Nil and Celest

by Ildaudid

Back to Common Grounds.

Unknown2006-10-12 11:18:27
I don't really like a solution that punishes every person that decides to hurt another nation. One of the problems I have with Lusternia right now is that there is -way- too much emphasis on nations, and no room for any individual to be anything but an agent of that nation.

We don't need punishment, we just need to make it fairly difficult to raid. Even during the war, Etherwilde was pretty much ok to defend. I don't see what is wrong with applying a similar solution to the cosmic planes.

One thing I miss about the other games is that you can be treated as a person who gives their allegiance to a city. Not as Serenwilde. (Or wherever you are from)
Unknown2006-10-12 11:22:06
Yeah, I agree Avaer. I didn't see the power thing as punishment per se, but rather a natural economic cost, though. It's sort of the "dark side" of war people normally ignore.

I would like to see more done to allow individual or clan development rather than just the 4 nations, but that's a harder and separate issue.
Unknown2006-10-12 11:27:17
QUOTE(Phred @ Oct 12 2006, 11:22 AM) 341918

Yeah, I agree Avaer. I didn't see the power thing as punishment per se, but rather a natural economic cost, though. It's sort of the "dark side" of war people normally ignore.

I would like to see more done to allow individual or clan development rather than just the 4 nations, but that's a harder and separate issue.

I think its a clever solution, don't get me wrong. But it will make every single action a nation action. You touch a demon, your nexus gets drained.
Ixion2006-10-12 11:36:40
In the words of Michael Bolten in Office Space,"That's the worst idea ever ."

Attempts to harm an enemy org results in not only the usual risk of death, but also a drain on your nexus's power supply for any string of efforts. That completely undermines the purpose of raiding. How about a 500 damage per second aura be put on all raiders when you go into enemy territories- that's about congruous to the balance on the nexus drain idea.

There are much simpler and certainly more logical methods to amend the problems with the cosmic planes.
Unknown2006-10-12 11:41:08
QUOTE(Ixion @ Oct 12 2006, 07:36 AM) 341920

There are much simpler and certainly more logical methods to amend the problems with the cosmic planes.
Like my suggestion about room attacks... right? frenzy.gif
Unknown2006-10-12 11:41:50
One thing I've always wanted to see (that is a little incidental) is a defined number of angels/demons/moon fae/night fae that wander the four areas.

For example, what if there were only 30 entities that could be stolen between all four nations, becoming angels if they were brought to Celestia, demons at Nil, Moon fae at EtherSerenwilde and Night fae at EtherGlomdoring. There can only ever be 30, if there are 15 demons in Nil and 15 angels in Celestia, there can be no moon/night fae (and I mean maidens/barghest, not regular fae).

Aside from these entities, there would be no other killables aside from the Avatars, Aspects, Supernals, and Demonlords. (And the hunting creatures in both ethereal forests.) If your nation loses all their power-generating loyals, you can't lose anymore without a full scale raid on your Biggies.
Unknown2006-10-12 11:45:50
Keep in mind this is just dealing with the Avatars/Half-Forms, beings which grant powers and are akin to demigods. Making them invulnerable unless a nexus ritual is performed actually can make good game sense.
Clise2006-10-12 11:47:35
If you are talking about people being burned out from having to watch over your denizens again and again, won't your suggestion make the problem worse? Having such limited numbers FORCE players to guard their denizens rather than go out and actually PLAY the game. You will see even more leave as such.
Unknown2006-10-12 11:50:49
QUOTE(Clise @ Oct 12 2006, 11:47 AM) 341925

If you are talking about people being burned out from having to watch over your denizens again and again, won't your suggestion make the problem worse? Having such limited numbers FORCE players to guard their denizens rather than go out and actually PLAY the game. You will see even more leave as such.

Possibly. I just want the quests that steal fae to actually mean something, and have a reverse. If all of them were boosted in strength and the process made more quest-like and less bonk-and-grab like though, I don't see it as a problem. And 30 was only an example, I have no idea how many angels/demons are in the cosmic planes.
Ixion2006-10-12 11:55:41
Zenji's Idea 1 about allied members not contributing to the damage scaling is right on the money.

Zenji's Idea 2 certainly make some sense, but I would strong advocate against them simply due to the fact that the allied nation could just camp at the supernal/demon lord and spam transfixes/entanglements.

I think it's neat that Celest has to be fearful of the Supernals's wrath, and likewise for Magnagora and the Demon Lords. Besides, a Supernal/DL that can not only hit an entire room but also prevent attacking allied members seems a bit far fetched. If that were the case, you mean to tell me in their immense fit of rage and power, the half formed check each person in the room and Gorgulu for instance would say,"Oh, wait, you're Torak let me not kill you. Hmm time to check the next person."? Seems rather silly to me, especially when the demon lords kill allies all the time when they are being "nice," meaning not in a half-formed insane rage.

