Should we curb raiding?

by Estarra

Back to Common Grounds.

Merik2009-11-05 18:20:28
In regards to what Desitrus asked, I don't have -exact- numbers on conglut, but it's usually around half a percent for a conglut death. As for the gain:

QUOTE (Merik @ Oct 1 2009, 03:14 PM) <{POST_SNAPBACK}>
It's ridiculously sad. I got .01% from killing Romero at level 82.
Tervic2009-11-05 18:22:05
QUOTE (Merik @ Nov 5 2009, 10:20 AM) <{POST_SNAPBACK}>
In regards to what Desitrus asked, I don't have -exact- numbers on conglut, but it's usually around half a percent for a conglut death. As for the gain:


I lost 0.4% last night from being stupid on Astral. Lv 96 human EG.
Unknown2009-11-05 18:47:53
QUOTE (Tervic @ Nov 5 2009, 01:14 PM) <{POST_SNAPBACK}>
Regarding artifacts: I'm still not sure how anyone can honestly say that a good number of them exist for anything except raiding. Gems, Maps, Cubixes and related items... If one looks at how they're used, the numbers should speak for themselves.


I'd just like to disagree with this. I use my gem to avoid detection so that I don't get jumped for no good reason. I use my cubix and other transport artifacts to get around quickly, whether for hunting, harvesting, resurrecting, or whatever else. I do not use any of these ever to raid. Yes, I know I'm the exception here, but I'm just proving that the artifacts are very useful for non-raiding activities.

In fact, I'd say that most people using them for raids simply comes from the fact that they pay money to play a game where the fighting is what they want most (if that makes sense). Basically, many of the people who spend the most time and money on the game are the aggressive fighter types.
Dorcha2009-11-05 18:48:50
QUOTE (Lendren @ Nov 5 2009, 06:16 PM) <{POST_SNAPBACK}>
As it is, most novices are eager to drop innocence earlier than they have to, so I don't see how this would help. Someday you're going to have to come out of its wholly protective shell, and then these kinds of tactics will be used until the admins realize and waste time preventing them.


I think I dropped innocence because you could only hunt weevils, collegium creatures and things in Newton and I got impatient, as well as being above the level you get booted out of Newton. I don't see why you should have to open yourself to the PvP combat system just to go hunting other creatures.

Yes I completely understand that someday I will have to come out of its protective shell, but I most definitely wasn't ready to experience PvP. First experience of it was crazily confusing.

If people are to learn combat, it has to be at their own pace. Being suddenly forced into it is demoralizing. What would be nice would be if you could ask your guild tutor to demonstrate player attacks or afflictions on you. Such as

"ASK DAMIAN ABOUT NIHILIST ATTACKS"

Damian says, "A Nihilist can cause you to follow them using the skill of Conjuctio. This can be cured by . Try curing this now"

Damian uses conjuctio on you

You cure, lesson proceeds with next Nihilist attack.

This would allow you to highlight affliction lines, learn how to cure and slowly become more comfortable with the combat system. Obviously, real PvP conflict will still be a big learning curve but at least you will be able to recognise what is happening.

Wishful thinking I'm guessing though and a bit off topic.
Tervic2009-11-05 18:53:29
QUOTE (Zarquan @ Nov 5 2009, 10:47 AM) <{POST_SNAPBACK}>
I'd just like to disagree with this. I use my gem to avoid detection so that I don't get jumped for no good reason. I use my cubix and other transport artifacts to get around quickly, whether for hunting, harvesting, resurrecting, or whatever else. I do not use any of these ever to raid. Yes, I know I'm the exception here, but I'm just proving that the artifacts are very useful for non-raiding activities.

In fact, I'd say that most people using them for raids simply comes from the fact that they pay money to play a game where the fighting is what they want most (if that makes sense). Basically, many of the people who spend the most time and money on the game are the aggressive fighter types.


Fair enough point that they do have non-raid uses, but your second paragraph kind of proves my point... It doesn't matter how the items were designed or how they were intended to be used, the fact of the matter remains that they -are- used in a certain fashion by the majority of the people who posess them.
Zynna2009-11-05 19:12:03
I don't think we need more mechanics to cut down on raiding. (I'm grateful to Incabulos for raiding of late, as I've missed it) But, if anything, mechanics could be put in place to make it easier to recover from raiding.

The biggest problem as I see it, that some have already pointed out, is that there are at times a large imbalance between how much time it takes to destroy something versus how much time it takes to rebuild. (The biggest discrepancy I can think of is with the nexus weakenings, where Glomdoring destroyed all of Celest's constructs in a couple of hours which couldn't be brought back up for 30 RL days or some such)

Perhaps allow the Supernals/Demon Lords/Avatars to automatically repop after a certain time for an increased power cost, which gives people the option of either working to raise them for a lower power cost or lets them rest if getting beat down too much and have them come back, but at a higher cost. Or for trees, perhaps for X amount of power, they can grow all trees at a superfast rate or some such.
Eventru2009-11-05 19:27:51
I've deleted a few posts regarding a pending issue. And let's keep it on topic.
Merik2009-11-05 19:31:38
QUOTE (Zynna @ Nov 5 2009, 11:12 AM) <{POST_SNAPBACK}>
I don't think we need more mechanics to cut down on raiding. (I'm grateful to Incabulos for raiding of late, as I've missed it) But, if anything, mechanics could be put in place to make it easier to recover from raiding.

