A new type of influence

by Doman

Back to Ideas.

Doman2010-01-21 03:36:42
This is probably mostly just frustration, but I thought of another type of influence that may be liked.

Humble

Basically, it is something that only works on smug denizens, after winning an influence battle. It basically puts the denizen in a state called "Cowed" or "Humbled" or something of that nature, and it gives a person another chance to influence them (Probably at a higher difficulty than the first time). Thoughts?

Remember, this would only work on failed denizens, not on ones that are infuenced in another way (except maybe paranoia)
Gregori2010-01-21 07:34:54
QUOTE (Doman @ Jan 20 2010, 09:36 PM) <{POST_SNAPBACK}>
Remember, this would only work on failed denizens, not on ones that are infuenced in another way (except maybe paranoia)



Sure let's also put in a new skill called 'CPR' that let's you revive a denizen you just killed. Perhaps it could be a little harder the second time around... I mean if we are going to put in double dip mechanics.


Edit:: had to put the part I was actually responding to in.
Unknown2010-01-21 07:41:02
QUOTE (Gregori @ Jan 21 2010, 07:34 AM) <{POST_SNAPBACK}>
Sure let's also put in a new skill called 'CPR' that let's you revive a denizen you just killed. Perhaps it could be a little harder the second time around... I mean if we are going to put in double dip mechanics.


Edit:: had to put the part I was actually responding to in.



Well, the equivalent would be some ability that, if you failed to bash a denizen (died), it revived you and let you try again, but perhaps the fight would be a little harder this time- maybe make you lose your defs or have a long eq recovery.

But something like that would just be silly!
Gregori2010-01-21 07:45:02
QUOTE (Rainydays @ Jan 21 2010, 01:41 AM) <{POST_SNAPBACK}>
Well, the equivalent would be some ability that, if you failed to bash a denizen (died), it revived you and let you try again, but perhaps the fight would be a little harder this time- maybe make you lose your defs or have a long eq recovery.

But something like that would just be silly!



I approve of this!
Unknown2010-01-21 08:04:25
Sure, just make the denizen worth no experience or esteem the second time around. Would only be useful for denizens that reset too early, thereby screwing a quest, or if you use the wrong type of influence on them to begin with.

Or hell, go ahead and make them worth experience. There's guard stacks so big that by the time you hit the bottom, the top has reset, so it's not like we'd be accelerating influence xp gain at all.
Rika2010-01-21 08:11:22
What? This is for when they win an ego battle and go smug.
Doman2010-01-21 08:33:56
Yeah, Gregori. Reeead. Use your mind.

I didn't say revive something you killed, this would be more equivilent to goign back to kill something that offed you. It's mostly for quests anyway. That was the point
Anisu2010-01-21 15:47:10
QUOTE (Doman @ Jan 21 2010, 04:36 AM) <{POST_SNAPBACK}>
This is probably mostly just frustration, but I thought of another type of influence that may be liked.

Humble

Basically, it is something that only works on smug denizens, after winning an influence battle. It basically puts the denizen in a state called "Cowed" or "Humbled" or something of that nature, and it gives a person another chance to influence them (Probably at a higher difficulty than the first time). Thoughts?

Remember, this would only work on failed denizens, not on ones that are infuenced in another way (except maybe paranoia)

I oppose this idea, it is a tradeoff for all the perks influencing has over hunting.
Doman2010-01-21 16:16:52
How? The entire point is for quests, not experience.

It's the exact same situation if you get killed in the middle of a quest by something you need to kill. You die, get a rez, and come back to kill it before the quest resets. This just makes you work for your second chance
Anisu2010-01-21 16:32:44
QUOTE (Doman @ Jan 21 2010, 05:16 PM) <{POST_SNAPBACK}>
How? The entire point is for quests, not experience.

It's the exact same situation if you get killed in the middle of a quest by something you need to kill. You die, get a rez, and come back to kill it before the quest resets. This just makes you work for your second chance

Only it is easier to get killed then influenced out, and this is part of the difficulty that influence quests have.
Konton2010-01-21 16:41:12
I like this idea, pending that it gets turned off in villages that are in revolt. I don't see it being that much of a help in that instance but you never know
Doman2010-01-21 17:35:57
All it would do in village influences is speed them up a tiny bit if lots of people are failing influences
Unknown2010-01-21 17:59:55
I can't imagine this is such a widespread problem. And, if your organization has this problem often, perhaps you just need to educate some people.
Unknown2010-01-21 18:04:42
Okay now that I understand it, I'm liking the sound of it more. Would make epic quests go a lot smoother and prevent sabotage.
Unknown2010-01-21 18:06:13
It's quite ironic that Azoth is the one looking to prevent sabotage. biggrin.gif
Doman2010-01-21 18:16:30
It's more a utility thing than being a huge problem. I would also accept using esteem to do it.
Tervic2010-01-21 18:20:30
QUOTE (Doman @ Jan 21 2010, 10:16 AM) <{POST_SNAPBACK}>
It's more a utility thing than being a huge problem. I would also accept using esteem to do it.


Agreed. I've been "influence-ganked" by someone debating me while I was trying to influence for a quest. The mob "wins", goes smug, and I'm screwed out of XP and the quest. It's very frustrating.
Unknown2010-01-21 18:28:37
I figure that sort of thing is supposed to happen. And, it's not like there aren't ways around it. dunno.gif
Doman2010-01-21 18:36:51
There's really not. If a Mob goes smug that's essential for a quest, you are screwed until it resets
Anisu2010-01-21 18:40:30
Not like you can divert or leave the room then debate the person and go back right. I mean lets remove all risks from influencing, lets make peaced influencing territories were you can never be debated and the mobs don't do ego damage and they reset after 5 seconds.