Shiri2009-01-13 15:52:01
Of course, worrying about the fines is taking it personally to exactly the same degree.
About the actual idea: honestly, you're probably going to need a plan that wouldn't breed as much resentment as this. I can't think of any off the top of my head, sadly. I think you'll run into the difficulty that it's quite reasonable to argue that there are some people who have done enough to really not be able to change orgs (obviously you don't fall into this category, but any kind of blanket alteration is going to have to take this into account.)
About the actual idea: honestly, you're probably going to need a plan that wouldn't breed as much resentment as this. I can't think of any off the top of my head, sadly. I think you'll run into the difficulty that it's quite reasonable to argue that there are some people who have done enough to really not be able to change orgs (obviously you don't fall into this category, but any kind of blanket alteration is going to have to take this into account.)
Vionne2009-01-13 17:35:11
What about this stops organizations from having a list of "do not allow to join unless they pay a fine" that isn't hardcoded into the honours lines, but still exists/
Unknown2009-01-13 19:45:27
I like the concept of a system that has built in deterents to the "blanket anyone who gets in your way as an enemy and leave them there forever" mentality.
Yes, it is a game that contains a significant element of conflict, but there are also many players who don't really enjoy that aspect of Lusternia. Giving people options is a healthy thing for the player base, cramming the population towards one playstyle, not so much. In an ideal sense, I'd like to see it eventually reach a state where only regular combatants/raiders/imp-cherub-kickers/antagonists are kept on city/guild/order enemy lists for any meaningful amout of time.
I feel its a real deterrent to long term player retention when Jimmy Neverraids, the-person-who-only-defends-or-fights-in-unaligned-eventish-areas winds up enemied to a slew of things, opening him up for real combatants to destroy what is likely for him, hours of effort.
It would even be nice to have the enemy command put them on the list for, say, a game month. Then have another command that does a more normal sort of enemy status. That would help some with the Order enemying process, when it is done primarily to hit them with shrine crap.
Yes, it is a game that contains a significant element of conflict, but there are also many players who don't really enjoy that aspect of Lusternia. Giving people options is a healthy thing for the player base, cramming the population towards one playstyle, not so much. In an ideal sense, I'd like to see it eventually reach a state where only regular combatants/raiders/imp-cherub-kickers/antagonists are kept on city/guild/order enemy lists for any meaningful amout of time.
I feel its a real deterrent to long term player retention when Jimmy Neverraids, the-person-who-only-defends-or-fights-in-unaligned-eventish-areas winds up enemied to a slew of things, opening him up for real combatants to destroy what is likely for him, hours of effort.
It would even be nice to have the enemy command put them on the list for, say, a game month. Then have another command that does a more normal sort of enemy status. That would help some with the Order enemying process, when it is done primarily to hit them with shrine crap.
Rika2009-01-13 19:47:34
You guys obviously need to play Imperian a bit. Nejii knows all about it. :>
The point is that is that it is hard to find a balance between the orgs and the individuals. In this case, it's a better idea to satisfy the orgs rather than letting the individuals screw the orgs up completely.
@Avaer: You can't say that guards already have a drain on the Nexus. In this proposed system, if you kill a guard, not only do they need to summon another (costing another 25 power), but you then get to drain power from the Nexus.
Edit: Just because someone isn't an enemy doesn't mean people won't start getting at them once they run out of victims who are enemies. Why do people go out killing any enemies they see? Because they can and they feel like it. When you don't have any enemies to kill, you'll have to go after people who aren't enemies.
The point is that is that it is hard to find a balance between the orgs and the individuals. In this case, it's a better idea to satisfy the orgs rather than letting the individuals screw the orgs up completely.
@Avaer: You can't say that guards already have a drain on the Nexus. In this proposed system, if you kill a guard, not only do they need to summon another (costing another 25 power), but you then get to drain power from the Nexus.
Edit: Just because someone isn't an enemy doesn't mean people won't start getting at them once they run out of victims who are enemies. Why do people go out killing any enemies they see? Because they can and they feel like it. When you don't have any enemies to kill, you'll have to go after people who aren't enemies.
