Xenthos2009-11-05 03:19:34
QUOTE (Estarra @ Nov 4 2009, 10:17 PM) <{POST_SNAPBACK}>
25 power seems way too low to me. We could extend the time they last, but 30 rl days seems over the top as well (maybe 10 days?).
If the aura thing was put in, it would be too low. Given their current usefulness though, I think it's about right. As I said, they're just not getting used. People who can use them and go for protector (because, if you go for protector you are supposed to know how to fight at least a little bit, that's part of the job) are usually better off fighting and doing damage / afflictions than sitting back for a bit of damage or spending a lot of power for webbing when they could, again, do it in person.
At least, such is my observation thus far.
Vathael2009-11-05 03:20:05
QUOTE (Estarra @ Nov 4 2009, 09:17 PM) <{POST_SNAPBACK}>
25 power seems way too low to me. We could extend the time they last, but 30 rl days seems over the top as well (maybe 10 days?).
Man I actually gained a little more faith in you with that one.
Estarra2009-11-05 03:20:13
QUOTE (Sarvasti @ Nov 4 2009, 07:17 PM) <{POST_SNAPBACK}>
Ok, I did not have time to actually look over the 4, if not more, pages due to playing xbox with a friend.
I made a mention of this in the "Death to the Scuffle?" thread. Maybe if there was a "lock-out" mechanism. Where if you enter an area with like an archway you can only enter it so many times before you get "locked out" of using it. I.e. Griefer is jumping from Etherglom to Ethereal with several secs of each "jump" after like 4-5 "jumps" you are locked either in Etherglom or Ethereal depending on your last jump.
Just a quick thought thrown out, since i know this thread will grow quite quickly and unfortunately atm I do not have time to sit down and read every nor give a well thought out suggestion.
I made a mention of this in the "Death to the Scuffle?" thread. Maybe if there was a "lock-out" mechanism. Where if you enter an area with like an archway you can only enter it so many times before you get "locked out" of using it. I.e. Griefer is jumping from Etherglom to Ethereal with several secs of each "jump" after like 4-5 "jumps" you are locked either in Etherglom or Ethereal depending on your last jump.
Just a quick thought thrown out, since i know this thread will grow quite quickly and unfortunately atm I do not have time to sit down and read every nor give a well thought out suggestion.
I like my idea better....
Dynami2009-11-05 03:20:15
QUOTE (Vendetta Morendo @ Nov 4 2009, 10:16 PM) <{POST_SNAPBACK}>
How long has this downward trend of activity been going on for, and which orgs are it specific to?
You don't need to answer this for us; just refresh it for yourself. Raiding had been on the low recently, in my opinion, until the last 2-3 days or so with the escalating chopping, which culminated in multiple-smob deaths. The chopping exhausted some people, but not the big raid. People are getting into it now. A few are even downright excited with the prospect of more conflict, specifically with everyone piling on against Glomdoring. And these aren't just combatants getting exciting - it's people like Dynami.
Consider that, and then look at your numbers again. In the wake of this most recent development, I think you should let things play out before applying changes. The pbase might already be (roughly) on track on its own.
You don't need to answer this for us; just refresh it for yourself. Raiding had been on the low recently, in my opinion, until the last 2-3 days or so with the escalating chopping, which culminated in multiple-smob deaths. The chopping exhausted some people, but not the big raid. People are getting into it now. A few are even downright excited with the prospect of more conflict, specifically with everyone piling on against Glomdoring. And these aren't just combatants getting exciting - it's people like Dynami.
Consider that, and then look at your numbers again. In the wake of this most recent development, I think you should let things play out before applying changes. The pbase might already be (roughly) on track on its own.
What's that supposed to mean? I never said I liked 3 organizations piling on another one. That just creates massive amounts of trolling/flaming on the forums. I just wanted a change of pace from everything being dead silent on the city/guild aethers.
Edit: Combat scares the crap out of me at the moment. The only thing that interests me in conflicts is the potential politics(civilized).
Unknown2009-11-05 03:20:43
Hi, sorry if I forgot to quote who said what.
Discretionaries already get put up for most raids, regardless of size. I highly doubt the cost is what's keeping people from raising them. I personally think they're too cheap for their effect, but hey. I really think reducing their cost will definitely curb the primetime raiding, but it will encourage offhours conflict more. Then again, that already happens, so...
Heh, yeah, maybe I can ask Viravain to zap my enemies out when they raid. No thanks.
Discretionaries are used to hinder. Ripple and Liveforest do that job wonderfully now. No one laughs at those.
