Vathael2009-05-23 18:24:01
Been there, done that? Domoths are boring and not worth it for Demigods to do unless there are no other options. The time you get to hold the throne compared to the loss is stupid. I want something worthwhile for the time I put in.
Unknown2009-05-23 18:39:31
Domoth attempts really are pointless for demigods. Ascendants get the job done so much more quickly, you're better off defending an ascended noob (if such a person were to exist) than claiming for yourself.
Essence needs more uses. If not an essence shop, the power to keep defs on death for higher essence expenditure would be sweet.
Essence needs more uses. If not an essence shop, the power to keep defs on death for higher essence expenditure would be sweet.
Zynna2009-05-23 18:59:07
I enjoy conflict, but I voted for '1' because I do think changes are needed.
I agree that Celestines/Nihilists should not lose their symbol and be forced to quest/spend 60 power every time the Supernals/Demon Lords are brought down. This is one of the reasons I left the Celestines awhile back because I was tired of logging on and seeing that I had lost my symbol and all my pacts had been broken again.
I also think that while there current exists coded possibilities of a win scenario for the cities, that as a practical matter it's not realistic at the moment. This includes the reasons Narsrim has mentioned about the imbalances between cosmic and ethereal raiding. It also is because of the large passive power gains Serenwilde has had allowing them to raise more Vernal Ascendants (and thus create more demigods more quickly) than the other organizations, thus increasing the odds that their team will win in a fight. And each time they win, they gain even more power for their nexus, making it so that they will be able to raise another VA even faster, while also making it so that it will take even longer for the organization they beat (because of the massive power loss caused) to take longer to raise the next of theirs. Thus the discrepancies in power will grow even larger than it already is. I think this is why Serenwilde hasn't been on the bottom since Glomdoring was released (as far as I've heard).
I agree that Celestines/Nihilists should not lose their symbol and be forced to quest/spend 60 power every time the Supernals/Demon Lords are brought down. This is one of the reasons I left the Celestines awhile back because I was tired of logging on and seeing that I had lost my symbol and all my pacts had been broken again.
I also think that while there current exists coded possibilities of a win scenario for the cities, that as a practical matter it's not realistic at the moment. This includes the reasons Narsrim has mentioned about the imbalances between cosmic and ethereal raiding. It also is because of the large passive power gains Serenwilde has had allowing them to raise more Vernal Ascendants (and thus create more demigods more quickly) than the other organizations, thus increasing the odds that their team will win in a fight. And each time they win, they gain even more power for their nexus, making it so that they will be able to raise another VA even faster, while also making it so that it will take even longer for the organization they beat (because of the massive power loss caused) to take longer to raise the next of theirs. Thus the discrepancies in power will grow even larger than it already is. I think this is why Serenwilde hasn't been on the bottom since Glomdoring was released (as far as I've heard).
Vathael2009-05-23 19:04:35
Serenwilde isn't on top physically but they politically are on top, sure. Serenwilde isn't an unstoppable force by any means. I recall a time Thoros/Ceren/I were claiming a Domoth and we had some back up, they all died at some point to Seren/Celest and we finished them off, they came back again and we killed them all again. This was about a 10-15 v 3 fight. It's about knowing what you're doing and not being a defeatist and giving up like you apparently do. Numbers mean nothing against a team that has the know-how on taking out the opposition.
Unknown2009-05-23 19:06:50
QUOTE (Zynna @ May 23 2009, 01:59 PM) <{POST_SNAPBACK}>
I think this is why Serenwilde hasn't been on the bottom since Glomdoring was released (as far as I've heard).
I'm pretty sure Seren got crushed hardcore when they were aligned with Mag and Celest was perfectly neutral with Glom.
Unknown2009-05-23 19:08:31
QUOTE (Zynna @ May 23 2009, 11:59 AM) <{POST_SNAPBACK}>
I think this is why Serenwilde hasn't been on the bottom since Glomdoring was released (as far as I've heard).
The last time Serenwilde had its lowest point was, in my opinion, when Kalodan was Hierophant of the Hartstone. That wasn't so much a physical (power, fighters, etc.) low as it was a political/cultural one. If memory serves, he was even enemied to the Moondancers - as Hartstone GM - for some reason I never found out.
He also seemed to have this twisted love affair with Marani.
Vathael2009-05-23 19:08:48
Thoros used to beat down on Serenwilde constantly by himself. He in fact got in "trouble" with Magnagora for doing so.
Diamondais2009-05-23 19:09:11
QUOTE (Vendetta Morendo @ May 23 2009, 03:06 PM) <{POST_SNAPBACK}>
I'm pretty sure Seren got crushed hardcore when they were aligned with Mag and Celest was perfectly neutral with Glom.
Your pretty sure is correct, during the "seren-celest"war, Serenwilde was beaten down pretty badly.
Siam2009-05-23 19:12:06
QUOTE (Vathael @ May 24 2009, 02:19 AM) <{POST_SNAPBACK}>
This may not be the thread for it but anyway, I think Demigods need to be able to do something with their essence besides phoenix and zap, seriously.
