Unknown2009-07-14 22:56:36
QUOTE (Celina @ Jul 14 2009, 10:50 PM) <{POST_SNAPBACK}>
No, Shaddus. I think she means me. It's a fall back argument because she doesn't like what I said. One of those "I disagree, but I can't support it so I'm attacking the person." Please, tell me how I'm being a hypocrite? There is none. Astral has nothing to do with immolation costs. Nothing.
It's not a fallback argument at all. It's a statement. You got an an extremely easy ride to demi. Fine and good. That same method and degree of ease does not exist any longer. Fine and good.
You turn around and try and explain what a good judge of xp loss you are, because you died twice at titan... but a great bulk of the way there, you got handed to you. This is incongruous.
But fine.
You turn around argue against something that would make many people's game time just a little easier, after you had an easier time of it than they can ever reasonably expect to.
This is a pretty clearly hypocritical attitude.
That you seem to actually believe what you say? Well, the way you do it makes you a brat.
Thus, hypocritical brat.
Gero2009-07-14 23:23:47
YOU ARE HERE =======>
TOPIC =========>
Please continue.
TOPIC =========>
Please continue.
Unknown2009-07-14 23:30:24
QUOTE
I'll restate my argument in simplified form:
1) Orgs have laws forbidding immolating below a certain level. 60 or so?
2) Experience at this level is extremely easy to obtain. Anything lost in praying can be regained quickly and easily. I can provide examples if you wish.
3) If you do die, and are immolated, 100 power is not a terrible amount to repay. If your org even attempts to gain sands, that's 2-5 power per bit off constantly respawning and often not hunted essence.
4) The cost in xp from praying means newbies are going to learn where to go and not go.
5) The cost in power means the org won't babysit them after they've complete newton, nor will they waste power on the numerous that quit or suicide before putting in any effort.
6) If it drives them from the game, they were going to quit anyways.
7) Immolation cost is a minor power drain, but I fully support boosting the drain on nexii (or fixing domoths). I hate ascendants.
1) Orgs have laws forbidding immolating below a certain level. 60 or so?
2) Experience at this level is extremely easy to obtain. Anything lost in praying can be regained quickly and easily. I can provide examples if you wish.
3) If you do die, and are immolated, 100 power is not a terrible amount to repay. If your org even attempts to gain sands, that's 2-5 power per bit off constantly respawning and often not hunted essence.
4) The cost in xp from praying means newbies are going to learn where to go and not go.
5) The cost in power means the org won't babysit them after they've complete newton, nor will they waste power on the numerous that quit or suicide before putting in any effort.
6) If it drives them from the game, they were going to quit anyways.
7) Immolation cost is a minor power drain, but I fully support boosting the drain on nexii (or fixing domoths). I hate ascendants.
1. Orgs have laws making Immolation something no one wants to do period.
2. Sometimes it's not so much about how hard to get back, as how much it's irritating that you're dying and having to wait 2 minutes to start playing again, frequently, with no show of effort on the part of your "friends" to prevent that.
3. *dies and goes to get some power for Immolation* "(Magnagora) SoandSosays, "Kialkarkea on Earth." *dead again, wooo*
4. I think that dying, rather then XP loss will do that trick. WOW doesn't even HAVE an appreciable death penalty, and you don't see newbies wandering around in high level areas.
5. No, the cost in power means that nobody will pay attention to when somebody dies. When somebody dies and you go immolate someone, that's not babysitting, that's being a nice person who has the decency to go give someone a hand.
6. Wait, what? So we're assuming that if somebody finds death frustrating and leaves as a result of it, they were going to quit anyway? As opposed to, say, finding something they enjoy about the game and sticking around because of it?
7. Turn on Deathsense, count the lines you notice, divide by four, then multiply by 100 and then decrease that from the power income of an Org without the Domoth/Village train. Immolation Cost is currently a minor power drain because no one WANTS to do it.
Celina2009-07-15 00:47:53
QUOTE (Rainydays @ Jul 14 2009, 05:56 PM) <{POST_SNAPBACK}>
It's not a fallback argument at all. It's a statement. You got an an extremely easy ride to demi. Fine and good. That same method and degree of ease does not exist any longer. Fine and good.
You turn around and try and explain what a good judge of xp loss you are, because you died twice at titan... but a great bulk of the way there, you got handed to you. This is incongruous.
But fine.
You turn around argue against something that would make many people's game time just a little easier, after you had an easier time of it than they can ever reasonably expect to.
This is a pretty clearly hypocritical attitude.
