Genevieve2006-12-07 05:40:08
So the other day, I'm working on the Marilynth quest, and I'm all excited cause I'm going to be hindering the Mags a little, as no raids were taking place. So I spend hours upon hours breeding turtles, and collecting fish and squid... And I find out the quest doesn't have any effects any more. Neither does the ship of the dead.
I understand that at one point, raids were taking place on Nil every day, and the spikes were so low that angels were stealing power from Mag (at least this is what I've heard).
But now that killing the demon lords and the supernals is much much harder, shouldn't these quest effects turned back on? It was pretty depressing to hear Malarious tell me that killing Marilynth was low on their priority list.
I understand that at one point, raids were taking place on Nil every day, and the spikes were so low that angels were stealing power from Mag (at least this is what I've heard).
But now that killing the demon lords and the supernals is much much harder, shouldn't these quest effects turned back on? It was pretty depressing to hear Malarious tell me that killing Marilynth was low on their priority list.
Anarias2006-12-07 05:42:58
No, it was decided that those quests caused too much unnecessary grief to people so instead of making them non-continual in their effects, they were just removed entirely forever.
Edit - meh, that sounds bitter. It is, but...
The conflict quests were the reason I bothered with Lusternia at all. Its still just mind-numbingly awful that they've been taken out. It was the idea that you didn't have to just get a group and gank people in order to have conflict with meaningful losses and gains, that even people who couldn't fight were able to help and that basically, things mattered a lot more then in other IRE games that was so awesome. Its just dumb that the game was designed with those kinds of quests in mind and then they were yanked out without being replaced by anything functional.
Edit - meh, that sounds bitter. It is, but...
The conflict quests were the reason I bothered with Lusternia at all. Its still just mind-numbingly awful that they've been taken out. It was the idea that you didn't have to just get a group and gank people in order to have conflict with meaningful losses and gains, that even people who couldn't fight were able to help and that basically, things mattered a lot more then in other IRE games that was so awesome. Its just dumb that the game was designed with those kinds of quests in mind and then they were yanked out without being replaced by anything functional.
Genevieve2006-12-07 05:53:18
Well I think they should be put back in. I know it would make things more of a hassle, but then raiding wouldn't be the only way to make an impact on your enemies.
Anarias2006-12-07 06:06:35
QUOTE(Genevieve @ Dec 6 2006, 10:53 PM) 360683
Well I think they should be put back in. I know it would make things more of a hassle, but then raiding wouldn't be the only way to make an impact on your enemies.
Lots of people think that. There have been forum threads, in game councils and all kinds of things about it. The administration said that the conflict quests were turning newbies away and making it so the game didn't grow or some such thing. It ain't happening.
Genevieve2006-12-07 06:13:36
Well I'd simply like to reopen discussion from a novice's perspective. I've only been around for two real life months. I liked the idea of conflict quests and I still do. I think it's a way for novices to get involved when they can't with raids.
Anarias2006-12-07 06:16:53
I had a thread about it a while back that went nowhere but maybe you'd find some of the ideas of interest. It can be found here.
Unknown2006-12-07 06:18:18
What if quests such as this one conferred a bonus to the victors, but had no negative effect on the opposing side?
So that if you wanted to hold a conflict quest in your favour, you would be rewarded for it with some nice little thing like your citizens having huge resistance to being moved by waves/tremors, or an automatic power bonus of 1% reserves per citizen per month, or a free teleport to/from spectre isle/isle of light/arysian isles. And if you didn't want to compete for it, you aren't punished or hurt, you just won't get that bonus until you do.
I don't think we need the old conflict quests as they were. It's also kind of pointless to argue for them to be put back in the way they were, because obviously they were taken out for a reason.
So that if you wanted to hold a conflict quest in your favour, you would be rewarded for it with some nice little thing like your citizens having huge resistance to being moved by waves/tremors, or an automatic power bonus of 1% reserves per citizen per month, or a free teleport to/from spectre isle/isle of light/arysian isles. And if you didn't want to compete for it, you aren't punished or hurt, you just won't get that bonus until you do.
