Planar conflict

by Gero

Back to Common Grounds.

Unknown2009-09-06 22:18:12
QUOTE (Zenon @ Sep 6 2009, 03:14 PM) <{POST_SNAPBACK}>
Do Seren-enemied Gloms or Glom-enemied Serens accrue insanity in Faethorn?


This is also a good question.

Can it be made so that if you're a member of one commune but enemied to the other, you get no insanity on Faethorn? Only on the org territory?
Unknown2009-09-06 22:18:20
QUOTE (Eventru @ Sep 6 2009, 03:15 PM) <{POST_SNAPBACK}>
Anyone ranked protector or above (security, gm/ga/gc, etc) can use guardians. Protector has no other privileges, so I don't see the big deal of allowing 'noncoms' to submit to a brief test to be able to use them (be appoint protector).

Except the role makes you more of a PK target, you now have RP cause to be out there defending your org, there's an onus to be more of a "fighter" type...
Harkux2009-09-06 22:18:31
Gregori Mes'ard says, "Everyone ready?"
3714h 4170m 4686e 10p 18890w ex@-


Meae Flowright says, "Ready when you are."
3714h 4170m 4686e 10p 18890w ex@-


Kolm nods his head emphatically.
3714h 4170m 4686e 10p 18890w ex@-


The end of Gregori's cudgel forms a knotty burl and he points it at a warden of the spirits. The burl pops and ruptures, shooting a barrage of splinters into his flesh.
3714h 4170m 4686e 10p 18890w ex@-


Kolm's aura of weapons rebounding disappears.
Kolm wildly jabs a loboshigaru rapier at a warden of the spirits. Kolm stabs him with a light puncture.
3714h 4170m 4686e 10p 18890w ex@-

guard status
A warden of the spirits is at near the argent trunk of the Moonhart Mother Tree.
You sense the health of a warden of the spirits is at 25049.
3714h 4170m 4686e 10p 18890w ex@-


Kolm wildly jabs a loboshigaru rapier at a warden of the spirits. Kolm stumbles forward as he fails to connect.
3714h 4170m 4686e 10p 18890w ex@-


Meae slices through a warden of the spirits in a graceful arc with a moonblade inlaid with a silvery triple moon design.
Meae slices through a warden of the spirits in a graceful arc with a moonblade inlaid with a silvery triple moon design.
3714h 4170m 4686e 10p 18890w ex@-


Lekius's aura of weapons rebounding disappears.
The end of Lekius's cudgel forms a knotty burl and he points it at a warden of the spirits. The burl pops and ruptures, shooting a barrage of splinters into his flesh.
3714h 4170m 4686e 10p 18890w ex@-

guard status

Lekius takes a long drag off his pipe.
3714h 4170m 4686e 10p 18890w ex@-

A warden of the spirits is at near the argent trunk of the Moonhart Mother Tree.
You sense the health of a warden of the spirits is at 23869.
3714h 4170m 4686e 10p 18890w ex@-


Kolm swings a loboshigaru rapier at a warden of the spirits. Kolm cuts him with a light wound.
Kolm has scored a CRITICAL hit!
3714h 4170m 4686e 10p 18890w ex@-


Arimi's aura of weapons rebounding disappears.
Arimi thrusts her palm towards a warden of the spirits and a burst of silver light shoots out from it and burns into a warden of the spirits, who cries out in pain.
3714h 4170m 4686e 10p 18890w ex@-


The end of Gregori's cudgel forms a knotty burl and he points it at a warden of the spirits. The burl pops and ruptures, shooting a barrage of splinters into his flesh.
3714h 4170m 4686e 10p 18890w ex@-


Kolm swings a loboshigaru rapier at a warden of the spirits. Kolm cuts him with a light wound.
3714h 4170m 4686e 10p 18890w ex@-

guard status
A warden of the spirits is at near the argent trunk of the Moonhart Mother Tree.
You sense the health of a warden of the spirits is at 21508.
3714h 4170m 4686e 10p 18890w ex@-