That you seem to actually believe what you say? Well, the way you do it makes you a brat.
Thus, hypocritical brat.
You turn around and try and explain what a good judge of xp loss you are, because you died twice at titan... but a great bulk of the way there, you got handed to you. This is incongruous.
But fine.
You turn around argue against something that would make many people's game time just a little easier, after you had an easier time of it than they can ever reasonably expect to.
This is a pretty clearly hypocritical attitude.
That you seem to actually believe what you say? Well, the way you do it makes you a brat.
Thus, hypocritical brat.
Unrelated issues.
Here. Hypocrite: "person who acts in contradiction to his or her stated beliefs or feelings."
You seem to think my argument has anything to do with the path to demigod or making it "easier" for people. That I'm opposed to this because I want the rotten newbies to trudge through the levels, while I had it easy. I'm arguing the contrary. I'm telling you that the xp and time loss is negligable, and not the issue.
There is no correlation between astral (which is actually greater experience in groups than it used to be, thanks to mobs being stronger aka worth more. Oh snap.) and immolation cost. As much as you are attempting to connect the two, there is no connection to be made. What you are implying is that since Astral got "nerfed," we must make up the loss by making it easier via immolation costs. Now, disregarding the fact that one affects high end while the other affects low end bashing which are two different monsters, you are still left with these facts. One. You can still immolate! You can repay the power, which means more bashing! Two. If you don't, the xp lost through praying is easily regained at low levels. Three. Praying at low levels no way inhibits you from gaining demi NOR does it substantially increase the amount of time it takes to achieve. I sound like a broken record.
I edited that so I sounded friendlier.
QUOTE (Kialkarkea @ Jul 14 2009, 06:30 PM) <{POST_SNAPBACK}>
1. Orgs have laws making Immolation something no one wants to do period.
2. Sometimes it's not so much about how hard to get back, as how much it's irritating that you're dying and having to wait 2 minutes to start playing again, frequently, with no show of effort on the part of your "friends" to prevent that.
3. *dies and goes to get some power for Immolation* "(Magnagora) SoandSosays, "Kialkarkea on Earth." *dead again, wooo*
4. I think that dying, rather then XP loss will do that trick. WOW doesn't even HAVE an appreciable death penalty, and you don't see newbies wandering around in high level areas.
5. No, the cost in power means that nobody will pay attention to when somebody dies. When somebody dies and you go immolate someone, that's not babysitting, that's being a nice person who has the decency to go give someone a hand.
6. Wait, what? So we're assuming that if somebody finds death frustrating and leaves as a result of it, they were going to quit anyway? As opposed to, say, finding something they enjoy about the game and sticking around because of it?
7. Turn on Deathsense, count the lines you notice, divide by four, then multiply by 100 and then decrease that from the power income of an Org without the Domoth/Village train. Immolation Cost is currently a minor power drain because no one WANTS to do it.
2. Sometimes it's not so much about how hard to get back, as how much it's irritating that you're dying and having to wait 2 minutes to start playing again, frequently, with no show of effort on the part of your "friends" to prevent that.
3. *dies and goes to get some power for Immolation* "(Magnagora) SoandSosays, "Kialkarkea on Earth." *dead again, wooo*
4. I think that dying, rather then XP loss will do that trick. WOW doesn't even HAVE an appreciable death penalty, and you don't see newbies wandering around in high level areas.
5. No, the cost in power means that nobody will pay attention to when somebody dies. When somebody dies and you go immolate someone, that's not babysitting, that's being a nice person who has the decency to go give someone a hand.
6. Wait, what? So we're assuming that if somebody finds death frustrating and leaves as a result of it, they were going to quit anyway? As opposed to, say, finding something they enjoy about the game and sticking around because of it?
7. Turn on Deathsense, count the lines you notice, divide by four, then multiply by 100 and then decrease that from the power income of an Org without the Domoth/Village train. Immolation Cost is currently a minor power drain because no one WANTS to do it.
1. That's a problem with your Org, aka, an IC problem.
2. Death is a part of Lusternia. It's not that bad.
3. Essence was an example. I won't insult you by outlining the numerous other ways to gain power. I assure you, they are plentiful.
4. That's a debatable opinion, and I don't really agree with using WoW as a comparison to an RP MUD. There are also a lot of factors I can't argue in regards to WoW as I do not play it.
5. No, I'm not going to play word games. I call it babysitting newbies, you call it being a "nice person." If newbies are immolated all the time, they will come to expect it, and will be spoiled. They will then bitch when it does not happen. Kind of like people are now about constructs/immolation costs.