Unknown2009-01-13 20:02:19
Honestly, I think there needs to be some balance introduced to the current system that encourages (but not forces) players to use enemy status sparingly and fairly.
At the moment, there is absolutely no cost whatsoever to declare anyone you like an enemy, and leave them there for ever and a day. In fact, it is actually quite beneficial to enemy as many people as you can whenever possible - the moment you do you earn gold for the city or commune (20,000 in Serenwilde's case), regardless of whether that status was actually deserved or not. And there's no drawback to the organization for having thousands of declared enemies - they get the assurance that person is never going to enter their territory again, they are unlikely to have to RP with the person at all, and they never have to think of it again.
Unlike other games (I think), enemy status also means a hell of a lot more here than just not going into that city. It means that on average 1/4 of the commodity shops and their villages/quests become off limits, and being enemied to more than one org at a time can cost an easy pathway to the higher planes. The mechanics strongly favour choosing one axis only to focus conflict on, as you are permanently stuck with that enemy status shy of extreme cost in begging for it to be taken away, so your conflict choices are similarly locked in that direction. Having experienced this nightmare twice, I'm almost beginning to suspect that governments and enemy mechanics are more responsible for stagnancy in Celenwilde/Magdoring polarities than the RP itself.
At the moment, there is absolutely no cost whatsoever to declare anyone you like an enemy, and leave them there for ever and a day. In fact, it is actually quite beneficial to enemy as many people as you can whenever possible - the moment you do you earn gold for the city or commune (20,000 in Serenwilde's case), regardless of whether that status was actually deserved or not. And there's no drawback to the organization for having thousands of declared enemies - they get the assurance that person is never going to enter their territory again, they are unlikely to have to RP with the person at all, and they never have to think of it again.
Unlike other games (I think), enemy status also means a hell of a lot more here than just not going into that city. It means that on average 1/4 of the commodity shops and their villages/quests become off limits, and being enemied to more than one org at a time can cost an easy pathway to the higher planes. The mechanics strongly favour choosing one axis only to focus conflict on, as you are permanently stuck with that enemy status shy of extreme cost in begging for it to be taken away, so your conflict choices are similarly locked in that direction. Having experienced this nightmare twice, I'm almost beginning to suspect that governments and enemy mechanics are more responsible for stagnancy in Celenwilde/Magdoring polarities than the RP itself.
Rika2009-01-13 20:07:04
Gods. Enemy status isn't a huge deal. Get over it.
The only solution to the problem (that won't spawn other problems) that you bring up (which is a valid problem) is for the players to show some self restraint. Ha! Like that would ever happen.
The only solution to the problem (that won't spawn other problems) that you bring up (which is a valid problem) is for the players to show some self restraint. Ha! Like that would ever happen.
Abethor2009-01-13 20:13:51
QUOTE (rika @ Jan 13 2009, 02:07 PM) <{POST_SNAPBACK}>
Gods. Enemy status isn't a huge deal. Get over it.
The only solution to the problem (that won't spawn other problems) that you bring up (which is a valid problem) is for the players to show some self restraint. Ha! Like that would ever happen.
The only solution to the problem (that won't spawn other problems) that you bring up (which is a valid problem) is for the players to show some self restraint. Ha! Like that would ever happen.
I love it when somebody asks if anyone can enemy someone because I raise my hand so high and insta-enemy. It's fun in a way.
Unknown2009-01-13 20:14:27
QUOTE (rika @ Jan 14 2009, 06:07 AM) <{POST_SNAPBACK}>
The only solution to the problem (that won't spawn other problems) that you bring up (which is a valid problem) is for the players to show some self restraint. Ha! Like that would ever happen.
...which is why there are game mechanics and rules.
Oh well, I can see there's quite a bit of opposition to this solution, I guess it's back to the drawing board. There's an answer out there somewhere!
Rika2009-01-13 20:43:38
QUOTE (Avaer @ Jan 14 2009, 09:14 AM) <{POST_SNAPBACK}>
...which is why there are game mechanics and rules.
Yeah, we thought we needed game mechanics to be changed to make Shofangi and Tahtetso better. Look what happened to that.