The biggest problem as I see it, that some have already pointed out, is that there are at times a large imbalance between how much time it takes to destroy something versus how much time it takes to rebuild. (The biggest discrepancy I can think of is with the nexus weakenings, where Glomdoring destroyed all of Celest's constructs in a couple of hours which couldn't be brought back up for 30 RL days or some such)

Perhaps allow the Supernals/Demon Lords/Avatars to automatically repop after a certain time for an increased power cost, which gives people the option of either working to raise them for a lower power cost or lets them rest if getting beat down too much and have them come back, but at a higher cost. Or for trees, perhaps for X amount of power, they can grow all trees at a superfast rate or some such.

I agree with the second paragraph, especially in terms of things like chopping elders.

However, I'm not sure how much I like the repopping bit. While convenient, it'd have to be a large power cost to offset the damage they do when dead. For instance, to strike at Serenwilde in any kind of meaningful manner, we have to drop their Avatars, get the corpses, and then bring them to the respective denizens in Glom. I'm not positive on the details, but anyway...that then allows us to hit their Flame, and if it dies, we can strike at Hart directly. It's pretty much the same the other way around too. If they're allowed to repop, it'd have to be a cost that kept in mind the damage that would've been done normally.
Fern2009-11-05 19:47:30
Regarding the xp loss/gain issue for defenders and such.

Maybe, make an increased penalty for dying in enemy org territory? Maybe as much as twice the loss. Or perhaps, not be able to conglute when you die in enemy org territory.
Diamondais2009-11-05 19:49:54
QUOTE (Fern @ Nov 5 2009, 02:47 PM) <{POST_SNAPBACK}>
Regarding the xp loss/gain issue for defenders and such.

Maybe, make an increased penalty for dying in enemy org territory? Maybe as much as twice the loss. Or perhaps, not be able to conglute when you die in enemy org territory.

The increased loss already exists.
Fern2009-11-05 19:53:03
QUOTE (diamondais @ Nov 5 2009, 02:49 PM) <{POST_SNAPBACK}>
The increased loss already exists.


make it moar, then

Edit: I really would like to see not being able to conglut when on enemy org territory. The atmosphere of your surrounds rips your soul to shreds and sends you to the halls of the fates for mending, or some such.
Desitrus2009-11-05 19:54:34
QUOTE (Fern @ Nov 5 2009, 01:47 PM) <{POST_SNAPBACK}>
Regarding the xp loss/gain issue for defenders and such.

Maybe, make an increased penalty for dying in enemy org territory? Maybe as much as twice the loss. Or perhaps, not be able to conglute when you die in enemy org territory.


Neither of which is on the scale that I'm talking about. I'm talking about hitting much harder as far as risk goes. Such as, dying in enemy territory is a set (high, 5-10) percent of your total essence, with a minimum value of 1 mil. The appropriate exp value would have to be determined, as well.

See, right now, the reward is practically nothing except jollies, and the risk is even more practically nothing than the reward, thus there is no discouragement from doing these things all the time. In a Circle or DIKU mud with full looting, the risk is obviously losing your gear. I'd go so far as to say there is absolutely 100% zero risk at the moment.
Tervic2009-11-05 20:14:22
QUOTE (Desitrus @ Nov 5 2009, 11:54 AM) <{POST_SNAPBACK}>
Neither of which is on the scale that I'm talking about. I'm talking about hitting much harder as far as risk goes. Such as, dying in enemy territory is a set (high, 5-10) percent of your total essence, with a minimum value of 1 mil. The appropriate exp value would have to be determined, as well.

See, right now, the reward is practically nothing except jollies, and the risk is even more practically nothing than the reward, thus there is no discouragement from doing these things all the time. In a Circle or DIKU mud with full looting, the risk is obviously losing your gear. I'd go so far as to say there is absolutely 100% zero risk at the moment.


Well, maybe a couple thousand essence, but nothing that can't be regained from killing the defenders (I presume demi/ascendants get essence for pvp kills the same way mortals get xp?)
Fern2009-11-05 20:23:26
QUOTE (Tervic @ Nov 5 2009, 03:14 PM) <{POST_SNAPBACK}>
Well, maybe a couple thousand essence, but nothing that can't be regained from killing the defenders (I presume demi/ascendants get essence for pvp kills the same way mortals get xp?)


no, the purpose of this would be a penalty, so you would have to go bash it back up, not just be able to keep raiding to regain the essence/xp
Desitrus2009-11-05 20:32:00
QUOTE (Tervic @ Nov 5 2009, 02:14 PM) <{POST_SNAPBACK}>
Well, maybe a couple thousand essence, but nothing that can't be regained from killing the defenders (I presume demi/ascendants get essence for pvp kills the same way mortals get xp?)


