Constructs, Weakenings

by Xenthos

Back to Common Grounds.

Shiri2009-05-22 04:48:44
We're having a classified bugs contest? I got 13.
Razenth2009-05-22 04:51:19
It was a shock to discover you couldn't bombard your own nexii?
Krellan2009-05-22 04:52:09
classified just means they're looking into it.
Talan2009-05-22 04:54:10
QUOTE (Razenth @ May 22 2009, 12:51 AM) <{POST_SNAPBACK}>
It was a shock to discover you couldn't bombard your own nexii?


When the helpfile reads as follows:

QUOTE (Help Constructs)
ORBITAL BOMBARDMENT
-------------------
Aethership Combateers can bombard a Construct or Colossus from orbit and
inflict massive damage upon them. Charging up the deadly bombardment takes
a significant amount of time, but the effect is certainly spectacular. In
addition, anyone caught standing with the target runs the risk of being
caught in the deadly blast.


AETHERIC BEACONS
----------------
In addition to Colossi, Artisans can construct miniatures of Aetheric
Beacons, which when activated will create a link to a Nexus World. Citizens
of the nation to which the beacon is attuned will be able to TELEPORT
BEACON (provided they can teleport) from any Nexus World and translocate
to the site of the beacon, making them a key part of any successful ground
strategy.

Aetheric Beacons can be attacked and destroyed by Constructs, Colossi,
and orbital bombardment.


Yes.
Razenth2009-05-22 06:00:10
Ah, I see.
Catarin2009-05-22 08:44:22
When people aren't enjoying the game, it is silly to assume that they will buck up and put up a fight or move to another org. Chances are very good they will simply stop playing. People keep talking about there being cycles in this game. Is anyone noticing that the down cycles for orgs are extending for very long periods of time while the up cycles are pretty short? For everyone except the Serenwilde anyway. Celest hasn't been a real power for over a year which perhaps was masked by just how weak Magnagora was and being bolstered by Serenwilde.

I don't blame players for playing the game. Its a conflict game and after a certain point, there is literally nothing else to do besides beat your enemy to a pulp and then do it again as soon as possible. In the long run this hurts the game and I'm sure players recognize it but the alternative is just not doing anything. And if you're not doing anything, why play?

Churn is something that affects all multiplayer games with conflict in them but the problem with Lusternia is there aren't players that can easily step into the shoes of departing players. What random Celestian is going to take over for Malicia or Desitrus or Vesar or any of the top people that have been lost? Once you're down, it takes a miracle to get back up again. Or it takes those players who have left coming back. And after awhile, they really will find better things to do with their time.

I'm not going to offer any suggestions or solutions here since I don't even play anymore. But I will say there are games out there that manage to do this PvP thing in a more sustainable and enjoyable for all fashion. It probably wouldn't hurt to rethink this "winner takes all, loser gets even weaker" strategy.

p.s. Being able to take down 4 constructs in one hour is simply ridiculous. Kudos for figuring out a way to do it but it's just very wrong it is at all possible. I was told repeatedly it wasn't possible to take down even one in a single weakening.
Krellan2009-05-22 10:32:05
Sweet, I will totally accept your kudos.

I can see your point and may even agree with most of your first two paragraphs, however, I will disagree that players cannot be easily replaced. I've always prefered to be a tactical fighter, and it's just come to the point where things have been 'stablized' or 'leveled out' or whatever you want to call it where most people are replacable. All an org really needs is a combat leader (best to have more than one since that one can't be around 24/7 and as you said, may leave at some point) and at least one fighter from each guild or at the very least, people with trans guild skills.

Obviously, not everyone is born a leader, but there are tons of combat discussion and combatants who are willing to share their knowledge. Xiel has done a great job keeping up to date skills and what I'm trying to say is that leadership here is learnable. In fact, leadership doesn't even require trans skills or artifacts! Some artifacts sure help, but those are going around like candy at each ascension event as well as cheaper alternatives available and orgs willingly spending credits on them for individuals.

Let's face it, the bulk of combat is about participant numbers and brute force or simply damage output. We've all started to recognize and acknowledge that. The reason why these zergs lose is there's no one to lead. But anyone can step up to the plate. Learn the skills and ask questions until you know the majority of them. Then, just like learning combat, go out and try leading.

Anyways, just disagreeing with that replacable part. Everyone's replacable, just maybe not right away. Well, except me of course. I am just unbelievable on every level. And that man Ceren, can't replace the him.
Xenthos2009-05-22 11:17:01
QUOTE (Krellan @ May 22 2009, 06:32 AM) <{POST_SNAPBACK}>
Sweet, I will totally accept your kudos.

Why? You (like everyone else) were trying to do just one-at-a-time!
Catarin2009-05-22 12:37:10
QUOTE (Krellan @ May 22 2009, 04:32 AM) <{POST_SNAPBACK}>
Sweet, I will totally accept your kudos.

I can see your point and may even agree with most of your first two paragraphs, however, I will disagree that players cannot be easily replaced. I've always prefered to be a tactical fighter, and it's just come to the point where things have been 'stablized' or 'leveled out' or whatever you want to call it where most people are replacable. All an org really needs is a combat leader (best to have more than one since that one can't be around 24/7 and as you said, may leave at some point) and at least one fighter from each guild or at the very least, people with trans guild skills.