6. Precisely. The penalty is not harsh. If they can't handle it, they probably were not that interested in the first place.
7. Power drain is power drain! And you proved one of my points. With a power cost, it won't be used all the time which I believe is a good thing.
Vashner2009-07-15 00:57:57
I actually liked the one-power-per-level idea, since it makes sense for a Nexus to require only so much power to restore to life someone with only a sliver of experience as opposed to a Titan who refuses to pray.
As for the Level 60 lower limit, I believe that applies only to Magnagora. Regardless, I'm sure you could arrange with the Power Ministers to split the cost between immolator and imolatee - in Glomdoring this would slash your power debt to 25 units which, even with no sands, becomes a fairly straightforward thing to do. If you die repeatedly, you'll probably want to grab an alternative place or work out how you're going to repay this on a longer run.
The 100p Cost was probably meant as a disincentive to use Immolations OVER your organizational ressurection power. I know Celest and Serenwilde have a means of doing this without the player's consent (especially if they've been disconnected) and brings you to a safe place. Whereas Magnagora's requires that you HAD a defense to begin with - which doesn't really help when you're disconnected since you come back to life and will be promptly slain a second time. I'm not sure how Glomdoring's Resurgem-Equivalent works so I can't comment on that.
I'd say that using your org-ressurect is a much better way of interacting with novices and forming community bonds, but at the same time it is the reason why 100p is becoming an issue. As these special methods require a lot of preconditions to be met: Serenwilde requires at least 3 Moon Coven Members (last I checked), Magnagora's requires the presence of an Archlich, Celest with a skilled Celestine or Paladin, we find that some issues arise when it comes to our small player-base.
It becomes problematic during off-peak hours, at least in Magnagora, where we tend to not have Archliches during these times and when novices die at that time, I'm hard pressed to find them (especially gravedigger pits - it'd help if I knew which one it was and how to fall into it) and sometimes just tell them to pray. I myself have died to gravediggers and would wish that there was this giant sign at the lich gate that said BEWARE OF CERTAIN DEATH or WATCH THE FINE SANDS but the next best thing was that someone from the city who, even though doesn't know me, came to drag my body out of that pit, with all the corpses I dropped, and bring me back to life. And I appreciated that.
... is having Avechna immolating for us not possible, then? Instead, he should drain from personal reserves of that person or even the KARMA the immolator or immolatee. IMMOLATE CORPSE
As for the Level 60 lower limit, I believe that applies only to Magnagora. Regardless, I'm sure you could arrange with the Power Ministers to split the cost between immolator and imolatee - in Glomdoring this would slash your power debt to 25 units which, even with no sands, becomes a fairly straightforward thing to do. If you die repeatedly, you'll probably want to grab an alternative place or work out how you're going to repay this on a longer run.
The 100p Cost was probably meant as a disincentive to use Immolations OVER your organizational ressurection power. I know Celest and Serenwilde have a means of doing this without the player's consent (especially if they've been disconnected) and brings you to a safe place. Whereas Magnagora's requires that you HAD a defense to begin with - which doesn't really help when you're disconnected since you come back to life and will be promptly slain a second time. I'm not sure how Glomdoring's Resurgem-Equivalent works so I can't comment on that.
I'd say that using your org-ressurect is a much better way of interacting with novices and forming community bonds, but at the same time it is the reason why 100p is becoming an issue. As these special methods require a lot of preconditions to be met: Serenwilde requires at least 3 Moon Coven Members (last I checked), Magnagora's requires the presence of an Archlich, Celest with a skilled Celestine or Paladin, we find that some issues arise when it comes to our small player-base.
It becomes problematic during off-peak hours, at least in Magnagora, where we tend to not have Archliches during these times and when novices die at that time, I'm hard pressed to find them (especially gravedigger pits - it'd help if I knew which one it was and how to fall into it) and sometimes just tell them to pray. I myself have died to gravediggers and would wish that there was this giant sign at the lich gate that said BEWARE OF CERTAIN DEATH or WATCH THE FINE SANDS but the next best thing was that someone from the city who, even though doesn't know me, came to drag my body out of that pit, with all the corpses I dropped, and bring me back to life. And I appreciated that.
... is having Avechna immolating for us not possible, then? Instead, he should drain from personal reserves of that person or even the KARMA the immolator or immolatee. IMMOLATE CORPSE
Estarra2009-07-15 01:03:37
Sorry, we have no inclination to change the cost of immolation at this time.