I'm sure the upgrades to the smobs will be quite noticeable, so we'll see how this pans out in the coming weeks. By the way, making mobs stronger as a whole will just be a pain for everyone involved, and like Talan said, people will just get more creative to accomplish their goals.
I think we should just delete the mechanic, make totems stop generating power, and get on with our lives, personally. Alternatively, make liveforest stop treechopping.
I think just being able to peace the defendable area after certain conditions have been met will be simpler, if you want to go that route.
I think the nexus guardian idea is flawed as a whole in the fact the people who will get good at using them is good enough to learn to actually fight and help their team. If you want the nexus guardian thing to work, give them the power to bring large groups of guards with them. I don't think this idea will work on the whole, anyway. You spam healthwarp to the raiders, they leave/kill/die, wait it out, come back, and repeat.
QUOTE
If you want to make raiding a little harder, lowering or removing the cost for guild discretionaries would be a start. Since no org decided to keep the construct that allows to use them for free (and I think it was no mistake, the constructs chosen are all more important in my eyes), they usually don't get put up for small raiding parties. The power cost should be no real problem for any of the orgs, but it can probably be somewhat frustrating if you have to use power repeatedly to shift the odds somewhat in your favour against the same set of people over and over again.
Discretionaries already get put up for most raids, regardless of size. I highly doubt the cost is what's keeping people from raising them. I personally think they're too cheap for their effect, but hey. I really think reducing their cost will definitely curb the primetime raiding, but it will encourage offhours conflict more. Then again, that already happens, so...
QUOTE
Why not let gods help in large scale fights like how the raids have been?
Heh, yeah, maybe I can ask Viravain to zap my enemies out when they raid. No thanks.
QUOTE
Make it so ripple or other thing like ripple can do something and not just be a laugh in the face of demigods?
Discretionaries are used to hinder. Ripple and Liveforest do that job wonderfully now. No one laughs at those.
QUOTE
I saw upgrades to demon lords, supernals and avatars which is good but no idea if it will make much diffence really as we lose demon lords in a matter of seconds. Five per demon lord is my math when I hear the calls on nil.
I'm sure the upgrades to the smobs will be quite noticeable, so we'll see how this pans out in the coming weeks. By the way, making mobs stronger as a whole will just be a pain for everyone involved, and like Talan said, people will just get more creative to accomplish their goals.
QUOTE
Finally: Tree griefing is worse than Avatar griefing in terms of time and effort to fix it. Just FYI. Not as bad as Crow / Hart
griefing, but it's definitely more work to regrow a pile of trees than to recover a full-blown Avatar, which seems a bit odd.
griefing, but it's definitely more work to regrow a pile of trees than to recover a full-blown Avatar, which seems a bit odd.
I think we should just delete the mechanic, make totems stop generating power, and get on with our lives, personally. Alternatively, make liveforest stop treechopping.
QUOTE
Various suggestions about coded raid-prevention here. Like avenger, etc etc
I think just being able to peace the defendable area after certain conditions have been met will be simpler, if you want to go that route.
QUOTE
What if nexus guardians have a special attack that warps a target's aura. Someone can only be hit with this attack once per game day. At the end of a game month, all aura warps clear. Each warp of an aura will cause a health drain (because the energies of the plane are now inimical to the aura). The health drain rises exponentially depending on the number of aura warps. Thus, someone may easily handle one warp, but two warps are noticeable, three warps extremely painful, and more than that deadly. The result would hopefully still allow freedom to raid but offer a way to retaliate (even if a noncombatant) and prevent hours long camping/raiding/relentless hit-and-run schemes, etc.
I think the nexus guardian idea is flawed as a whole in the fact the people who will get good at using them is good enough to learn to actually fight and help their team. If you want the nexus guardian thing to work, give them the power to bring large groups of guards with them. I don't think this idea will work on the whole, anyway. You spam healthwarp to the raiders, they leave/kill/die, wait it out, come back, and repeat.
Gregori2009-11-05 03:21:23
QUOTE (Estarra @ Nov 4 2009, 09:05 PM) <{POST_SNAPBACK}>
I mean, level 80 mobs should be at least a little bit challenging for a level 80 player but they're getting mowed down by half that level!
As long as mobs are 2-3 out of 4 attacks damage with 1-2 special attacks per mob they will always be mowed down by people. Level doesn't have anything to do with it until you get to a point where the level is high enough that pure damage can defeat a player, but that is a case of a player bashing in a zone obviously to high for him. This though really only holds for single mobs, the few cases where you have mobs assist each other then damage will be fine against most players.