Essence shop plz or something. I absolutely hate the fact that I have a load of essence and nothing to possibly do with it. I could never lose Demigod even if I ran into Prime Celest and let people kill me for an hour. Any normal person would lose a couple levels I'm sure. Make essence worth the time to gather!
CODE
| Ser Vathael ---------------------------------------------------------------- #2 |
| ----Essence: 133750198----Â Â Power: 10p (100%)Â Â Karma: 32%Â Â Â Â Â Â Â Â Esteem: 36%Â Â |
| ----Essence: 133750198----Â Â Power: 10p (100%)Â Â Karma: 32%Â Â Â Â Â Â Â Â Esteem: 36%Â Â |
Essence shop plz or something. I absolutely hate the fact that I have a load of essence and nothing to possibly do with it. I could never lose Demigod even if I ran into Prime Celest and let people kill me for an hour. Any normal person would lose a couple levels I'm sure. Make essence worth the time to gather!
Essence donating to other players that gives them exp
edit:
do not take my reply seriously
Unknown2009-05-23 19:13:05
QUOTE (thisismydisplayname @ May 23 2009, 02:12 PM) <{POST_SNAPBACK}>
Essence donating to other players that gives them exp
Ascendants only, irrespective of how generous you feel.
Siam2009-05-23 19:15:24
QUOTE (Vendetta Morendo @ May 24 2009, 03:13 AM) <{POST_SNAPBACK}>
Ascendants only, irrespective of how generous you feel.
Oookay, since Ragniliff replied before I could edit my post...
10,000 essence = 0.01 exp for those below circle 100
Unknown2009-05-23 19:25:48
I'm not sure what 'Seren has/has not been on the bottom' has anything to do with the topic. Even then, I don't think totems are what makes them 'on top', and believing that to be the main reason is at best, disingenuous. Though personally, Serenwilde's been more or less at the top -politically- the whole time, definitely not militarily.
Vathael2009-05-23 19:28:21
..isn't that what I said.
Casilu2009-05-23 19:31:32
QUOTE (Vathael @ May 23 2009, 12:28 PM) <{POST_SNAPBACK}>
..isn't that what I said.
But people like Shuyin.
Unknown2009-05-23 19:32:59
*FLEX*
Vathael2009-05-23 19:36:56
Munsia2009-05-23 19:38:23
After reading a few more posts, I highly disagree with getting rid of Avenger.
Avenger is what makes Lusternia special to me and so do all the different planes. It keeps newbies from getting killed for stupid reasons, aka the players are complete .
Getting rid of power is idiotic as well. Once again an important part of what makes up Lusternia....
Copying other games pvp systems is just plain stupid, you want to be Lusternia not oh look...Imperian! Or....This reminds me of WoW!
Open conflict that involves everyone, including the pacifists, is why alot of us play. That involvement and the politics involved (albeit we want to strangle the politicians) makes everything so interesting. Like I said before, I agree with adding an objective to the raiding but don't kill conflict on the planes.....
Avenger is what makes Lusternia special to me and so do all the different planes. It keeps newbies from getting killed for stupid reasons, aka the players are complete .
Getting rid of power is idiotic as well. Once again an important part of what makes up Lusternia....
Copying other games pvp systems is just plain stupid, you want to be Lusternia not oh look...Imperian! Or....This reminds me of WoW!
Open conflict that involves everyone, including the pacifists, is why alot of us play. That involvement and the politics involved (albeit we want to strangle the politicians) makes everything so interesting. Like I said before, I agree with adding an objective to the raiding but don't kill conflict on the planes.....
Celina2009-05-23 19:48:51
protip: Don't take Incabulos seriously.
Or post a few more times while he laughs about the whole thing. It's up to you.
Or post a few more times while he laughs about the whole thing. It's up to you.
Estarra2009-05-23 20:02:36
Getting this discussion back on course, here are some things that are occurring to me or that I am hearing that have some traction for me:
Rewards for participating in conflict situations: Several people have said this is a good idea in theory but it is still extremely vague to me how it would work in practice. How do you determine when there is a conflict? I think somehow 'flagging' people would end up being a nightmare which just leaves designating certain areas as conflict areas which means anyone in the area would benefit from the 'rewards'. So what would these rewards be? If the 'reward' is not losing xp if you are defending the area, what is the reward for attacking the area? Is it more xp? In that case, one could simply up the xp in the area overall for everyone and call it a day. But if there is an xp increase on those areas/planes, could people somehow be able to game this? Be rather nice if you don't lose xp for defending a plane as well as getting increased xp for questing/killing on that plane! Maybe that's okay, maybe not. One thing I wouldn't really want to see is a complex systems of if's, and's and but's which would make it difficult for many players to understand (not to mention difficult to code).
Remove power loss from the city vs. commune quests: These are new quests and am on the fence whether they should be adjusted before really having a chance to see them in action more.