Eventru2009-07-15 01:04:03
QUOTE (Rainydays @ Jul 14 2009, 06:56 PM) <{POST_SNAPBACK}>
It's not a fallback argument at all. It's a statement. You got an an extremely easy ride to demi. Fine and good. That same method and degree of ease does not exist any longer. Fine and good.
You turn around and try and explain what a good judge of xp loss you are, because you died twice at titan... but a great bulk of the way there, you got handed to you. This is incongruous.
But fine.
You turn around argue against something that would make many people's game time just a little easier, after you had an easier time of it than they can ever reasonably expect to.
This is a pretty clearly hypocritical attitude.
That you seem to actually believe what you say? Well, the way you do it makes you a brat.
Thus, hypocritical brat.
You turn around and try and explain what a good judge of xp loss you are, because you died twice at titan... but a great bulk of the way there, you got handed to you. This is incongruous.
But fine.
You turn around argue against something that would make many people's game time just a little easier, after you had an easier time of it than they can ever reasonably expect to.
This is a pretty clearly hypocritical attitude.
That you seem to actually believe what you say? Well, the way you do it makes you a brat.
Thus, hypocritical brat.
Stop. I suggest you all go re-read the forum rules. This goes for all of you involved in this exchange.
Shaddus2009-07-15 01:15:54
QUOTE (Eventru @ Jul 14 2009, 08:04 PM) <{POST_SNAPBACK}>
Stop. I suggest you all go re-read the forum rules. This goes for all of you involved in this exchange.
NO U
On a serious note, I agree with the idea that power costs shouldn't be lowered. Yeah, it sucks when people die all the time. But if dying had no real consequences then it wouldn't be a problem and people will be reckless/not worry about it. Novices shoot up to Demigod just that much faster, get tired of the game, and don't come back. It's not being a demigod that's important, it's working your ass off to get there and make it worthwhile. If people know it will be a bit expensive to die and get immolated, maybe they will be a bit more careful about what they do, plan out their actions and so on.
Nerf guard influencing.
Unknown2009-07-15 01:31:41
QUOTE (Celina @ Jul 14 2009, 08:47 PM) <{POST_SNAPBACK}>
1. That's a problem with your Org, aka, an IC problem.
2. Death is a part of Lusternia. It's not that bad.
3. Essence was an example. I won't insult you by outlining the numerous other ways to gain power. I assure you, they are plentiful.
4. That's a debatable opinion, and I don't really agree with using WoW as a comparison to an RP MUD. There are also a lot of factors I can't argue in regards to WoW as I do not play it.
5. No, I'm not going to play word games. I call it babysitting newbies, you call it being a "nice person." If newbies are immolated all the time, they will come to expect it, and will be spoiled. They will then bitch when it does not happen. Kind of like people are now about constructs/immolation costs.
6. Precisely. The penalty is not harsh. If they can't handle it, they probably were not that interested in the first place.
7. Power drain is power drain! And you proved one of my points. With a power cost, it won't be used all the time which I believe is a good thing.
2. Death is a part of Lusternia. It's not that bad.
3. Essence was an example. I won't insult you by outlining the numerous other ways to gain power. I assure you, they are plentiful.
4. That's a debatable opinion, and I don't really agree with using WoW as a comparison to an RP MUD. There are also a lot of factors I can't argue in regards to WoW as I do not play it.
5. No, I'm not going to play word games. I call it babysitting newbies, you call it being a "nice person." If newbies are immolated all the time, they will come to expect it, and will be spoiled. They will then bitch when it does not happen. Kind of like people are now about constructs/immolation costs.
6. Precisely. The penalty is not harsh. If they can't handle it, they probably were not that interested in the first place.
7. Power drain is power drain! And you proved one of my points. With a power cost, it won't be used all the time which I believe is a good thing.
1. All orgs have that problem though. For good reason, as outlined in point 7.
2. I recall significant amounts of complaining over death pentaties both ICly and OOCly. Some from you actually.
3. The implication is that I lack the other means (inept influence, inept aethercraft, no cone, ectetera.)
4. Click here. It'll let you keep in the loop without 13 dollars down the drain a month
5. Softening the lives of those new to the game is a fairly standard tactic. It's called a learning curve. If you insist upon catering to only the experienced, you'll slowly lose membership as newbies continue to leave for lack of patience, while the regulars leave from lack of intrest
6. Re-read the second half of my statement please. Considering hunting is so monotonous that people simply give up on it and move onto other things, the idea that somebodies desire to deal with death corresponds to their intrest is...well, foolish.
