Jack2009-05-22 21:49:02
QUOTE (Desitrus @ May 22 2009, 10:46 PM) <{POST_SNAPBACK}>
People who want to fight, fight. Do you really think anyone went up to fight 3 Mags on Celestia because they were worried about Supernals? Angels don't mean snot, they can just ninjaraid them if they want them. Give me a break, the "conflict" you're describing is zerg on zerg NPC slaying.
<3
Vathael2009-05-22 21:49:46
It's not really like 2 people can go kill all the Supernals/DLs, right? Our last raid on Supernals consisted of maybe 10 people. That's not a whole hell of a lot to defend off with shrines/ripple.
Celina2009-05-22 21:50:53
QUOTE (Estarra @ May 22 2009, 04:38 PM) <{POST_SNAPBACK}>
From my point of view, the system has not proved to be the interesting or dynamic system that we had hoped they would be. The mechanics are complicated, not everyone understands what's going on, the construct powers become viewed as obligatory rather than optional, actual battles where multiple sides participate are rare, tweaking the mechanics hasn't seemed to solve anything, etc. As much as I liked the concept, I am just leaning towards chalking it up as a failed system.
I'd say it's about as dynamic as domoths are in that the vast majority of weakenings are like the vast majority of domoths. No fighting, just standing around staring at your friends. Occasionally a fight breaks out, and even then it's usually one sided.
It's not interesting, I'll admit that much, but I don't think it's broken. Constructs provide perks (and if people perceive constructs as obligatory, that's their issue. They are, matter-of-factly, not. Again, the only thing that constructs provide that is "unbalancing" is the free discretionary powers. Free rides to the planes, phial, minor dmp, etc. etc. People can and have survived just fine without these). Not every conflict system has to be dramatic and fully exploited. I think it provides an occasional interesting fight, and for the currently successful orgs, a small benefit. Fights do happen sometimes, and they can be interesting.
I'd say a reduction in power loss from falling constructs would be agreeable for all parties.
Estarra2009-05-22 21:51:25
QUOTE (Desitrus @ May 22 2009, 02:46 PM) <{POST_SNAPBACK}>
People who want to fight, fight. Do you really think anyone went up to fight 3 Mags on Celestia because they were worried about Supernals? Angels don't mean snot, they can just ninjaraid them if they want them. Give me a break, the "conflict" you're describing is zerg on zerg NPC slaying.
So that sounds like an argument for reducing negative effects (I'll drop the 'eliminating' negative effects as that seems to get everyone's panties in a knot). Negative effects does include the time it takes to 'recover' (i.e., quests to raise avatars/supernals/demon lords or quests to raise the shields around communes/cities).
Unknown2009-05-22 21:51:57
If the penalties weren't removed but scaled to lessen after each subsequent raid like I proposed in another thread, would that be more palatable?
Unknown2009-05-22 21:52:55
QUOTE (Estarra @ May 22 2009, 05:51 PM) <{POST_SNAPBACK}>
So that sounds like an argument for reducing negative effects (I'll drop the 'eliminating' negative effects as that seems to get everyone's panties in a knot). Negative effects does include the time it takes to 'recover' (i.e., quests to raise avatars/supernals/demon lords or quests to raise the shields around communes/cities).
Kudos. Yea, I didn't like the idea of removing them entirely either!
Estarra2009-05-22 21:55:07
QUOTE (Jozan @ May 22 2009, 02:51 PM) <{POST_SNAPBACK}>
If the penalties weren't removed but scaled to lessen after each subsequent raid like I proposed in another thread, would that be more palatable?
I read your idea but I thought it was just too complicated and really wouldn't have the effect you were striving for.
Let me be blunt. After trying for however long we've had it, I just am not liking the construct system and am coming to feel that it would be better off to lose it. (I do like the domoth system and think it is a bit apples and oranges to compare them.)
Desitrus2009-05-22 21:55:19
QUOTE (Estarra @ May 22 2009, 04:51 PM) <{POST_SNAPBACK}>
So that sounds like an argument for reducing negative effects (I'll drop the 'eliminating' negative effects as that seems to get everyone's panties in a knot). Negative effects does include the time it takes to 'recover' (i.e., quests to raise avatars/supernals/demon lords or quests to raise the shields around communes/cities).
Correct, although, I wasn't looking for a blanket removal. My point was that when you "raid" Celestia with a few people, you are drawing out fighters typically. These people are going to show up regardless of whether or not a Supernal is at risk. They are not fighting because there is a resource to protect, they are fighting because they like to fight.
My one removal suggestion is that supernals/dl's not impact Guardian classes. It's just dumb, no other class in the game loses a third of their guild skills because of an npc.
Zallafar2009-05-22 21:55:49
QUOTE (Tekora @ May 22 2009, 02:14 PM) <{POST_SNAPBACK}>
This thread worries me. It reeks of a vocal minority vs a silent majority.
- ... squid ... respawn ...