If you want mobs to be harder to kill you need to adjust their oacts, not their level. Keep in mind though that classes are not equal at bashing and adjusting anything to make bashing harder at various levels does not affect everyone equally.
Unknown2009-11-05 03:21:29
How about for nexus guardians, if there were a limited number of them for each commune, say, 3. And they were always in existence (maybe an daily power upkeep if you want). If someone dies in them then they explode and disappear but come back the next weave or next month.
So they're always available.
So they're always available.
Unknown2009-11-05 03:25:44
QUOTE (Dynami @ Nov 4 2009, 09:20 PM) <{POST_SNAPBACK}>
I just wanted a change of pace from everything being dead silent on the city/guild aethers.
Right. Which leads me to believe raiding wasn't a major issue for everyone before, since everything was dead... no? Or was it not having any ability to retaliate in sight? Or something else?
That wasn't an accusation, just an illustration. Excuse me if it came across the wrong way.
Estarra2009-11-05 03:26:00
QUOTE (Sojiro @ Nov 4 2009, 07:20 PM) <{POST_SNAPBACK}>
I think the nexus guardian idea is flawed as a whole in the fact the people who will get good at using them is good enough to learn to actually fight and help their team. If you want the nexus guardian thing to work, give them the power to bring large groups of guards with them. I don't think this idea will work on the whole, anyway. You spam healthwarp to the raiders, they leave/kill/die, wait it out, come back, and repeat.
I'm not sure I follow this. Learning how to do a couple of commands needed to run a nexus guardian is way different than learning how to fight. Also, giving them the power to bring a large group of guards seems silly and I'm not sure why that's the only way they'd "work". If they don't do enough damage, we can always easily increase that. If the raiders leave then wait out having their auras return to normal, then mission accomplished--that was the point to begin with!
Estarra2009-11-05 03:27:31
QUOTE (Solanis @ Nov 4 2009, 07:21 PM) <{POST_SNAPBACK}>
How about for nexus guardians, if there were a limited number of them for each commune, say, 3. And they were always in existence (maybe an daily power upkeep if you want). If someone dies in them then they explode and disappear but come back the next weave or next month.
So they're always available.
So they're always available.
Xenthos2009-11-05 03:28:44
QUOTE (Estarra @ Nov 4 2009, 10:26 PM) <{POST_SNAPBACK}>
I'm not sure I follow this. Learning how to do a couple of commands needed to run a nexus guardian is way different than learning how to fight. Also, giving them the power to bring a large group of guards seems silly and I'm not sure why that's the only way they'd "work". If they don't do enough damage, we can always easily increase that. If the raiders leave then wait out having their auras return to normal, then mission accomplished--that was the point to begin with!
Part of the "protector" position is "learning how to fight". Protectors get the ability to DEFEND commune mates (at least, I believe that's part of Protector?). It's part of the "combat path" for guilds, because, well... you're supposed to help protect your guildmates. It's not just about guardians. Honestly, at the moment it's not about guardians at all, I guess.
Estarra2009-11-05 03:29:19
QUOTE (Xenthos @ Nov 4 2009, 07:28 PM) <{POST_SNAPBACK}>
Part of the "protector" position is "learning how to fight". Protectors get the ability to DEFEND commune mates (at least, I believe that's part of Protector?). It's part of the "combat path" for guilds, because, well... you're supposed to help protect your guildmates. It's not just about guardians. Honestly, at the moment it's not about guardians at all, I guess.
Well, then maybe that should change.
Dynami2009-11-05 03:33:30
QUOTE (Vendetta Morendo @ Nov 4 2009, 10:25 PM) <{POST_SNAPBACK}>
Right. Which leads me to believe raiding wasn't a major issue for everyone before, since everything was dead... no? Or was it not having any ability to retaliate in sight? Or something else?
That wasn't an accusation, just an illustration. Excuse me if it came across the wrong way.
That wasn't an accusation, just an illustration. Excuse me if it came across the wrong way.
Yes, I have never felt as strongly as some people do about raiding. I always saw it as: raid begins, you transverse to
Unknown2009-11-05 03:34:25
QUOTE (Estarra @ Nov 4 2009, 10:20 PM) <{POST_SNAPBACK}>
I like my idea better....
Like I said I'll have to read the thread later (ugh more pages than I really want!) but I'll give you a more cohesive, thought out suggestion(s). Please don't make this thread 10+ cuz I really don't want to take the time to read 10+ pages tomorrow! Kthnxbai, gotta kill newbies in Halo 3.
