Village Conglutination

by Veonira

Back to Common Grounds.

Daganev2006-12-29 06:09:34
QUOTE(Shorlen @ Dec 28 2006, 09:54 PM) 367301

With resurgem, same as it does now. If the people are jerks and resurge you, you lose a bit more exp, don't get willpower/endurance restored, and that's about it. With transmigrate, if people resurge before it activates, you are resurged and don't transmigrate. Also really irritating. The Serenwilde has a project though with a list of people who have conlut and transmigrate, so when there's fighting, we know who to res and who's fine.


But would you have your ego shattered and be graced for 5 minutes?
Veonira2006-12-29 06:11:04
QUOTE(daganev @ Dec 29 2006, 01:09 AM) 367305

But would you have your ego shattered and be graced for 5 minutes?


Things like lich, sacrifice (if they can do it in time before the conglut?), etc. would still work as normal, because that's how they would have worked if you had to pray. Only actual conglutination to your nexus would have the slow down.
Lysandus2006-12-29 07:01:02
I'm against this, there is a reason why sanctuary and crusade is up there, if you want to kill none fighters, trap them in a room then set up crusade, kill them at will. They won't leave the room cause they're too afraid to step outside? Drop a flaming monolith so no one can come to their aid at all. The purpose of Village Influence is that, village influence, not turn it to a battle field till everyone gives up cause they lost a lot of experience and no still claims the village.

There are many ways to hinder influencers at all people, debate, crusade and kill or just trap them in. Let's not turn villages into a PvP fest, we got the higher planes for that.
Jack2006-12-29 07:11:55
Outside of deliberately antagonising people via raiding (or trying to kill Demon Lords/Supernals) there is no reason to raid the higher planes. If you want to propagate planar conflict (something which I am personally in favour of) there needs to be some incentive for it to occur.

EDIT: I'm in favour of Veonira's idea, by the way. Village influencing seems tailored solely towards pacifists: not only are villages often peaced (two permanently), the existence of unblockable, unremovable sanctuary means that the conflict always centres around who has the most influencers/debaters rather than a combination of influence skill and military might. Veonira's idea would ensure that there would be a viable downside to having an excess of influencers rather than fighters.
Lysandus2006-12-29 07:14:57
Well we have stealing essences, killing defenders, killing plane denizens which we loses power and lose of avatars/supernals/demon lords. Well they are trying to upgrade the Nexus Worlds yes? Let's wait and see how this will all turn out.
Jack2006-12-29 07:20:03
Stealing essence is more or less pointless since the power gained from them is neglible and the risks greatly outweigh the potential gains. Planar raiding is more viable than it was with the influx of cubixes, but still difficult owing to highly annoying shrine powers: in addition it usually occurs only when the other side has few active members, which fosters a kind of hit-and-run mentality rather than dynamic conflict.

I'm interested in seeing how nexus worlds pan out but I still think there's a lot of untapped potential in higher plane conflict as-is, we just need to see greater payoffs for what's being done.
Unknown2006-12-29 08:13:09
QUOTE(Lysandus @ Dec 29 2006, 07:01 AM) 367313

I'm against this, there is a reason why sanctuary and crusade is up there, if you want to kill none fighters, trap them in a room then set up crusade, kill them at will. They won't leave the room cause they're too afraid to step outside? Drop a flaming monolith so no one can come to their aid at all. The purpose of Village Influence is that, village influence, not turn it to a battle field till everyone gives up cause they lost a lot of experience and no still claims the village.

There are many ways to hinder influencers at all people, debate, crusade and kill or just trap them in. Let's not turn villages into a PvP fest, we got the higher planes for that.

I'm not sure how the change I suggested relates at all to what you are saying.
Lysandus2006-12-29 08:16:54
I'm just saying what I think, I skipped to most of the posts cause I was too lazy reading except the first 5... >.>
Unknown2006-12-29 08:45:10
QUOTE(Lysandus @ Dec 29 2006, 08:16 AM) 367322

I'm just saying what I think, I skipped to most of the posts cause I was too lazy reading except the first 5... >.>

Ah, and how would you feel if being killed in violent village influence gave you shattered ego, and made you unable to reject grace until your ego was restored?

Wouldn't that both address the concerns raised by this thread, without penalizing peaceful influencers at all?
Lysandus2006-12-29 08:58:19
Sad of course... sad.gif
Shiri2006-12-29 09:01:27
So should being debated out cost experience? I don't think so. You -already- lose out from being killed, plus as mentioned lots of people DO have to wait ages before coming back. Maybe if being killed in a village didn't lose you any experience at all.