- ... dogs ... respawn ...
- ... squid ... respawn ...
- ... dogs ... respawn ...
I don't know if I'm in the majority or not, but I count as silent as I won't be voting in the referendum. I've been highly active in Lusternia for 7-8 months and I don't understand constructs. I don't know what colossi are. I have never heard of the squid and dog quests that Tekora mentioned (I'm in Serenwilde) and I don't know what they are accomplishing, and more to the point I have no idea what the corresponding quest is in the Seren and what it would accomplish. I don't know why people go inside a construct or what they do in there. I have seen it involves sparkleberry jelly but I don't know where that comes from or how that helps.
I do know I get good things from constructs which I would surely miss. I have done focusing to protect a construct a number of times. I have seen a bombardment from the ground, so I know at least a little about that. As a tailor I am able to make some sort of protective cover for constructs but I was told it wasn't really any help, so I haven't done that.
Estarra2009-05-22 21:56:36
QUOTE (Desitrus @ May 22 2009, 02:55 PM) <{POST_SNAPBACK}>
My one removal suggestion is that supernals/dl's not impact Guardian classes. It's just dumb, no other class in the game loses a third of their guild skills because of an npc.
Wiccans do! (Well, maybe not a third but they are impacted.)
Kiradawea2009-05-22 21:56:37
I don't think conflict should be removed. However I did vote yes because there are a few things I think should be changed. I don't have the drive to elaborate right now, but when it comes to Guardian classes, I would prefer it if you didn't have to repledge/pact if a Demonlord/Supernal falls. It is perfectly fine to make us unable to use the investible powers while the Cosmic being is down, but having to pay 60 power (including the 10 power to deepbond) just to get the ability back is a bit much. Especially when it's a high chance of you not being around when the Supernals/Demonlord falls. In all my time of playing, I've yet to be online at the same time as when a Supernal fell, so it becomes tiresome to have to clean up something I didn't get a chance to prevent.
Unknown2009-05-22 21:56:53
QUOTE (Estarra @ May 22 2009, 05:55 PM) <{POST_SNAPBACK}>
I read your idea but I thought it was just too complicated and really wouldn't have the effect you were striving for.
Let me be blunt. After trying for however long we've had it, I just am not liking the construct system and am coming to feel that it would be better off to lose it. (I do like the domoth system and think it is a bit apples and oranges to compare them.)
Let me be blunt. After trying for however long we've had it, I just am not liking the construct system and am coming to feel that it would be better off to lose it. (I do like the domoth system and think it is a bit apples and oranges to compare them.)
True, a straight line reduction would be easier.
Desitrus2009-05-22 21:57:14
QUOTE (Zallafar @ May 22 2009, 04:55 PM) <{POST_SNAPBACK}>
I don't know if I'm in the majority or not, but I count as silent as I won't be voting in the referendum. I've been highly active in Lusternia for 7-8 months and I don't understand constructs. I don't know what colossi are. I have never heard of the squid and dog quests that Tekora mentioned (I'm in Serenwilde) and I don't know what they are accomplishing, and more to the point I have no idea what the corresponding quest is in the Seren and what it would accomplish. I don't know why people go inside a construct or what they do in there. I have seen it involves sparkleberry jelly but I don't know where that comes from or how that helps.
I do know I get good things from constructs which I would surely miss. I have done focusing to protect a construct a number of times. I have seen a bombardment from the ground, so I know at least a little about that. As a tailor I am able to make some sort of protective cover for constructs but I was told it wasn't really any help, so I haven't done that.
I do know I get good things from constructs which I would surely miss. I have done focusing to protect a construct a number of times. I have seen a bombardment from the ground, so I know at least a little about that. As a tailor I am able to make some sort of protective cover for constructs but I was told it wasn't really any help, so I haven't done that.
Here, I can break it down for you.
It's a quest that requires a large volume of mobs with a limited spawn rate and timer. The mechanics of the quest, should Divine not step in and light the beacons themselves out of pity or sated masochism, put it to be about 6 hours minimum completion time. Mechanically, mind you, has nothing to do with player effort.
Xenthos2009-05-22 21:57:55
QUOTE (Estarra @ May 22 2009, 05:51 PM) <{POST_SNAPBACK}>
So that sounds like an argument for reducing negative effects (I'll drop the 'eliminating' negative effects as that seems to get everyone's panties in a knot). Negative effects does include the time it takes to 'recover' (i.e., quests to raise avatars/supernals/demon lords or quests to raise the shields around communes/cities).
