Should we curb raiding?

by Estarra

Back to Common Grounds.

Unknown2009-12-18 18:50:44
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Lendren2010-02-25 19:10:16
It might be time to necro this thread.

(Oh, I just did.)

Though not so much on the subject of "raiding" as "running in and out and around every few minutes for hour after hour after hour, but always, always, always avoiding the actual fight". I think there's a shorter word for that, but the mods might not like it if I used it.
Romero2010-02-25 19:18:47
QUOTE (Lendren @ Feb 25 2010, 02:10 PM) <{POST_SNAPBACK}>
It might be time to necro this thread.

(Oh, I just did.)

Though not so much on the subject of "raiding" as "running in and out and around every few minutes for hour after hour after hour, but always, always, always avoiding the actual fight". I think there's a shorter word for that, but the mods might not like it if I used it.


Gogo Captain Orgbix.
Shaddus2010-02-25 19:38:58
Thus the idea brought up of orgbixes not working in enemy territory.
Desitrus2010-02-25 19:40:12
Cause orgbixes are the heart of this issue. For srs.
Atellus2010-02-25 19:43:36
I just deal with it by using a deliberate RP choice. If all they do is come in, kick something to trigger an alarm, and run, I just ignore them and tell others to do the same. Whatever they kill will come back soon enough, and they can do no real harm solo, so why bother giving them the attention they want? I realize that not everyone will want to RP that, but as long as it is so easy to run (or so expensive to stop it) I find it is the best solution.

People who do things like this are just looking to cause this exact type of reaction. If you don't give it to them then all they are doing is a very slow form of bashing.
Unknown2010-02-25 19:44:50
The orgbix just levels the playing field for kick and runs a little.

The problem to me is that the method to stop it, distort, costs a lot of power. So thuggishly huge orgs will use it and not care, while the orgs under the wheels of the game are more likely to have to put up with it.

So, let shrine distort work, or come up with a way that's more equitable to the organizations that are more likely to need the protection.
Unknown2010-02-25 19:45:32
QUOTE (Lendren @ Feb 25 2010, 02:10 PM) <{POST_SNAPBACK}>
It might be time to necro this thread.

(Oh, I just did.)

Though not so much on the subject of "raiding" as "running in and out and around every few minutes for hour after hour after hour, but always, always, always avoiding the actual fight". I think there's a shorter word for that, but the mods might not like it if I used it.


How much is there that we can do outside of the player base not being a bunch of idiots? Orgbix abuse is more a symptom then a problem and there isn't too much you can do mechanics wise to limit people from running in and out of a territory. Players just need to not condone it and shut out those who constantly do it.

And if you do want a orgbix solution, just limit how many times it can be used in enemy territory per month. Leaves it as a escape in a real raid but limits just how often people will use it as a kick and run.
Estarra2010-02-25 20:06:02
By "orgbixes" (love how you guys coin words!), I assume you mean the city/commune honour prizes? Are they different than other cubix-type items?
Lendren2010-02-25 20:22:36
Estarra: yes, that's what they are, and I don't think they're mechanically significantly different, they're just far more widespread at the moment, and perhaps in the hands of a different sort of people than those who'll pay the $$$ for a cubix. Maybe not, though. Might just be a flavor-of-the-week issue. Orgbixes aren't the cause of the problem, just one thing that happens to be noticeable about it at the moment.

Orgbixes not working in enemy territory would help, though given how sketchy the definition of "enemy territory" is on Ethereal, it will only help somewhat. But I don't see any big downside to the idea.

But I agree with Desitrus and Rainydays that they're not the problem, just one thing we happen to be seeing used in it right now. And I doubt there's a mechanical solution. The problem is that the same techniques are needed on real raids, where you are going for a particular objective and thus your raid will happen until it's reached or it fails, as on these fake raids that are just running around and around and around avoiding fights just to annoy people and force them to do nothing but chase you for hours at a time.

As Othero says, it really comes down to that we have certain players that get off on screwing with people but avoid the fights they purport to be seeking, and can do it for incredible lengths of time before getting bored. Mechanical changes can slow that down, but always at risk of also messing with the genuine conflict other people are seeking.
Gleip2010-02-25 20:24:27
Only different in that everyone can use em no? I think they're just hesitant to ask you to adress cubixes as well, since they were bought with actual money.