The end of Lekius's cudgel forms a knotty burl and he points it at a warden of the spirits. The burl pops and ruptures, shooting a barrage of splinters into his flesh.
3714h 4170m 4686e 10p 18890w ex@-


Kolm swings a loboshigaru rapier at a warden of the spirits. Kolm cuts him with a light wound.
3714h 4170m 4686e 10p 18890w ex@-

guard status
A warden of the spirits is at near the argent trunk of the Moonhart Mother Tree.
You sense the health of a warden of the spirits is at 20340.
3714h 4170m 4686e 10p 18890w ex@-


Meae slices through a warden of the spirits in a graceful arc with a moonblade inlaid with a silvery triple moon design.
Meae has scored a CRITICAL hit!
Meae slices through a warden of the spirits in a graceful arc with a moonblade inlaid with a silvery triple moon design.
3714h 4170m 4686e 10p 18890w ex@-


Kolm swings a loboshigaru rapier at a warden of the spirits. Kolm cuts him with a light wound.
3714h 4170m 4686e 10p 18890w ex@-


The end of Gregori's cudgel forms a knotty burl and he points it at a warden of the spirits. The burl pops and ruptures, shooting a barrage of splinters into his flesh.
3714h 4170m 4686e 10p 18890w ex@-

guard status

Arimi thrusts her palm towards a warden of the spirits and a burst of silver light shoots out from it and burns into a warden of the spirits, who cries out in pain.
3714h 4170m 4686e 10p 18890w ex@-

A warden of the spirits is at near the argent trunk of the Moonhart Mother Tree.
You sense the health of a warden of the spirits is at 18125.
3714h 4170m 4686e 10p 18890w ex@-


You suddenly perceive the vague outline of an aura of rebounding around Lekius.
3714h 4170m 4686e 10p 18890w ex@-


Kolm swings a loboshigaru rapier at a warden of the spirits. Kolm cuts him with a light wound.
3714h 4170m 4686e 10p 18890w ex@-


Lekius's aura of weapons rebounding disappears.
The end of Lekius's cudgel forms a knotty burl and he points it at a warden of the spirits. The burl pops and ruptures, shooting a barrage of splinters into his flesh.
3714h 4170m 4686e 10p 18890w ex@-


Lekius takes a long drag off his pipe.
3714h 4170m 4686e 10p 18890w ex@-

guard status

Kolm swings a loboshigaru rapier at a warden of the spirits. Kolm cuts him, leaving a messy gash.
Kolm has scored a CRITICAL hit!
3714h 4170m 4686e 10p 18890w ex@-

A warden of the spirits is at near the argent trunk of the Moonhart Mother Tree.
You sense the health of a warden of the spirits is at 16305.
3714h 4170m 4686e 10p 18890w ex@-

guard status
A warden of the spirits is at near the argent trunk of the Moonhart Mother Tree.
You sense the health of a warden of the spirits is at 16305.
3714h 4170m 4686e 10p 18890w ex@-


The end of Gregori's cudgel forms a knotty burl and he points it at a warden of the spirits. The burl pops and ruptures, shooting a barrage of splinters into his flesh.
3714h 4170m 4686e 10p 18890w ex@-


Meae slices through a warden of the spirits in a graceful arc with a moonblade inlaid with a silvery triple moon design.
Meae slices through a warden of the spirits in a graceful arc with a moonblade inlaid with a silvery triple moon design.
3714h 4170m 4686e 10p 18890w ex@-


Kolm swings a loboshigaru rapier at a warden of the spirits. Kolm cuts him, leaving a messy gash.
3714h 4170m 4686e 10p 18890w ex@-