Make the quest for the Star/Necromentate easier: This would be simple enough. My only thought is that no one has mentioned the Flame/Drums quests in the communes. Note that the commune quests need a lot more timing and the city quests can just plow through to the end of their quest (i.e., it may take communes a RL day to time their quest--more if they mis-time it--whereas cities would be able to just finish it in a few hours--or how many hours would be appropriate). That said, we don't want the quests to be the same for all four organizations but I'm wondering if people have thought that through.
Have nihilists and celestines keep their pacts if their entities die: I'm not sure it is feasible to block the guardian powers while maintaining the pacts. I have always liked the RP of this and am not crazy about losing this feature.
Make raising avatars/supernals/demon lords easier: What if moondancers/shadowdancers/celestines/nihilists simply get a bonus to raise them? That'd be an rp solution that gives those guilds a little more importance with the bond between them and their associations.
Remove the nexus world conflict quests: I still haven't really heard good arguments to keep it and am still leaning at their removal (either permanent or temporary).
Rewards for participating in conflict situations: Several people have said this is a good idea in theory but it is still extremely vague to me how it would work in practice. How do you determine when there is a conflict? I think somehow 'flagging' people would end up being a nightmare which just leaves designating certain areas as conflict areas which means anyone in the area would benefit from the 'rewards'. So what would these rewards be? If the 'reward' is not losing xp if you are defending the area, what is the reward for attacking the area? Is it more xp? In that case, one could simply up the xp in the area overall for everyone and call it a day. But if there is an xp increase on those areas/planes, could people somehow be able to game this? Be rather nice if you don't lose xp for defending a plane as well as getting increased xp for questing/killing on that plane! Maybe that's okay, maybe not. One thing I wouldn't really want to see is a complex systems of if's, and's and but's which would make it difficult for many players to understand (not to mention difficult to code).
Remove power loss from the city vs. commune quests: These are new quests and am on the fence whether they should be adjusted before really having a chance to see them in action more.
Make the quest for the Star/Necromentate easier: This would be simple enough. My only thought is that no one has mentioned the Flame/Drums quests in the communes. Note that the commune quests need a lot more timing and the city quests can just plow through to the end of their quest (i.e., it may take communes a RL day to time their quest--more if they mis-time it--whereas cities would be able to just finish it in a few hours--or how many hours would be appropriate). That said, we don't want the quests to be the same for all four organizations but I'm wondering if people have thought that through.
Have nihilists and celestines keep their pacts if their entities die: I'm not sure it is feasible to block the guardian powers while maintaining the pacts. I have always liked the RP of this and am not crazy about losing this feature.
Make raising avatars/supernals/demon lords easier: What if moondancers/shadowdancers/celestines/nihilists simply get a bonus to raise them? That'd be an rp solution that gives those guilds a little more importance with the bond between them and their associations.
Remove the nexus world conflict quests: I still haven't really heard good arguments to keep it and am still leaning at their removal (either permanent or temporary).
Unknown2009-05-23 20:04:14
From the point of a view of a non-combatant, I have this to say: we are a varied lot. I know that this should be an obvious statement, but it's worth repeating. Why? Not all of us are outright pacifists. Since Lusternia seems to have this very narrow spectrum between pacifists (including snugglies) and devoted fighters, it's hard to fall somewhere in the middle, because you "either are a competent fighter or not". Those of us who are "not", though, are not necessarily unwilling to jump into the fray.
Using Celest as an example, I have known dozens of players during the time that I've played who have gone up to defend Celestia/Water or join in on a Nil/Earth raid (forest raids are quite honestly a novel concept to me). Have all of them been decent fighters? Some of them have tried without even having a system. Some of them hadn't even transed one of their guild skills. That hasn't stopped them. It hasn't stopped me from trying, either, even if all I end up doing is POINT STAFF from the Pool. I'm certain the the forests have had their share of low-level/mid-tier fighters defend or raid, even if all they do is web whore. It's true that there are times when people will hide in a manse or logout when something huge is happening, but again, I do not think these players are doing that just to avoid combat altogether. It's reasonable to think that, especially if they've died one time (or more) too many, they want to take a break. But are they outright pacifists? No. But there are people who react with an attitude that, I cannot truthfully say is prevalent, lumps everyone who takes measures to avoid unnecessary/unwanted conflict as a pacifist.
I don't believe that there are many people who need to be reminded of this distinction, but having read over some of the posts in this thread, I feel that this should be reiterated.
Using Celest as an example, I have known dozens of players during the time that I've played who have gone up to defend Celestia/Water or join in on a Nil/Earth raid (forest raids are quite honestly a novel concept to me). Have all of them been decent fighters? Some of them have tried without even having a system. Some of them hadn't even transed one of their guild skills. That hasn't stopped them. It hasn't stopped me from trying, either, even if all I end up doing is POINT STAFF
I don't believe that there are many people who need to be reminded of this distinction, but having read over some of the posts in this thread, I feel that this should be reiterated.