Risk. Experience : #73 Demigod Essence: 5813087

I could die like 50 times and not blink an eye. I've dived into guards to stomp a toad knowing full well I'd eat the death and get my lulz.
Gregori2009-11-05 20:37:01
Something Desitrus said about skills and synergy reminded me of something I was thinking about the other day. It really seems like org synergy with skills never comes into mind when new guilds and skills are made. Take for example Harbingers passive double mana drain in an org with passive mana drain skills, ents that force the victim into active mana drain, active mana drain skills in nearly all, if not all, guilds in Glomdoring, topped off with a half mana kill available to at least 2 guilds and toadcurse in a 3rd.

Now before you take this as a rant, it's not entirely, it is an example of what Desitrus was pointing out that some org skillsets are awesome while others are not. The school of thought when creating new skills should be "What does everyone around this guild have and how does the total synergy work" If the answer is "oh they can get a kill in less than three seconds when teamed with this guild" or "Oh they have no real synergy with any other guild in their org" then you should probably fix that.

Our Envoy system is also horrible. You can only fix 1 thing a month (and some things have been sitting there approved for almost a year without actually being touched). Special reports are only allowed by the administration if they (most of whom have been out of combat for years and have no concept of what combat is like anymore, were never combatants, or were poor combatants to begin with) feel one is warranted, and 'you can use the envoy news board to approach other things' only ever seems to work for things seriously out of whack and most people don't seem to use it for fear of the Administration saying "this is a regular envoy issue wait 8 months for it to be fixed"

Anyways, instead of making skills on the "hey this looks cool" school of philosophy, start making them on the "hey this seems balanced and aids other guilds in their org without making them ridiculous" school of philosophy. The latter school works with the orgs that don't have synergy within their guilds, as well.

I also agree with Desitrus that there is no risk to raiding. Everyone cried so hard for so long until experience loss in Lusternia was made virtually nil, and now what do we have? Almost everyone that tries is a demigod within 2 - 3 months, essence loss for a demigod is not prohibitive, killing a demigod gets the killer nothing in return they are better off killing a level 98. If you want to curb raiding put a risk on dieing again. If people start losing large amounts of experience/essence when they die in a raid you can bet they will slow down on it.
Gregori2009-11-05 20:39:40
QUOTE (Desitrus @ Nov 5 2009, 02:32 PM) <{POST_SNAPBACK}>
Risk. Experience : #73 Demigod Essence: 5813087

I could die like 50 times and not blink an eye. I've dived into guards to stomp a toad knowing full well I'd eat the death and get my lulz.



I have like 14 million essence (not logged on so can't get exact number) and I haven't gone looking for essence in rl weeks. Death/reincarnate doesn't phase me, in a prohibitive way. I could suicide run Glom for hours if I wanted to and not really be worried about it.
Desitrus2009-11-05 20:48:32
QUOTE (Gregori @ Nov 5 2009, 02:39 PM) <{POST_SNAPBACK}>
I have like 14 million essence (not logged on so can't get exact number) and I haven't gone looking for essence in rl weeks. Death/reincarnate doesn't phase me, in a prohibitive way. I could suicide run Glom for hours if I wanted to and not really be worried about it.


I've like... siphoned three times since I changed orgs. Never bash. Died some. Have as much risk of losing demigod as the sky coming up jello tomorrow, even if I went on a six week raid binge.
Gregori2009-11-05 20:57:34
Of course, if you put a risk on dieing again you will have all the crying, once more, by non demigods about how hard it is to get demigod. Though given the amount of demigods we have currently, and the complaints about "to many demigods! It's so hard to fight when it's 10 demigods vs. you!" maybe the crying is worth it.

As it stands right now once you get demigod, barring complete stupidity, you will never lose it.

Edit:: I also think the administration should have gone a step further with Domoths and limited the amount an Org can have, period. An org can still stop another org from getting Domoths, but they can't have all of them for themselves.
Tervic2009-11-05 20:59:46
QUOTE (Fern @ Nov 5 2009, 12:23 PM) <{POST_SNAPBACK}>
no, the purpose of this would be a penalty, so you would have to go bash it back up, not just be able to keep raiding to regain the essence/xp

I meant that as a comment on the way things are currently.

QUOTE (Desitrus @ Nov 5 2009, 12:32 PM) <{POST_SNAPBACK}>
Risk. Experience : #73 Demigod Essence: 5813087

I could die like 50 times and not blink an eye. I've dived into guards to stomp a toad knowing full well I'd eat the death and get my lulz.

And I rest my case.