I don't think we need the old conflict quests as they were. It's also kind of pointless to argue for them to be put back in the way they were, because obviously they were taken out for a reason.
Anarias2006-12-07 06:29:05
The only problem with the old quests was the way their consequences persisted so long. That was what needed fixing. Putting more buffs in the game instead is really not an appealing idea to me personally.
Ildaudid2006-12-07 06:31:03
QUOTE(Genevieve @ Dec 7 2006, 12:40 AM) 360677
So the other day, I'm working on the Marilynth quest, and I'm all excited cause I'm going to be hindering the Mags a little, as no raids were taking place. So I spend hours upon hours breeding turtles, and collecting fish and squid... And I find out the quest doesn't have any effects any more. Neither does the ship of the dead.
I understand that at one point, raids were taking place on Nil every day, and the spikes were so low that angels were stealing power from Mag (at least this is what I've heard).
But now that killing the demon lords and the supernals is much much harder, shouldn't these quest effects turned back on? It was pretty depressing to hear Malarious tell me that killing Marilynth was low on their priority list.
NO
The Ladantine quest was insane. You being a celestian and a noob, don't realize what it was like to sit and guard Ladantine for 4 hours straight while only 25 devil fish popped per spawn. You needed 150-200 to stop the song.... Now when you had only say 10 left until the singing stopped (and you NEVER knew how many you had left to give Ladantine, since he would never tell you) a group of Celestians would come by run in and kill Ladantine.....
Now what would happen was this..... Ladantine's fish count reset back to 0.... so that means 4 more hours of song... if people were now willing to do it all over again.... It was an utter one sided bull conflict.. It got to the point that we would not even participate in it because it was so biased. Nothing on the Celest side of it took that long to do. It was very simple to stop the Ship of the Dead, yet it took a lot of effort to Raise the Ship of the Dead.... if you want that conflict back... then either:
A. You are insane, or do not know what you are talking about.
B. Need to make sure the playing field is leveled and you all have to suffer for 4 hours to stop the ship only to be thwarted and start from scratch once again if we kill Lanakai. So we too can keep you miserable and frustrated for 4-24 hours out of a day.
C. Or make it so that Ladantine either could not be killed, or fish count never went back to 0 if he was killed, and was on par with the Celest side of this conflict and he was much easier to raise. And you could not stop it so easily.
At the giant meeting they had about this, we all opted for C. But what happened was that the conflict part was taken out... so I guess C wasn't a real option after all....
Genevieve2006-12-07 06:42:32
Well I definitely don't want the quest to take longer. I spent hours on it breeding turtles and such. Working by myself it did take me an awfully long time.
But I think it's an aspect that's missing now, and I feel Lusternia would really benefit from (fair) conflict quests.
Thank you for giving me a bit more information Ildaudid.
But I think it's an aspect that's missing now, and I feel Lusternia would really benefit from (fair) conflict quests.
Thank you for giving me a bit more information Ildaudid.
Ildaudid2006-12-07 06:44:50
QUOTE(Genevieve @ Dec 7 2006, 01:42 AM) 360708
Well I definitely don't want the quest to take longer. I spent hours on it breeding turtles and such. Working by myself it did take me an awfully long time.
But I think it's an aspect that's missing now, and I feel Lusternia would really benefit from (fair) conflict quests.
Thank you for giving me a bit more information Ildaudid.
Yer welcome
edit - and actually I miss the conflict quest, just not the 4-24 hours spent doing it. Wish they would have went with option C.
Ekard2006-12-07 06:58:08
I really enjoyed those quests.
And i think people had enough of them cose turtels and seawolfes battles were like every f.ing day.
One per week or 2 would solve the problem.
But noo.
Bring those quests back! Pwease!!
And i think people had enough of them cose turtels and seawolfes battles were like every f.ing day.
One per week or 2 would solve the problem.
But noo.
Bring those quests back! Pwease!!
Ildaudid2006-12-07 07:00:20
Don't bring them back without fixing them though please.... No more of this Ladantine can die so easy and his fish count is reset crap.... if that happens, I will not be part of the raise ladantine group, trust me... I could have more fun playing blackjack and losing
Dvyrus2006-12-07 07:00:47
Ild, you forgot to mention that when Ladantine does get killed, it still requires a quest to raise him. He doesn't just repop.