Still, considering that they're essentially the same (with main difference being method of acquisition), you should apply any fixes equally to both the orgbix and the cubix/prism and any similar items that allow you to disappear instantly.
Atellus2010-02-25 20:34:38
QUOTE (Gleip @ Feb 25 2010, 12:24 PM) <{POST_SNAPBACK}>
Still, considering that they're essentially the same (with main difference being method of acquisition), you should apply any fixes equally to both the orgbix and the cubix/prism and any similar items that allow you to disappear instantly.


I remember these exact types of thread back a year ago before the distort power stopped cubes from working. I understand that the cost of activating this power is high, but there already is a mechanical method of stopping them. If the constant running is really bothering the org you have a way to stop it. I personally think spending the power to do so is a waste and I would argue IC to just ignore them, but I know some players really like treating any raid, no matter its purpose, as something that HAS to be dealt with.

If I was spending hours just annoying people though I would be just as happy if I got them to spend power to stop me. All I am looking for is attention and if the org puts up distort I have at least partly achieved that.

Besides distort there are other ways to prevent cubes and related items from working. If you have a coordinated group you can lock someone down instantly. We used to do it semi-often in celest with a group of 4-5. Still a simple death is not going to stop these people unless you can kill them every single time. The very conflict you give them is the very reason they are trying to be annoying.

If you ignore them, and get everyone else to ignore them, they stop. Do it long enough and they go inactive =)
Estarra2010-02-25 20:38:47
What about some discretionary power that leaves a sticky psychic residue on enemies who leave the area. If enough of the residue accumulates, they can't leave the area at all until it wears off. Example, each time they leave the area, they accumulate 1 point of stickiness. Every game day, they lose 1 point of stickiness. If they have 5 points of stickiness at any time, they will find themselves physically unable to leave the area (until it goes below 4).

Just spitballing!
Doman2010-02-25 20:43:34
not a terrible idea, but it would probably need refined a bit

edit: but, that won't get people to stick and fight, it will just have them raid until they can't, and then go do something else. I mean, at bare minimum (And I am just using names, not accusing), Malarious, Narsrim, and Munsia could just rotate out to for raiding.
Desitrus2010-02-25 20:46:18
QUOTE (Estarra @ Feb 25 2010, 02:38 PM) <{POST_SNAPBACK}>
What about some discretionary power that leaves a sticky psychic residue on enemies who leave the area. If enough of the residue accumulates, they can't leave the area at all until it wears off. Example, each time they leave the area, they accumulate 1 point of stickiness. Every game day, they lose 1 point of stickiness. If they have 5 points of stickiness at any time, they will find themselves physically unable to leave the area (until it goes below 4).

Just spitballing!


In the idea sense or you want to call sticky psychic residue "spitballs"? Heyoooooooo.

Preventing multiple incursions sounds like a good idea, just make sure it involves using transverse as well, otherwise they'll just keep 'bix'ing in and transversing to 'bix out.
Doman2010-02-25 20:48:21
Maybe just make the residue build up on the 'bix itself?
Lendren2010-02-25 20:48:24
As long as "can't leave the area" doesn't go the way of things like Distort (where some ways of teleporting out are inexplicably allowed, and there's been gradually more of them over time), but remains "can't leave the area" period.
Kelysa2010-02-25 20:52:35
QUOTE (Estarra @ Feb 25 2010, 09:38 PM) <{POST_SNAPBACK}>
What about some discretionary power that leaves a sticky psychic residue on enemies who leave the area. If enough of the residue accumulates, they can't leave the area at all until it wears off. Example, each time they leave the area, they accumulate 1 point of stickiness. Every game day, they lose 1 point of stickiness. If they have 5 points of stickiness at any time, they will find themselves physically unable to leave the area (until it goes below 4).

Just spitballing!


Do like.
Unknown2010-02-25 20:53:18
QUOTE (Doman @ Feb 25 2010, 08:48 PM) <{POST_SNAPBACK}>
Maybe just make the residue build up on the 'bix itself?



Trade 'bix with someone else and start anew! Nah, just put it on the person.
Lendren2010-02-25 20:55:16
It might be a good idea if you can also lose some of those stickiness points by doing something serious and raid-like while in there. For instance, kill an Aspect, lose one point of stickiness. That way, if you're going to do a real raid with an objective and where the defenders have something to defend against, you don't get penalized, so this mechanic would only penalize the kick-and-run folks. But it shouldn't be as trivial as "kill a squirrel, lose a point" or even "kill a cherub, lose a point": it should be a big enough target that it doesn't just encourage a thousand one-target raids to replace a thousand zero-target raids, but does encourage real raids.