Unknown2010-02-25 20:57:27
QUOTE (Lendren @ Feb 25 2010, 08:55 PM) <{POST_SNAPBACK}>
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.
Aspects/elemental lords can be solo'd and are frequent targets of the in and out raids to begin with. They also come back on their own, and don't really accomplish much in the killing of them.
Doman2010-02-25 21:02:08
maybe PK on the planes removes stickiness?
Desitrus2010-02-25 21:04:42
Ackleberry's will be called "Aether-honey". It will be sought after by yellow bears.
What, someone had to say it.
What, someone had to say it.
Lendren2010-02-25 21:05:17
QUOTE (Rainydays @ Feb 25 2010, 03:57 PM) <{POST_SNAPBACK}>
Aspects/elemental lords can be solo'd and are frequent targets of the in and out raids to begin with. They also come back on their own, and don't really accomplish much in the killing of them.
I don't mind if it's a solo raid, I'm not trying to prevent those. As long as it's an actual raid with an objective and a chance for defenders to defend.
That said, the Aspect example was just spitballing; just should be some way that if it's a real raid, with an objective, you don't get penalized by this mechanism.
Desitrus2010-02-25 21:16:22
"I'm going to kill the next person who says shenanigansspitballing."
"Hey, Lendren, what's that psionic residue that builds up on people using 'bixes again?"
"Spitballing"
*Holds up gun to captain* "D'awwwwwwwwwwww!"
"Hey, Lendren, what's that psionic residue that builds up on people using 'bixes again?"
"Spitballing"
*Holds up gun to captain* "D'awwwwwwwwwwww!"
Unknown2010-02-25 21:18:54
Just buff distort to prevent leaving entirely.
Desitrus2010-02-25 21:20:11
QUOTE (Sojiro @ Feb 25 2010, 03:18 PM) <{POST_SNAPBACK}>
Just buff distort to prevent leaving entirely.
Logic is for girls.
Esano2010-02-26 00:45:11
The major problem with distort is the power cost compared to time: if you distort to catch one raider on Nil, for instance, you've just dropped more power than they could cost you in four or five hours of killing demons in order to protect said demons for one hour. If you do create this sticky discretionary, it should have a small power cost, especially because it will likely be going up a few times.
And as for things that lose you a point of stickiness ... I suggest player deaths, and possibly kills, as they're the big things that happen in 'actual' raids. And they're what you want anyway - the person to die!
And as for things that lose you a point of stickiness ... I suggest player deaths, and possibly kills, as they're the big things that happen in 'actual' raids. And they're what you want anyway - the person to die!
Unknown2010-02-26 00:53:38
The value the power vs. time mechanic varies per person.
Some people think it's well worth the power to prevent super-griefer-x from getting his 'kicks' in org territory for that hour. And power isn't exactly hard to come by anymore. For any org.
So like I said, just buff distort, make last longer or prevent leaving entirely for that hour, then you'll curb kick and running even more. It is also the simplest solution, IMO.
P.S. Nerf divinefire, that'll help too, I promise.
Some people think it's well worth the power to prevent super-griefer-x from getting his 'kicks' in org territory for that hour. And power isn't exactly hard to come by anymore. For any org.
So like I said, just buff distort, make last longer or prevent leaving entirely for that hour, then you'll curb kick and running even more. It is also the simplest solution, IMO.
P.S. Nerf divinefire, that'll help too, I promise.
Lehki2010-02-26 00:59:28
QUOTE (Sojiro @ Feb 25 2010, 07:53 PM) <{POST_SNAPBACK}>
P.S. Nerf divinefire, that'll help too, I promise.
Do iiiiiit.
Veyrzhul2010-02-26 01:23:09
Catching said raider on enemy territory also possibly costs them 2million+ essence, as a future deterrant. Worth it sometimes, I'd say.
Ayden2010-02-26 01:49:59
Maybe add a discretionary that adds "rubble" so to speak. Make it hard for them to leave!
Lehki2010-02-26 01:50:53
QUOTE (Ayden @ Feb 25 2010, 08:49 PM) <{POST_SNAPBACK}>
Maybe add a discretionary that adds "rubble" so to speak. Make it hard for them to leave!
Shrine gravity does that basically.
Unknown2010-02-26 02:30:37
I agree, leap, sprint, portal enter, and more should be affected by gravity as well.