Edit: The xx number limit total for the cosmic planes and fae is a neat concept, but think it one step forward. It would be like the dwarven villages on prime, before distortion existed. In other words, constant raiding for the greatest number. By the way, if my memory serves me, there are 30 angels on celestia alone. I haven't raided for a couple weeks (*gasp*) so I forgot exactly.
Clise2006-10-12 12:01:24
QUOTE(Avaer @ Oct 12 2006, 07:50 PM) 341927

Possibly. I just want the quests that steal fae to actually mean something, and have a reverse. If all of them were boosted in strength and the process made more quest-like and less bonk-and-grab like though, I don't see it as a problem. And 30 was only an example, I have no idea how many angels/demons are in the cosmic planes.


Problem is until the current quests are change, its alot easier to kill angels/demons and convert to fae compared to influencing each fae and then bringing them back to the appropriate plane. Also, this still doesn't address the issue of burn outs. That was the main reason why Sea quests and faethorn was changed. Your suggestion while is nice in most sense, and definately VERY viable from an RP view, will simply bring back that problem.
Shiri2006-10-12 12:18:18
How the heck is it easier to convert angels/demons to Fae? I only WISH. blink.gif

EDIT: Also even if it were possible, it's infy easier to get to Faethorn than either Cosm...
Unknown2006-10-12 12:21:32
QUOTE(Clise @ Oct 12 2006, 12:01 PM) 341933

Problem is until the current quests are change, its alot easier to kill angels/demons and convert to fae compared to influencing each fae and then bringing them back to the appropriate plane. Also, this still doesn't address the issue of burn outs. That was the main reason why Sea quests and faethorn was changed. Your suggestion while is nice in most sense, and definately VERY viable from an RP view, will simply bring back that problem.

You cannot convert angels/demons to fae at all. You can only kill them and get the piece of essence from them. Still, if we disable the fae-stealing quest, and the fact that angels carry essence, I'd be ok with that as well.
Verithrax2006-10-12 12:36:11
QUOTE(Acrune @ Oct 12 2006, 01:21 AM) 341824

Alright, now that thats out of my system, please don't neuter all the interesting things about the game. There's got to be something left to play.

If we get rid of all the pointless org conflict, Lusternia will be more like Imperian.

Then we can scrap villages and make them permanently part of a particular org (Revolts every five minutes make no real sense anyway) and get rid of avenger and replace it with a SANELY written HELP PLAYERKILLING and responsible admins.

Then we can balance the combat system properly, and we'd be just like Imperian.

I would like that.
Unknown2006-10-12 12:39:57
QUOTE(Verithrax @ Oct 12 2006, 08:36 PM) 341942

If we get rid of all the pointless org conflict, Lusternia will be more like Imperian.

Then we can scrap villages and make them permanently part of a particular org (Revolts every five minutes make no real sense anyway) and get rid of avenger and replace it with a SANELY written HELP PLAYERKILLING and responsible admins.

Then we can balance the combat system properly, and we'd be just like Imperian.

I would like that.


No, not Imperian. And don't lift the conflict quests, that's what drives this game.
Shamarah2006-10-12 12:51:57
If they get rid of Celestia/Nil I'll probably just go to Imperian anyway.
Unknown2006-10-12 12:55:30
From what I understand, org conflict exists (and is encouraged) in Imperian as well. And all the IRE MUDs have and are encouraged to differ themselves. Also, if we're exactly like Imperian, I figured you'd be playing that. (And a lot of people complain there too, so the "new MUD smell" is going to get old after a while wherever you are).

Conflict Quests are going away, or being significantly changed. Right now the only one that's left I believe is the Cosmic Plane city quests (and the fact you can kill spirit Avatars). I can see that changing somewhat. It seems the existence of a conflict quest encourages people to fight. That's why I thought my power idea would help keep things balanced.
Xavius2006-10-12 13:01:03
QUOTE(Phred @ Oct 12 2006, 07:55 AM) 341946

It seems the existence of a conflict quest encourages people to fight.


Ever looked at the AB files for guild skills? I'm pretty sure that the existence of a fighting population is the whole purpose of nice things like credits. wink.gif
Unknown2006-10-12 13:01:40
QUOTE(Ixion @ Oct 12 2006, 07:55 AM) 341931

Zenji's Idea 2 certainly make some sense, but I would strong advocate against them simply due to the fact that the allied nation could just camp at the supernal/demon lord and spam transfixes/entanglements.
I guess I didn't think about that, trample, transfix, hailstorm, or other room attacks would be highly abused.

For the questionable reality of it though, saying that a supernal couldn't identify that those 12 are enemies and those 8 are allies is right along the same line as trample. How does the mount physically, in a few seconds jump over all the allies in the room, and choicely trample all the enemies? It should either trample every other non-mounted person in the room, or only trample 1 person. For playability the skill is as-is though.

dunno.gif I guess I'm a fan of anything that has denizen defensive forces, where applicable, fighting alongside player defensive forces, against superior numbered player raiders.
Ekard2006-10-12 13:11:21
MAking supernals demons a bit less deadly in same time boosting their health like 10 times would create that people wont be instakilled (allies or enemies) and you would still need to do long epic battle to kill them. And in that time your enemies could coem and start fighting with you. Making Supernal and Demon Lord able to survive for 15-30 minutes would be nice.

Just lower their damage and rise health. Its that simple. tongue.gif