In terms of the nexus world system, I'm still not sure why you guys went for a 30-day system. I'm told by other people on the committee that 30 days is not what was suggested for destructed time at all, and it was as much a surprise to them as it was to us. I argued then that with 30-days off after destroying, you cannot expect them to be a constant source of fighting. Destroy them and nothing can be done on that avenue for thirty days. On the other hand, if you attack and don't kill them, odds are you won't be able to try again the next weakenings, which means you pretty much require an overwhelming force to make any headway. Add onto that large gold-and-time sinks in terms of preparation each time (those colossi are expensive and take a lot of trade-skill-hunting), and it's also limited it on the other end. Then further tack on the massive power costs / rewards (45,000 power for one construct? Huh?) and it has some obvious flaws, which have been there all along. Just because it is flawed does not mean it needs to be removed, though. I personally love piloting the things. It just means that they need to be fixed.
Desitrus2009-05-22 21:58:56
QUOTE (Estarra @ May 22 2009, 04:56 PM) <{POST_SNAPBACK}>
Wiccans do! (Well, maybe not a third but they are impacted.)
They are impacted, but to my knowledge it is nothing like losing your pacts and deepbonds.
Jack2009-05-22 22:01:57
QUOTE (Desitrus @ May 22 2009, 10:58 PM) <{POST_SNAPBACK}>
They are impacted, but to my knowledge it is nothing like losing your pacts and deepbonds.
They lose the "special" fae connected to the fallen avatar a.k.a. mother/maiden/crone for MDs and barghest/redcap/slaugh for SDs. So it's a significant enough loss, but they can at least mount some kind of offense.
Unknown2009-05-22 22:02:28
QUOTE (Estarra @ May 22 2009, 05:55 PM) <{POST_SNAPBACK}>
I read your idea but I thought it was just too complicated and really wouldn't have the effect you were striving for.
Let me be blunt. After trying for however long we've had it, I just am not liking the construct system and am coming to feel that it would be better off to lose it. (I do like the domoth system and think it is a bit apples and oranges to compare them.)
Let me be blunt. After trying for however long we've had it, I just am not liking the construct system and am coming to feel that it would be better off to lose it. (I do like the domoth system and think it is a bit apples and oranges to compare them.)
Not entirely. Again, I think the biggest problem right now with Constructs is population. You need a competent aether crew to get over to the Nexus World and actually do damage. Again, ship crews aren't that common.
The same applies to the Domoths. There just aren't enough people who can do it. Ascendants are really the only ones that stand a chance at doing it at this time. Demigods need to stockpile HUGE amounts of essence before they can even consider taking a stab at them. One minute in the domoth realms is 3000 essence right there.
Desitrus2009-05-22 22:03:29
I liked Domoths just for Stage 1, because the battles were small scale. Zergaboo hooooooooooooo!
Estarra2009-05-22 22:04:04
QUOTE (Xenthos @ May 22 2009, 02:57 PM) <{POST_SNAPBACK}>
In terms of the nexus world system, I'm still not sure why you guys went for a 30-day system. I'm told by other people on the committee that 30 days is not what was suggested for destructed time at all, and it was as much a surprise to them as it was to us. I argued then that with 30-days off after destroying, you cannot expect them to be a constant source of fighting. Destroy them and nothing can be done on that avenue for thirty days. On the other hand, if you attack and don't kill them, odds are you won't be able to try again the next weakenings, which means you pretty much require an overwhelming force to make any headway. Add onto that large gold-and-time sinks in terms of preparation each time (those colossi are expensive and take a lot of trade-skill-hunting), and it's also limited it on the other end. Then further tack on the massive power costs / rewards (45,000 power for one construct? Huh?) and it has some obvious flaws, which have been there all along. Just because it is flawed does not mean it needs to be removed, though. I personally love piloting the things. It just means that they need to be fixed.
I believe I left the details of the design to someone else so I'm not sure why it's 30 days. But even if that's adjusted and even if the power costs are adjusted, I still think that it is fundamentally flawed in other ways that there would be no reasonable way to fix.
Celina2009-05-22 22:07:26
I tend to take things very literally, so I assumed since "elimination" was included, it was a possibility.
If elimination of penalties is not going to happen, then I can get behind a penalty reduction. Not because I believe it is needed in terms of game balance, but because it may be needed in terms of what the players want.
As long as a penalty (and not a tide/earth lord practically non existent penalty) exists, people will raid and conflict will continue.
As for what Desitrus said about, a lot of people defend and show up because they feel obligated. That's been posted about a million times. Without penalties (I included angel power loss as penalties as well, among other things), the feeling of obligation dwindles. Again, earth/tide lords. I like to fight, and even I stopped giving a crap about them.
Anyways, time for work.
If elimination of penalties is not going to happen, then I can get behind a penalty reduction. Not because I believe it is needed in terms of game balance, but because it may be needed in terms of what the players want.
As long as a penalty (and not a tide/earth lord practically non existent penalty) exists, people will raid and conflict will continue.
As for what Desitrus said about, a lot of people defend and show up because they feel obligated. That's been posted about a million times. Without penalties (I included angel power loss as penalties as well, among other things), the feeling of obligation dwindles. Again, earth/tide lords. I like to fight, and even I stopped giving a crap about them.
Anyways, time for work.