Rodngar2010-02-26 02:58:26
Is it really such a problem that you have to waste time coding a bandaid to escaping a plane via an expensive artifact/time-consuming-to-obtain pseudoartifact instead of simply finding the culpable people and giving them a sharp smack upside the head?
Consider the implications of producing a system that essentially renders a key feature (quick escape or rapid transportation for combat purposes) of a multi-hundred-dollar artifact defunct. If you absolutely have to go through with sticky psychic residue, can you at least differentiate between orgbixes and real cubixes/tauri/whatever? Say, a larger number of psychic residue before a real cubix is rendered unusable?
EDIT: Keep in mind I have neither an orgbix or cubix or taurus - and if I were likely to have one of the three, it would be an orgbix.
EDIT2: My general point, I guess, is the same as regards to slivven: do we honestly need to code a mechanical change to fix everything people complain about?
Consider the implications of producing a system that essentially renders a key feature (quick escape or rapid transportation for combat purposes) of a multi-hundred-dollar artifact defunct. If you absolutely have to go through with sticky psychic residue, can you at least differentiate between orgbixes and real cubixes/tauri/whatever? Say, a larger number of psychic residue before a real cubix is rendered unusable?
EDIT: Keep in mind I have neither an orgbix or cubix or taurus - and if I were likely to have one of the three, it would be an orgbix.
EDIT2: My general point, I guess, is the same as regards to slivven: do we honestly need to code a mechanical change to fix everything people complain about?
Unknown2010-02-26 03:09:23
Why are we still crying about this? We already nerfed transplanar devices.
Trakis2010-02-26 03:13:12
I think that the ease of escape that cubixes provide makes raiding too easy for raiders, and extremely frustrating for people on the other end. I think a cooldown on the cubix itself would be a better solution. If each cubix had a 5 minute cooldown between uses, at least it would guarantee that the raider would have to stick around for a short amount of time, before leaving again.
Rodngar2010-02-26 03:16:07
I would surely hope you reduce the cost of a cubix, if that is the case. You are forgetting the tremendous investment you must place in your character to own a cubix. An orgbix is another story, however.
Unknown2010-02-26 03:17:31
If you put a 5 minute cooldown on a cubix PER USE, you've rendered it more or less worthless. Certainly not worth 2000 credits. I'd want more than 2/3rds of a refund if that happened.
Rodngar2010-02-26 03:22:11
Exactly, and IRE is not in the business of giving refunds - especially in a kneejerk attempt to put a bandaid over some people who get 'frustrated' by some hit and running.
Hit and runs, yankbashing, and quick escape - honestly, people, this is all IRE Raiding 101. You should be used to this.
If you don't want to die or waste time, do what you should do: spend your time doing something else. The roleplay of an overarching domain (city/commune) should not force you to make an unfun decision. Imperian had three mobiles for a very boring quest designed to generate 'conflict' - people who wanted to rile up less intelligent, more headstrong young defenders would go out, kill these individuals, and camp out (I was one such person who did so). Eventually, those that rushed headlong in to die to somebody much bigger learned that they could just ignore me, I'd get bored, and I'd walk away.
They are mobiles. They will repop. It is not the end of the world if they do not. The only way I could POSSIBLY see justification for being forced to defend them is if they are a supernal/avatar/demonlord/fleshpot/sculpture/aspect. If you don't want to be bothered with dying or bothered with the frustration of somebody farming your plane to rile up your city, stop giving in to it and go do something else in Lusternia with your time.
Hit and runs, yankbashing, and quick escape - honestly, people, this is all IRE Raiding 101. You should be used to this.
If you don't want to die or waste time, do what you should do: spend your time doing something else. The roleplay of an overarching domain (city/commune) should not force you to make an unfun decision. Imperian had three mobiles for a very boring quest designed to generate 'conflict' - people who wanted to rile up less intelligent, more headstrong young defenders would go out, kill these individuals, and camp out (I was one such person who did so). Eventually, those that rushed headlong in to die to somebody much bigger learned that they could just ignore me, I'd get bored, and I'd walk away.
They are mobiles. They will repop. It is not the end of the world if they do not. The only way I could POSSIBLY see justification for being forced to defend them is if they are a supernal/avatar/demonlord/fleshpot/sculpture/aspect. If you don't want to be bothered with dying or bothered with the frustration of somebody farming your plane to rile up your city, stop giving in to it and go do something else in Lusternia with your time.