but I trust the lot of you to lead things in the right direction, and this thread seems to indicate that.
Keep it going
I'm slightly miffed that I'm going to miss the summit, having to work and all, but I trust the lot of you to lead things in the right direction, and this thread seems to indicate that.
Keep it going
Shiri2006-07-21 10:49:00
QUOTE(Avaer @ Jul 21 2006, 06:40 AM) 309899
Well, I'm hoping I will be able to make the Faethorn summit, but in case I don't... here are the main changes I would like to see:
If you might not be here, feel free to post your own thoughts and suggestions.
I agree with this stuff. I can't be there either due to, you know, sleep, but I could do with seeing that. (Though I would be wary of mentioning security issues like the archways since that stuff is already being changed.)
Shamarah2006-07-21 11:19:39
Make the Song of Ail'Fae Runia quest POSSIBLE.
Sylphas2006-07-21 12:11:16
I agree with Elryn, ESPECIALLY about the archways.
Xavius2006-07-21 12:26:33
I strongly support #1 (archways) and part of #3 (scarier fae knights, not lifting the Faethorn violence decree), and I strongly oppose #5 (kill fae for Night) and #6 (seduce fae for Moon), for reasons that have been hashed over many months past, and for the more obvious reason that, well...Elryn's still mad at us. The rest of it, meh, whatever.
Anyways, off to work with me, but I'll probably be back during breakfast.
EDIT: Something to think about while I'm away--there's a push to lessen emphasis on the conflict quests. How do we remove the archways without changing the quest in such a way that two poor druids are eternally camped up there with a demesne, watching for intruders?
Anyways, off to work with me, but I'll probably be back during breakfast.
EDIT: Something to think about while I'm away--there's a push to lessen emphasis on the conflict quests. How do we remove the archways without changing the quest in such a way that two poor druids are eternally camped up there with a demesne, watching for intruders?
Unknown2006-07-21 12:30:12
QUOTE(Shiri @ Jul 21 2006, 10:49 AM) 309947
(Though I would be wary of mentioning security issues like the archways since that stuff is already being changed.)
Hmm, that's a point.
If Etherglom/Etherseren loses guards/totems, I'd be considering suggesting some sort of 'protect the fae' quest for lowbies in each org to do. Something similar to the colt quest in Serenwilde - the Moon-loyal fae in Etherseren and the Night-loyal fae in Etherglom would run around haphazardly unless they are quest-returned to a safe location. Or perhaps some temporary quest-given protection for each captured fae. That way you'd only have half a dozen at any one point that are running around and easily raidable, but the Song quest would be the means to attack them all.
Shiri2006-07-21 12:36:38
QUOTE(Xavius @ Jul 21 2006, 01:26 PM) 309951
EDIT: Something to think about while I'm away--there's a push to lessen emphasis on the conflict quests. How do we remove the archways without changing the quest in such a way that two poor druids are eternally camped up there with a demesne, watching for intruders?
I'd say you couldn't affect the archway without having something done to it such that you end up at the Nexus in the middle of the tonnes of guards, to make it as hard to raid as Celestia and Nil rather than vastly easier. But as I've said the archway/making Etherwilde/Etherglom business easier to raid is an issue for another time, and should be left out of this one.
Actually, reading back now that I'm back from work, I don't like the one where they can Taint and Flood Faethorn.
It needs to be the case that you can't forest/infest Celestia/Nil, to balance that one. Faethorn is already somewhat vulnerable for the Communes to protect.
Unknown2006-07-21 12:37:36
QUOTE(Xavius @ Jul 21 2006, 12:26 PM) 309951
... I strongly oppose #5 (kill fae for Night) and #6 (seduce fae for Moon), for reasons that have been hashed over many months past, and for the more obvious reason that, well...Elryn's still mad at us.
If it wasn't clear, I don't want to force either org to follow any particular choice, but both options should be as equally viable. (I don't know about Moon saying "bring fae corpses to me", but maybe the avatars could put some spin on how they can restore a physical form if the need arises, or something.) I liked the hatching of shadowbound fae in those egg things, and I like having Serenwilde explicitly manipulate fae to get them to do what they want (at least from an enemy's POV). If either commune wants to go the reverse route though, ok, whatever. Just make it equally as doable.
Just giving honeycakes is so easy. At least with influence you'd have to work a bit, and there's more potential for interference than "chase the enemy around the village".
Sylphas2006-07-21 16:37:51
QUOTE(Avaer @ Jul 21 2006, 08:37 AM) 309959
If it wasn't clear, I don't want to force either org to follow any particular choice, but both options should be as equally viable. (I don't know about Moon saying "bring fae corpses to me", but maybe the avatars could put some spin on how they can restore a physical form if the need arises, or something.) I liked the hatching of shadowbound fae in those egg things, and I like having Serenwilde explicitly manipulate fae to get them to do what they want (at least from an enemy's POV). If either commune wants to go the reverse route though, ok, whatever. Just make it equally as doable.
Just giving honeycakes is so easy. At least with influence you'd have to work a bit, and there's more potential for interference than "chase the enemy around the village".