Xenthos2009-11-05 03:34:35
QUOTE (Estarra @ Nov 4 2009, 10:29 PM) <{POST_SNAPBACK}>
Well, then maybe that should change.
If guardians were more cost-effective, it's possible it might. Giving someone the ability to burn 400p and not really accomplish anything is asking a bit much, though. We could go for a middle-of-the-road compromise and make it 150p for 5 RL days or so (or maybe a week). Then you summon it and can use it.
Alternatively, I like the other idea I read earlier, which is that they are not summoned for an individual, but the organization can hire a certain number (2-3 max, perhaps). Monthly cost. Any protector+ can use them without further cost. This way you aren't pinning the cost on an individual. If it's destroyed, then it has to "reset" (a certain period of time where it cannot be used).
Or, again, a mixture. A cost of 200p per guardian per IG month, and then 25p or so for a protector to activate it (which lets it be used for X amount of time).
Unknown2009-11-05 03:36:03
QUOTE (Estarra @ Nov 4 2009, 10:26 PM) <{POST_SNAPBACK}>
I'm not sure I follow this. Learning how to do a couple of commands needed to run a nexus guardian is way different than learning how to fight. Also, giving them the power to bring a large group of guards seems silly and I'm not sure why that's the only way they'd "work". If they don't do enough damage, we can always easily increase that. If the raiders leave then wait out having their auras return to normal, then mission accomplished--that was the point to begin with!
Well what happens if they come, get the aura, leave for it to fade then just come back? As your idea seems we can only cast it once on a person per day
Estarra2009-11-05 03:36:36
QUOTE (Xenthos @ Nov 4 2009, 07:34 PM) <{POST_SNAPBACK}>
If guardians were more cost-effective, it's possible it might. Giving someone the ability to burn 400p and not really accomplish anything is asking a bit much, though. We could go for a middle-of-the-road compromise and make it 150p for 5 RL days or so (or maybe a week). Then you summon it and can use it.
Alternatively, I like the other idea I read earlier, which is that they are not summoned for an individual, but the organization can hire a certain number (2-3 max, perhaps). Monthly cost. Any protector+ can use them without further cost. This way you aren't pinning the cost on an individual. If it's destroyed, then it has to "reset" (a certain period of time where it cannot be used).
Or, again, a mixture. A cost of 200p per guardian per IG month, and then 25p or so for a protector to activate it (which lets it be used for X amount of time).
Alternatively, I like the other idea I read earlier, which is that they are not summoned for an individual, but the organization can hire a certain number (2-3 max, perhaps). Monthly cost. Any protector+ can use them without further cost. This way you aren't pinning the cost on an individual. If it's destroyed, then it has to "reset" (a certain period of time where it cannot be used).
Or, again, a mixture. A cost of 200p per guardian per IG month, and then 25p or so for a protector to activate it (which lets it be used for X amount of time).
I'm considering the idea for guilds purchasing guardians which can be used by anyone in the guild. I'm not sure why there would be a max though.
Esano2009-11-05 03:37:58
QUOTE (xavim @ Nov 5 2009, 02:36 PM) <{POST_SNAPBACK}>
Well what happens if they come, get the aura, leave for it to fade then just come back? As your idea seems we can only cast it once on a person per day
Once per person per IC day. And it fades on IC monthchange.
Estarra2009-11-05 03:39:05
QUOTE (xavim @ Nov 4 2009, 07:36 PM) <{POST_SNAPBACK}>
Well what happens if they come, get the aura, leave for it to fade then just come back? As your idea seems we can only cast it once on a person per day
Sure, but warps fade at the end of the game month, so the time they wait to fade could be awhile. They can get a warp every game day, which is stackable and the effects are exponentially worse, the more warps there are.
Xenthos2009-11-05 03:39:18
QUOTE (Estarra @ Nov 4 2009, 10:36 PM) <{POST_SNAPBACK}>
I'm considering the idea for guilds purchasing guardians which can be used by anyone in the guild. I'm not sure why there would be a max though.
There would have to be a max if they aren't tied to an individual mostly because otherwise you can stack 10+ really hard-to-kill mobs together and do 7k damage a tick to a raiding force. Whereas, right now, that's 4000 power, heh. And can't be used by other people later in the day, only by the people who summoned them to begin with.
Essentially, if you make the same guardian usable by many people, it's easier (and cheaper) to stack them.