7. The point was that it crosses the line from preventing ascendants from being raised(I thought you hated hunting anyway, why the hatred for free-demi?) to a very large impact on an orgs income if they so choose to immolate people. How do you decide who's worth 100 power? Everyone will think differently about who's important.
Unknown2009-07-15 01:52:20
The penalties for death at such a low level are laughable, there's no need to give them all free immolations. As for higher-ups, the power cost can easily be recouped with a pretty minor amount of bashing. Even if every essence you add is only worth 1 power, that's about one clearing of Water or Earth for the receiver of the immolation and the person who did it. If that's too much, get hunting for sands.
EDIT: You could, however, have an alternative for ascendants. Allow them to 'IMMOLATE BODY WITH ESSENCE' at their nexus to immolate for zero power and fifty-thousand essence (or whatever amount is reasonable).
EDIT: You could, however, have an alternative for ascendants. Allow them to 'IMMOLATE BODY WITH ESSENCE' at their nexus to immolate for zero power and fifty-thousand essence (or whatever amount is reasonable).
Celina2009-07-15 02:19:07
QUOTE (Eventru @ Jul 14 2009, 08:04 PM) <{POST_SNAPBACK}>
Stop. I suggest you all go re-read the forum rules. This goes for all of you involved in this exchange.
But I was behaving this time!
QUOTE (Kialkarkea @ Jul 14 2009, 08:31 PM) <{POST_SNAPBACK}>
1. All orgs have that problem though. For good reason, as outlined in point 7.
2. I recall significant amounts of complaining over death pentaties both ICly and OOCly. Some from you actually.
3. The implication is that I lack the other means (inept influence, inept aethercraft, no cone, ectetera.)
4. Click here. It'll let you keep in the loop without 13 dollars down the drain a month
5. Softening the lives of those new to the game is a fairly standard tactic. It's called a learning curve. If you insist upon catering to only the experienced, you'll slowly lose membership as newbies continue to leave for lack of patience, while the regulars leave from lack of intrest
6. Re-read the second half of my statement please. Considering hunting is so monotonous that people simply give up on it and move onto other things, the idea that somebodies desire to deal with death corresponds to their intrest is...well, foolish.
7. The point was that it crosses the line from preventing ascendants from being raised(I thought you hated hunting anyway, why the hatred for free-demi?) to a very large impact on an orgs income if they so choose to immolate people. How do you decide who's worth 100 power? Everyone will think differently about who's important.
2. I recall significant amounts of complaining over death pentaties both ICly and OOCly. Some from you actually.
3. The implication is that I lack the other means (inept influence, inept aethercraft, no cone, ectetera.)
4. Click here. It'll let you keep in the loop without 13 dollars down the drain a month
5. Softening the lives of those new to the game is a fairly standard tactic. It's called a learning curve. If you insist upon catering to only the experienced, you'll slowly lose membership as newbies continue to leave for lack of patience, while the regulars leave from lack of intrest
6. Re-read the second half of my statement please. Considering hunting is so monotonous that people simply give up on it and move onto other things, the idea that somebodies desire to deal with death corresponds to their intrest is...well, foolish.
7. The point was that it crosses the line from preventing ascendants from being raised(I thought you hated hunting anyway, why the hatred for free-demi?) to a very large impact on an orgs income if they so choose to immolate people. How do you decide who's worth 100 power? Everyone will think differently about who's important.
moar lists
1. Address it IC!
2. I bitch about taxes, doesn't mean they are unreasonable. Bitching does not equate to wanting change. It's just an expression of emotion.
3. Plenty of ways don't require any of that. Some ways are done by novices. It's a bit harder for communes as essence is not readily available, but it's possible.
4. Old computer. It would explode.
5. Collegium. Newton. Conglute while in organization borders. Our learning curve is already set in place. You are over dramatizing the loss of newbies.
6. I read it quite clearly. The implication that we should lessen the consequence of death because they might be interested in other things is a moot one. It's hardly foolish to make the connection that people who are not interested in the game are not going to stick around to deal with bad consequences.
7. Yes, they will. That is why the orgs have council's to decide. (I do, but I accept that hunting is a time investment for a benefit. Ascendant is...uh...not. It's just a stupid mechanic. Domoths. Ascendants. All of it.)
Anywho, looks like the issue has been decided!
Arix2009-07-15 06:02:50
This thread is getting hostile and ranty. Close please
Eventru2009-07-15 06:52:18
Given the administration's position, I don't see any reason for this to remain open. Given I've already once needed to offer a warning, I can see some reason to close the thread.
Nini thread.
Nini thread.