I really like the influence suggestion. Hell, maybe even give Wiccans special influence skills based on guildrank that are more effective than standard seduction. That would be awesome. As long as Glom isn't FORCED to kill fae, it'd be neat.
Diamondais2006-07-21 16:41:17
I think I can make it, but for those who can and can make logs. Please put a log up so we can all see what was said? It was mentioned about the Sea Quest one that not everyone could go, or just didnt go because it didnt apply to them.
I suppose for sake of fairness to everyone, and for a bit of interest, the Ethereal reflections need to be easier to raid.
I suppose for sake of fairness to everyone, and for a bit of interest, the Ethereal reflections need to be easier to raid.
Sylphas2006-07-21 16:44:07
Get rid of the archways, fiddle with things so the reflections aren't in guardable areas.
Thul2006-07-21 18:01:01
I dislike the current implementation of the fae-gathering quest... the honeycomb bit is a tedious and mostly mindless process, as has been mentioned, and what's more, it doesn't leave a lot of room for player interaction beyond "I got it first." It'd be nice if we could replace that with something more interesting than simple gathering, and the potential for interference.
The influencing idea sounds like it'd be a good start, but throw in ways to ruin that... maybe dropping a honeycake or something shiny in the same room as a fae following an entourage makes them get distracted and stop following. Let players turn and push the fae (like Angkrag skeletons or Vesucia pigs,) frighten them (BOO at them, make them move one room in a random direction,) or trick them into going in the direction you want them to go (THROW HONEYCAKE (direction) and watch all the fae in the room stampede after it.) In any case, I think the fae should definitely be following, rather than hopping into your inventory.
I'm personally not sure the whole tah'vrai/staying/serve Moon thing works, either. From an RP standpoint, Maeve just fails at protecting her people and the fae are stupid, so it's not hard to rationalize ignoring it. From an OOC standpoint, it's an additional hassle on an already tedious process to greet them.
The Ladies/Daughters component of the deal makes it entirely too easy for one commando to come in and ruin a whole week's worth of work while everyone else is sleeping. Instead of having the Daughters and Ladies milling about, maybe we could have fae turn-ins to the Champions empower them directly... maybe with a little numerical display like with the Drums of the Dead? Highest total between the three Champions at the end of the period wins, getting all three up to their maximum levels automatically wins the battle for you, and opens up the Sceptre portion. Knocking out a Champion would take a dedicated effort, certainly, but doing so would likely ruin the other Forest's chances of taking Faethorn for the round.
Another idea... not sure if this would fit in with any of the others, but does anyone think it'd be fun to have Maeve go mad from having to play dichtonomy once too often, and have her randomly proclaim peace or violence in Faethorn? Just a thought.
Oh, and OMG, NERF HART AVATARS PLZ KTHX. Who the hell gave a mob aeon power?
The influencing idea sounds like it'd be a good start, but throw in ways to ruin that... maybe dropping a honeycake or something shiny in the same room as a fae following an entourage makes them get distracted and stop following. Let players turn and push the fae (like Angkrag skeletons or Vesucia pigs,) frighten them (BOO at them, make them move one room in a random direction,) or trick them into going in the direction you want them to go (THROW HONEYCAKE (direction) and watch all the fae in the room stampede after it.) In any case, I think the fae should definitely be following, rather than hopping into your inventory.
I'm personally not sure the whole tah'vrai/staying/serve Moon thing works, either. From an RP standpoint, Maeve just fails at protecting her people and the fae are stupid, so it's not hard to rationalize ignoring it. From an OOC standpoint, it's an additional hassle on an already tedious process to greet them.
The Ladies/Daughters component of the deal makes it entirely too easy for one commando to come in and ruin a whole week's worth of work while everyone else is sleeping. Instead of having the Daughters and Ladies milling about, maybe we could have fae turn-ins to the Champions empower them directly... maybe with a little numerical display like with the Drums of the Dead? Highest total between the three Champions at the end of the period wins, getting all three up to their maximum levels automatically wins the battle for you, and opens up the Sceptre portion. Knocking out a Champion would take a dedicated effort, certainly, but doing so would likely ruin the other Forest's chances of taking Faethorn for the round.
Another idea... not sure if this would fit in with any of the others, but does anyone think it'd be fun to have Maeve go mad from having to play dichtonomy once too often, and have her randomly proclaim peace or violence in Faethorn? Just a thought.
Oh, and OMG, NERF HART AVATARS PLZ KTHX. Who the hell gave a mob aeon power?
Narsrim2006-07-21 22:07:19
Thul,
Luciphage, Raziela, and Elohora, and the White Hart can aeon. It isn't exactly an "avatar" only ability. If you want to be real technical, I believe Raziela gives:
paralyse, blackout, aeon in a SINGLE attack.
Luciphage, Raziela, and Elohora, and the White Hart can aeon. It isn't exactly an "avatar" only ability. If you want to be real technical, I believe Raziela gives:
paralyse, blackout, aeon in a SINGLE attack.
Sylphas2006-07-21 22:44:10
If I can't make the summit, and no remembers anything else, Sylphas says get rid of the archways.
Once more: Sylphas says get rid of the damn archways.
Thanks.
Once more: Sylphas says get rid of the damn archways.
Thanks.