Unknown2009-01-13 20:50:23
Er, I'm not familiar with recent envoy reports... what happened?
Rika2009-01-13 21:27:20
Two words: DELETE MONKS
Fania2009-01-13 22:11:53
I don't know about adding power into the mix, but it would be interesting to see some changes made to the enemy system. I've personally gained enemy status to both Magnagora and Fain. Magnagora for a Weakening that I took part in a long time ago, and Fain because I was following someone around while they killed things on the Earth Plane, I think it was. I really don't pose much of a threat either way. I don't care if I ever get unenemied to Mag, but it would be interesting to see some kind of scale.
I'd actually be more interested in seeing a sliding scale for the villages. There are numerous novices who get enemied because they don't pay attention (along with older people who have malfunctions with their systems). Unless you are attacking these places all the time, there isn't really any use to becoming perma-enemied and some places it's really hard to do the amnesty/parlay thing for. Maybe the player directly related things should stay how they are (this includes Communes, Cities and planes) but I think the rest needs a change. I wont say I like Achaea, but something like their system might help make things a little easier.
I'd actually be more interested in seeing a sliding scale for the villages. There are numerous novices who get enemied because they don't pay attention (along with older people who have malfunctions with their systems). Unless you are attacking these places all the time, there isn't really any use to becoming perma-enemied and some places it's really hard to do the amnesty/parlay thing for. Maybe the player directly related things should stay how they are (this includes Communes, Cities and planes) but I think the rest needs a change. I wont say I like Achaea, but something like their system might help make things a little easier.
Acrune2009-01-13 22:30:19
This would be neat if you excluded all the effects of reputation. You can honors a person and see if they actively fight against you or not. Maybe reduce jumpings of non-fighters? Or, at least you can prove the griefers are jerks who jump non-fighters easier
With the effects suggested, no way, for the reasons that everyone else has already posted.
With the effects suggested, no way, for the reasons that everyone else has already posted.
Unknown2009-01-13 22:33:51
I like parts of the idea, but we should cut out the power cost and gold cost. How much gold does it take to go YELL GUARDS! SOANDSO IS NOW OUR NEMESIS!
Fania2009-01-13 23:47:20
QUOTE (Kialkarkea @ Jan 13 2009, 02:33 PM) <{POST_SNAPBACK}>
How much gold does it take to go YELL GUARDS! SOANDSO IS NOW OUR NEMESIS!
Apparently somewhere around 75,000-200,000 gold give or take....
Everiine2009-01-13 23:56:30
QUOTE (Acrune @ Jan 13 2009, 05:30 PM) <{POST_SNAPBACK}>
This would be neat if you excluded all the effects of reputation. You can honors a person and see if they actively fight against you or not. Maybe reduce jumpings of non-fighters? Or, at least you can prove the griefers are jerks who jump non-fighters easier
I'm on board for that.
Narsrim2009-01-14 01:20:59
I'd actually prefer a more intelligent system of guards. I want my Tahtetso Kusala to instantly attack any undead, illithoid, etc. regardless if they are or are not enemied. I know it can be done. It's like this in Aetolia!
Shaddus2009-01-14 01:27:53
QUOTE (Narsrim @ Jan 13 2009, 07:20 PM) <{POST_SNAPBACK}>
I'd actually prefer a more intelligent system of guards. I want my Tahtetso Kusala to instantly attack any undead, illithoid, etc. regardless if they are or are not enemied. I know it can be done. It's like this in Aetolia!
Oddly enough, I think so as well.
Esano2009-01-14 02:02:00
QUOTE (Narsrim @ Jan 14 2009, 12:20 PM) <{POST_SNAPBACK}>
I'd actually prefer a more intelligent system of guards. I want my Tahtetso Kusala to instantly attack any undead, illithoid, etc. regardless if they are or are not enemied. I know it can be done. It's like this in Aetolia!
I feel sorry for any Ninjakari novice who accidentally takes a wrong turn at the Portals.
Everiine2009-01-14 02:05:45
Actually, I'd like to see some effect of guild-enemying. Like having the guards associated with that guild attack enemies of that guild. Or at least harass them. Or something.