Arimi thrusts her palm towards a warden of the spirits and a burst of silver light shoots out from it and burns into a warden of the spirits, who cries out in pain.
3714h 4170m 4686e 10p 18890w ex@-

guard status
A warden of the spirits is at near the argent trunk of the Moonhart Mother Tree.
You sense the health of a warden of the spirits is at 14259.
3714h 4170m 4686e 10p 18890w ex@-


Kolm swings a loboshigaru rapier at a warden of the spirits. Kolm cuts him, leaving a messy gash.
3714h 4170m 4686e 10p 18890w ex@-


The end of Lekius's cudgel forms a knotty burl and he points it at a warden of the spirits. The burl pops and ruptures, shooting a barrage of splinters into his flesh.
3714h 4170m 4686e 10p 18890w ex@-

guard status
A warden of the spirits is at near the argent trunk of the Moonhart Mother Tree.
You sense the health of a warden of the spirits is at 13096.
3714h 4170m 4686e 10p 18890w ex@-


The end of Gregori's cudgel forms a knotty burl and he points it at a warden of the spirits. The burl pops and ruptures, shooting a barrage of splinters into his flesh.
Gregori has scored a WORLD-SHATTERING CRITICAL HIT!!!
A warden of the spirits bleeds to death from the hundreds of tiny punctures left by the splinters embedded in his flesh.
A warden of the spirits has been slain by Gregori.
You lose control of your guardian.
You have been slain by Gregori.
A swirling force begins to tug at your soul and the world spins around you.
A warden of the spirits, your loyal companion, has been slain by Gregori Mes'ard.
» Kills: 0 Deaths: 1 (Gregori)
0h 4170m 4686e 10p 18890w ex-
Gregori2009-09-06 22:19:43
QUOTE (SerenGuard Gero @ Sep 6 2009, 04:11 PM) <{POST_SNAPBACK}>
Five Zergs, that can't be afflicted only damaged killed.



You should really do some testing before yapping.

We raised one in Serenwilde, myself, and 4 others ( I was the only demi+) killed it in < 20 seconds with a few hits and 1 WSC.
Unknown2009-09-06 22:19:46
Yes. But it should be an OOC month. That would make more sense for a 400 power thing.
Haghan2009-09-06 22:20:41
I still am not sure this will solve one fundamental issue. Defending against the raids is part of good RP, as the character should be concerned. However, realistically, there very little meaningful way that low or mid-level players who do not have the time or RL cash to wrack up large amounts of training credits. Yet RP demands a suicide rush.

I think, the admin seemed to have missed this fact: A small number of players are the involved parties, and the rest of us are shut out. Or worse, RPly demanded to defend against frankly impossible odds. The game is no longer fun for alot of players. Sure, a few raiders are having a blast, but do the numbers and look at the customer base.

Many of us want to help, but I feel coerced into purchasing credits for skill parity. I personally will not reliquish a dime of my money to IRE for that reason and if such tactics are intentional, shame on you. (and buying IC market credits is just enticing someone else to give money to IRE -either way, its profiteering on our misery)

Now, perhaps these wandering Crow/Hart/Elementals will allow some non-optimized players to lend a hand, but it is very likely they will just get swept up ASAP but the most powerful players, leaving the rest of the entire mud in futility.

What are the builders saying on this? The people who put up such detailed quests and such a unique world. Watching it devolve into a choice between a futile rush into PK or ignoring your RP? Where raiding that borders on griefing dominates all their creation.

So the ultimate questions:

How does this change allow the general playerbase to feel involved?
How does this change allow more players to have fun?
How does this change stop forcing the choice between ignoring good RP and a suicidal last stand?

I don't think these issues have been addressed. You may have made running the raids more difficult, and that might curtail or even stop them, but the deeper issues of playerbase discontent that this incident raised are unanswered.

The check engine light was on: And you just shut the car off.. That's not problem solving.
Zenon2009-09-06 22:25:40
QUOTE (Sojiro @ Sep 6 2009, 03:18 PM) <{POST_SNAPBACK}>
This is also a good question.