The sea battle was really just frustrating beyond belief for everybody involved, and since most of Mag stopped caring - it was only that much worse for those that did try.
edit: The issues with it were as Ildaudid said, how easy it was to wipe out one's work in the quest. Also the playerbase wasn't really high enough to support the constant work the quest needed. It got to where there were only a few dedicated players (that were highly stressed) trying to keep up with the sea battles.
The sea battle was really just frustrating beyond belief for everybody involved, and since most of Mag stopped caring - it was only that much worse for those that did try.
edit: The issues with it were as Ildaudid said, how easy it was to wipe out one's work in the quest. Also the playerbase wasn't really high enough to support the constant work the quest needed. It got to where there were only a few dedicated players (that were highly stressed) trying to keep up with the sea battles.
Genevieve2006-12-07 07:31:49
Well these days the sea battle happens every couple of months instead of every month.
Aiakon2006-12-07 08:22:18
QUOTE(Genevieve @ Dec 7 2006, 05:53 AM) 360683
Well I think they should be put back in. I know it would make things more of a hassle, but then raiding wouldn't be the only way to make an impact on your enemies.
NO!
That quest was an absolute bastard. It took hours and hours and hours to get enough devil fish, and then one fish short of the 700 or however many were needed, Narsrim would appear, kill Ladantine and we'd be back at naught. That quest was more of a reason for people leaving this game than -any- griefing. No one wants to be on guard duty hour after hour, especially when someone has to be practically every third day. It was tiresome, boring and tedious and the worst part of it was it -had- to be done, because losing power from spikes and control over the necromentate was unthinkable.
Everyone has pretty much already made the points I'm making now. But I thought I'd just remake them for emphasis.... I hated that quest..
Kyleel2006-12-07 08:25:38
Theres a lot of people that just don't want to do mindless quests.
Especially frustrating mindless quests that take hours to complete.
Especially if you only have a couple of hours in the game on any given day.
The conflict quests were removed for good reason.
Because their effects required players to endlessly do something that they didn't want to.
And that's why people (novices or not) were being turned off the game.
Especially frustrating mindless quests that take hours to complete.
Especially if you only have a couple of hours in the game on any given day.
The conflict quests were removed for good reason.
Because their effects required players to endlessly do something that they didn't want to.
And that's why people (novices or not) were being turned off the game.
Shiri2006-12-07 08:29:55
QUOTE(Kyleel @ Dec 7 2006, 08:25 AM) 360731
Theres a lot of people that just don't want to do mindless quests.
Especially frustrating mindless quests that take hours to complete.
Especially if you only have a couple of hours in the game on any given day.
The conflict quests were removed for good reason.
Because their effects required players to endlessly do something that they didn't want to.
And that's why people (novices or not) were being turned off the game.
Not that I'm disagreeing with you (still thinking about it) but how is that any better than the other "endlessly do something that they didn't want to" enabler, the ol' pointless raid?
Aiakon2006-12-07 08:34:53
QUOTE(Shiri @ Dec 7 2006, 08:29 AM) 360733
Not that I'm disagreeing with you (still thinking about it) but how is that any better than the other "endlessly do something that they didn't want to" enabler, the ol' pointless raid?
You pointlessly raid when you feel like it, and it doesn't last that long. Usually.
You defend Ladantine and gather fish whether you like it or not, and it lasts HOURS. And you have to do it three times a week.
Soll2006-12-07 08:37:03
I don't understand the points you're making about Ladantine's fish count resetting and not being able to know how many fish he's collected. That's a really old view that isn't even in effect anymore.
- Ladantine will now give hints as to how many devil fish he needs.
...
- Ladantine will be easier to spawn.
...
- Ladantine's fish counter will no longer be reset to zero upon death.
QUOTE("Announce 601")
- Ladantine will now give hints as to how many devil fish he needs.
...
- Ladantine will be easier to spawn.
...
- Ladantine's fish counter will no longer be reset to zero upon death.