But I bet people would complain about that too.
Aiakon2006-12-29 13:26:50
I'm not in favour of this.. and I find it surprising that so many Mags are.

We can't soul rezz, darlings... so by ending village conglutination, we just hand the otherside a fat advantage.
Forren2006-12-29 16:20:32
The problem in violent revolts is not quick death. Keep in mind, most people still have to def, maybe get power, summon loyals, etc.

The problem in violent revolts is most definitely unbreakable, unlimited, sanctuary. It can't be stopped. Shorlen alluded to a possible fix that we developed on page one. Here's the idea:

Sanctuary lasts only two minutes. At the end of the two minutes, it can't be used again in the room for another thirty seconds. (Crusade can be, though). This would allow ample time for non-fighters to get out of the way if they see enemies enter, waiting for sanctuary to drop. It would also prevent whoring of sanctuary that is currently used to protect demesnes.

Thoughts?
Daganev2006-12-29 16:24:43
QUOTE(Forren @ Dec 29 2006, 08:20 AM) 367422

The problem in violent revolts is not quick death. Keep in mind, most people still have to def, maybe get power, summon loyals, etc.

The problem in violent revolts is most definitely unbreakable, unlimited, sanctuary. It can't be stopped. Shorlen alluded to a possible fix that we developed on page one. Here's the idea:

Sanctuary lasts only two minutes. At the end of the two minutes, it can't be used again in the room for another thirty seconds. (Crusade can be, though). This would allow ample time for non-fighters to get out of the way if they see enemies enter, waiting for sanctuary to drop. It would also prevent whoring of sanctuary that is currently used to protect demesnes.

Thoughts?



I disagree. I think the problem is sanctuaries being used to defend demesnes. I think its purely a demesne issue.

I think the simplest solution is to always allow a demesne to be broken, anywhere, all the time.

Sanctuary in the leader rooms, just means more debating and influencing, which is what the village revolt is all about... influencing. Its the only way to win the village and the only way meant to win the village.
Forren2006-12-29 16:25:45
They are called violent revolts for a reason.

I understand the need for sanctuary, but it has turned violent revolts into peaced influencing with demesne standoffs.
Shiri2006-12-29 16:26:04
Daganev is entirely right. Sanctuary being able to protect demesnes is bad and should be fixed without adjusting anything else.
Daganev2006-12-29 16:29:46
QUOTE(Shiri @ Dec 29 2006, 08:26 AM) 367426

Daganev is entirely right. Sanctuary being able to protect demesnes is bad and should be fixed without adjusting anything else.


Quoting so I can copy into my sig tongue.gif

Ok, Forren, can you explain to me what strategic rooms could/are sanctuaried and how it would affect the violent revolt if demesnes are breakable?
Forren2006-12-29 16:32:16
QUOTE(Shiri @ Dec 29 2006, 11:26 AM) 367426

Daganev is entirely right. Sanctuary being able to protect demesnes is bad and should be fixed without adjusting anything else.


That's a patch for a larger problem.

Sanctuary lasting infinitely long at no cost is a big issue.

QUOTE(daganev @ Dec 29 2006, 11:29 AM) 367429

Ok, Forren, can you explain to me what strategic rooms could/are sanctuaried and how it would affect the violent revolt if demesnes are breakable?


Serens have been doing this extremely effectively - stationing one person at breakable points in the meld to sit there, holding sanctuary, so as to prevent anyone from breaking. In the meantime, we can't move anywhere within the demesne without getting hit by squirrels and various other forestal pests in the case of the Hartstone demesne.

If they're breakable, we can actually have real fights instead of sanctuary whoring. I think a two minute limit is fair.
Daganev2006-12-29 16:32:41
QUOTE(Forren @ Dec 29 2006, 08:29 AM) 367430

That's a patch for a larger problem.

Sanctuary lasting infinitely long at no cost is a big issue.


It doesn't last infinitely long at no cost... it costs 1 power ever I think 2 minutes. I remember being instructed to spam Crusade as a ur'grunt
Forren2006-12-29 16:33:41
QUOTE(daganev @ Dec 29 2006, 11:32 AM) 367431

It doesn't last infinitely long at no cost... it costs 1 power ever I think 2 minutes. I remember being instructed to spam Crusade as a ur'grunt


No. There is no cost.