Can it be made so that if you're a member of one commune but enemied to the other, you get no insanity on Faethorn? Only on the org territory?


QUOTE
(Serenwilde): Gregori (from the Ethereal Plane) says, "Just so you are aware if you are enemied to Glomdoring you will get insane while in Faethorn."


It looks like it isn't that way right now. It probably should be, though.
Unknown2009-09-06 22:26:32
Faethorn insanity should be the result of enemy status to Faethorn.
Xenthos2009-09-06 22:27:42
QUOTE (Greleag @ Sep 6 2009, 06:26 PM) <{POST_SNAPBACK}>
Faethorn insanity should be the result of enemy status to Faethorn.

If Communes are able to enemy/unenemy to Faethorn via some kind of process, sure. Otherwise it doesn't help with people getting amnesty and continuing to raid away while others harvest fae (or influence them).
Estarra2009-09-06 22:30:08
QUOTE (Haghan @ Sep 6 2009, 03:20 PM) <{POST_SNAPBACK}>
So the ultimate questions:

How does this change allow the general playerbase to feel involved?
How does this change allow more players to have fun?
How does this change stop forcing the choice between ignoring good RP and a suicidal last stand?


Well, these changes were exactly meant to address these issues. If you have better ideas, please post them!

Anyway, the nexus guardians allow noncombatants a chance to help defend without needing to be expert fighters. More players should have access and (therefore) have fun. Hopefully it won't be a choice between RP and suicide now! You'll note that the insanity (especially with the increase from the Xion Initiative/hai'Glom) should prevent the 24/7 camping on planes. The hart/crow/elementals allow a way to hurt the opposing org and gain power for your org (all in your home territory). We can increase more disincentives for these quest, if it appears necessary.

Let's see how the changes pan out before jumping to the conclusion that we "missed the boat". But, again, we're always open to alternate ideas! But you can't cater to either the no-conflict side or the pk-everywhere crowd, we try to strike a balance.
Mirami2009-09-06 22:31:26
QUOTE (Haghan @ Sep 6 2009, 03:20 PM) <{POST_SNAPBACK}>
How does this change allow the general playerbase to feel involved?
How does this change allow more players to have fun?
How does this change stop forcing the choice between ignoring good RP and a suicidal last stand?


1: Conglute at expert helped this.
2: See #1.
3: see #1.

I think the intent of the guardian system we were discussing before was to create some defenders that would stop the griefers, but not cost the defending org anything. This might stop griefers (unlikely, unless they become un-crit-able), but at 400 power per, it's not effective at all.

So, in summary... conglute == good idea, guardians == new idea that needs some tweaking.


EDIT: To clarify/idea-ify, if two of these were roaming each ethereal forest together (for free, and that respawned), they might be able to stop the little, kick-and-run raids, while still falling to the bigger, full-scale raids.
Estarra2009-09-06 22:31:36
QUOTE (Zenon @ Sep 6 2009, 03:25 PM) <{POST_SNAPBACK}>
It looks like it isn't that way right now. It probably should be, though.


Um, it is that way.
Xenthos2009-09-06 22:31:55
Estarra, now that camping is discouraged, can the quest to remove the HG/XI please be revised so that it does not ask for camping in order to make the effects go away in a decent amount of time? Pretty please?
Gregori2009-09-06 22:32:21
While I like the majority of these changes I have to comment that the insanity issue merely drives home the Communes should be buddies dilemma. With a shared plane everyone in the Communes should be working to get unenemied to each other now and stay that way, or else all that will happen is Faethorn will have nobody defending it ever. Heck even going to influence Fae will be a chore for many now.