Obviously, not everyone is born a leader, but there are tons of combat discussion and combatants who are willing to share their knowledge. Xiel has done a great job keeping up to date skills and what I'm trying to say is that leadership here is learnable. In fact, leadership doesn't even require trans skills or artifacts! Some artifacts sure help, but those are going around like candy at each ascension event as well as cheaper alternatives available and orgs willingly spending credits on them for individuals.

Let's face it, the bulk of combat is about participant numbers and brute force or simply damage output. We've all started to recognize and acknowledge that. The reason why these zergs lose is there's no one to lead. But anyone can step up to the plate. Learn the skills and ask questions until you know the majority of them. Then, just like learning combat, go out and try leading.

Anyways, just disagreeing with that replacable part. Everyone's replacable, just maybe not right away. Well, except me of course. I am just unbelievable on every level. And that man Ceren, can't replace the him.


A well led group of 80 somethings without trans skills or artifacts vs a well led group of demigods and ascendants is going to lose. The assumption of one fighter from each guild is a huge assumption. Celest has struggled with having enough decent melders even when it was on top. And trans guild skills is another big assumption since that requires credits which are more easily acquired for some than others.

Regardless, the question of whether or not people can easily step into the shoes of combat leader/general leader is pretty easy to just observe. If something is easy to do then it would stand to reason that it would be done. In Magnagora and Celest, what players have stepped into the vacuum left by the top people leaving and been able to bring as much success to the org as those people?

I am not saying it can't be done because these people have mythical qualities that are simply irreplaceable, I'm saying the barriers to entry of Lusternia make it unlikely that replacements will appear at a rate faster than the churn will drive the existing away. And the longer an org goes being the underdog, the more difficult it is to get people to step up to lead because the chances of them being successful in their early attempts are low and the number of actual players to draw from is lower as time goes on as people just give up for another org or stop playing.
Krellan2009-05-22 19:58:21
QUOTE (Xenthos @ May 22 2009, 06:17 AM) <{POST_SNAPBACK}>
Why? You (like everyone else) were trying to do just one-at-a-time!


No one thought of doing it my way and we went for 2 at a time
Xenthos2009-05-22 22:01:50
QUOTE (Krellan @ May 22 2009, 03:58 PM) <{POST_SNAPBACK}>
No one thought of doing it my way and we went for 2 at a time

Yes... because everyone (including you) was saying "We're going to kill the Altar" and I said, "Well, I'm just going to use our second Colossus and start on the font. Why don't you get a second pilot to join me?"

So... a lot of people thought of doing it your way.
Krellan2009-05-22 23:28:35
No one thought about using two colossus against a single construct, which is in fact what allowed us to destroy all 4.
Xenthos2009-05-22 23:32:04
QUOTE (Krellan @ May 22 2009, 07:28 PM) <{POST_SNAPBACK}>
No one thought about using two colossus against a single construct, which is in fact what allowed us to destroy all 4.

What do you mean, nobody thought about it? It was one of the first things discussed. Back when they limited it so only one colossus from each org could enter the room (during the tweak that allowed Colossi and Constructs to move).

That's always been the concept for what would happen when 2+ orgs band together for a Weakening. Why would it suddenly be novel? :/

Edit: Went and found a post on the subject.
http://forums.lusternia.com/index.php?s=&a...st&p=455638

Was made so that you couldn't move Constructs together, and it was announced that a single org couldn't have more than one Colossus in the room but that differing orgs could each have one.
Krellan2009-05-22 23:37:13
Stop trying to steal this from me, Dreamkiller! I will ignore your blasphemous comments
Xenthos2009-05-22 23:37:44
QUOTE (Krellan @ May 22 2009, 07:37 PM) <{POST_SNAPBACK}>
Stop trying to steal this from me, Dreamkiller! I will ignore your blasphemous comments

See the edit above. I think you missed it. tongue.gif

That post was at the end of 2007.
Krellan2009-05-22 23:46:17
It doesn't change that I was the first to do it! And hence, deserving of the credit and kudos.
Xenthos2009-05-22 23:47:49
QUOTE (Krellan @ May 22 2009, 07:46 PM) <{POST_SNAPBACK}>
It doesn't change that I was the first to do it! And hence, deserving of the credit and kudos.

If you read that again, you'll see Glomdoring did it with Constructs in 2007!
Krellan2009-05-23 00:32:04
That's not two different orgs! and after numerous nerfs! I have done what was thought to be impossible
Xenthos2009-05-23 00:35:02
QUOTE (Krellan @ May 22 2009, 08:32 PM) <{POST_SNAPBACK}>
That's not two different orgs! and after numerous nerfs! I have done what was thought to be impossible

Seriously, who thought it was impossible? There was an announce when they made it work like this so that you couldn't have more than one of your own org's colossi in the room, but you could have one from each org.

The thing that people thought was impossible was being able to raise more than one Colossus from an org at a time (I kept getting asked if they would break if I raised another one, I don't know why... that was also pretty obviously possible. tongue.gif )