The Soulforge Lives!

by Unknown

Back to Common Grounds.

Unknown2008-01-11 00:52:41
The Soulforge can be taken control of by any of the four orgs.

(It's very easy)
Jigan2008-01-11 01:03:18
As a sidenote, one of the reasons I'm against it is that it releases plague everywhere. My understanding is that only Magnagora has any people really immune to it. So, it's kinda detrimeal for anyone else other than Magnagora to raise it unless it releases a plague tailored to not affect the organization which has command of it.

That, and seeing the denizen we were waiting to appear for awhile get killed in the space of...six or so seconds without the assassin getting touched once was kinda a "meh" moment.

dazed.gif
Rika2008-01-11 01:04:23
I thought we didn't want conflict quests. dunno.gif
Eldanien2008-01-11 01:05:16
Eh...

It's a bit lopsided in that regard. But every time they raise it, they're essentially declaring war on the whole Basin. I don't imagine Magnagora will do it that often, for that reason. Three orgs against one means that one gets squished hard.

edit: I -would- like to see Grace of Innocence provide immunity to the plague and parasites both, though. Lowbies shouldn't be used as weapons, and it has to be frustrating being navigationally challenged AND cut off from highways.
Catarin2008-01-11 01:10:26
QUOTE(Visaeris Maeloch @ Jan 10 2008, 05:52 PM) 475746
The Soulforge can be taken control of by any of the four orgs.

(It's very easy)


Given that Magnagora is the only org iimmune to the plague it is the only one that would WANT the soulforge up. The rest of us are dealing with confused newbies who we have to order to get away from everyone else and stand in a room alone until a healer can be found.

EDIT: This is in addition to he prime deaths they're experiencing just for trying to walk on the highways.
Estarra2008-01-11 01:19:25
Newbies are immune from plague (it's a bug if they're not). Plus the creatures spawned from pools don't attack newbies (unless they get attacked).
Druken2008-01-11 01:21:41
I still really, really like the idea of plague. It's an interesting element to the game and makes healers useful (even if it's for a fraction of a second!).
Everiine2008-01-11 01:24:22
I've never done this quest (though if what Visaeris says about lore is true, someone needs to write a book!), but I like it for a couple of reasons.

1) It has an effect. Parasites on the road, even if a small effect, does affect everyone. And with healers around, a plague infection doesn't seem to be spreading very quickly.

2) It's difficult, which means no annoying quest farming in the ways we see other quests farmed.

3) It produces conflict on Prime, which I like smile.gif

So, as I said about the Ninjakari, we need to adapt. The Soulforge has changed the world, now we need to change along with it.
Unknown2008-01-11 01:39:16
QUOTE(Estarra @ Jan 10 2008, 05:19 PM) 475758
Newbies are immune from plague (it's a bug if they're not). Plus the creatures spawned from pools don't attack newbies (unless they get attacked).


As a suggestion, maybe you could make the creatures spawned from the pools a little less powerful.. Drop them down to something stronger than a regular non-linked astral creature, and give them a slower reaction time to attack upon entry.

Edit: I think there's a fair argument for toning down the impact of the quest on the game world, but the power affects should stay.
Estarra2008-01-11 01:39:27
Although I absolutely hate discussing quests on the forums, I think a lot of discussion here is overly dramatized. If it's not painfully obvious, the stronger Muud gets, the worse and worse the effects get (villagers get stronger and stronger, pools of slime eventually appear and eventually spawn creatures, power drains increase, sewer kidnappings become more pevasive, etc., etc.). And it's not like his strength is hidden, it is rather overt visually. A certain denizen explains this and how to destroy his strength. I'd imagine in the future that more care may be taken to keep him weak so even if the Soulforge quest is completed that the effects will be minimized.

Rika2008-01-11 02:50:29
Oh yeah, can you please set a village leader for Duum?
Shiri2008-01-11 02:53:25
Why would a village leader help anything?
Rika2008-01-11 02:57:32
QUOTE(Shiri @ Jan 11 2008, 03:53 PM) 475808
Why would a village leader help anything?


So people can't jump me without at least suspect.
Revan2008-01-11 03:01:29
Come now, Rika. Just don't go into enemy territory!
Shiri2008-01-11 03:01:46
Ohhh, for amnesty.
Rika2008-01-11 03:03:22
QUOTE(Revan @ Jan 11 2008, 04:01 PM) 475812
Come now, Rika. Just don't go into enemy territory!


But the quest is there to be done. You know, since the admins made the quest, I really should do it, right?

:xinemus:
Morgfyre2008-01-11 04:03:35
To hopefully assuage some of the plague panic, I will reveal that the contagiousness of the plague has been severely reduced since the last event where it was present. It does not spread nearly as quickly as it once did, and so I'm not sure we will see the widespread epidemic of that event unless it really goes unchecked.
Unknown2008-01-11 04:19:13
QUOTE(Morgfyre @ Jan 10 2008, 08:03 PM) 475827
To hopefully assuage some of the plague panic, I will reveal that the contagiousness of the plague has been severely reduced since the last event where it was present. It does not spread nearly as quickly as it once did, and so I'm not sure we will see the widespread epidemic of that event unless it really goes unchecked.


I figured as much. The plague's been pretty well contained on all sides.

I think the biggest concern is the parasites wreaking havoc.

That's just me, anyhow.
Unknown2008-01-11 22:27:59
Just wanted to thank the Admin one last time. It was a fun quest while it lasted, but I think the run is done.

Seren and Celest just aced the Dread Lord, which means we're back to 0 motes and the 60-ish hours of uptime we accumulated are totally gone.

Hopefully this quest can be looked at and modified at some point, because otherwise it looks like this is the last time in the forseeable future that we'll see it lifted. It's a bummer that the whole line will go to waste, but the time investment vs reward is so skewed that it's not worth doing. I know I'll be encouraging Magnagora not to bother with it. I spent almost 48 hours this week on the damn thing, and that just got snuffed out in about 30 seconds of killing the big DL tongue.gif

Ah well!

It was good fun clap_1.gif

Edit: Oh and thanks to everyone else. It was fun playing "ok look serens. Whoosh. Dodge big group. How will I stop adelie?!" I had a blast
Morgfyre2008-01-12 00:26:58
QUOTE(Visaeris Maeloch @ Jan 11 2008, 04:27 PM) 476171
Just wanted to thank the Admin one last time. It was a fun quest while it lasted, but I think the run is done.

Seren and Celest just aced the Dread Lord, which means we're back to 0 motes and the 60-ish hours of uptime we accumulated are totally gone.

Hopefully this quest can be looked at and modified at some point, because otherwise it looks like this is the last time in the forseeable future that we'll see it lifted. It's a bummer that the whole line will go to waste, but the time investment vs reward is so skewed that it's not worth doing. I know I'll be encouraging Magnagora not to bother with it. I spent almost 48 hours this week on the damn thing, and that just got snuffed out in about 30 seconds of killing the big DL tongue.gif

Ah well!

It was good fun clap_1.gif

Edit: Oh and thanks to everyone else. It was fun playing "ok look serens. Whoosh. Dodge big group. How will I stop adelie?!" I had a blast


To be blunt, I think you are wrong. Your assumptions are logical based on what you have seen, but it doesn't seem like you've observed enough to fully understand how the quest and its effects work.