This is not an issue for cities as they have no shared elemental plane, nor mechanically forced reason to be on the other's elemental plane.
Xenthos2009-09-06 22:34:10
QUOTE (Gregori @ Sep 6 2009, 06:32 PM) <{POST_SNAPBACK}>
While I like the majority of these changes I have to comment that the insanity issue merely drives home the Communes should be buddies dilemma. With a shared plane everyone in the Communes should be working to get unenemied to each other now and stay that way, or else all that will happen is Faethorn will have nobody defending it ever. Heck even going to influence Fae will be a chore for many now.

This is not an issue for cities as they have no shared elemental plane, nor mechanically forced reason to be on the other's elemental plane.

The only thing that is necessary for this is to give Communes the ability to enemy / unenemy from Faethorn, and make it so that we can't enemy members of either Commune to it (just like you can't enemy a Communemate to your Commune). If an enemy of Faethorn, you get the insanity.
Estarra2009-09-06 22:34:20
QUOTE (Romertien @ Sep 6 2009, 03:31 PM) <{POST_SNAPBACK}>
I think the intent of the guardian system we were discussing before was to create some defenders that would stop the griefers, but not cost the defending org anything. This might stop griefers (unlikely, unless they become un-crit-able), but at 400 power per, it's not effective at all.


Again, we're open to tweaking anything from any of these changes, including making them avoid crit hits and/or decreasing the power cost of nexus guardians (but provide some constructive feedback with reasoning rather than sweeping general statements).
Harkux2009-09-06 22:35:53
Guardians can be slain in under 20 seconds by one demi and 4-nondemis.

They stand absolutely no chance against a demisquad, especially if there are warriors, who get crits left and right.

Edit::

It also doesn't help with their steep cost, and only usable by commune protectors/security. That doesn't help average noncom Joe at all.
Estarra2009-09-06 22:35:56
QUOTE (Gregori @ Sep 6 2009, 03:32 PM) <{POST_SNAPBACK}>
While I like the majority of these changes I have to comment that the insanity issue merely drives home the Communes should be buddies dilemma. With a shared plane everyone in the Communes should be working to get unenemied to each other now and stay that way, or else all that will happen is Faethorn will have nobody defending it ever. Heck even going to influence Fae will be a chore for many now.

This is not an issue for cities as they have no shared elemental plane, nor mechanically forced reason to be on the other's elemental plane.


What about the complaints from those who suffer when the communes raid each other in Faethorn? You know we've gotten such complaints about that before! (Just asking.)
Unknown2009-09-06 22:37:09
It would be nice to have more of an essence fallback for the communes if their avatars are down. Moreso with this insanity bit now. The problem is this- avatars are dead, so fae can't be returned. Fae can't be returned, so ethereal/shadow creatures can't be spawned. Ethereal/shadow creatures can't be spawned, so natural essence cannot be collected.

This leaves Xion, and the two elemental planes. All three can and are frequently watched, and the elemental planes can be protected to a degree with discretionaries. This makes it inordinantly easier to lock the communes out of essence recovery. Even worse for Glomdoring, if the Ebonglom Wyrdling has been killed.

Suggesting that if an avatar is slain, the standard ethereal creatures spawn on their own, until the avatars are all raised. This would allow a worst case scenario of trickling in essence in accordance with the creature's spawn rates, rather than a full-blown "lockout until your opponent gets bored".
Estarra2009-09-06 22:38:40
QUOTE (Harkux @ Sep 6 2009, 03:35 PM) <{POST_SNAPBACK}>
Guardians can be slain in under 20 seconds by one demi and 4-nondemis.

They stand absolutely no chance against a demisquad, especially if there are warriors, who get crits left and right.

Edit::

It also doesn't help with their steep cost, and only usable by commune protectors/security. That doesn't help average noncom Joe at all.


I feel like I keep repeating myself! They're not meant to be able to replace player defenders. Against a group of raiders, it would be kind of silly to think a guardian could hold them off. Even a group of guardians probably wouldn't fare that well unless they greatly outnumbered the raiders.

Again, we're open to tweaking these changes. Keep giving us constructive feedback!