Sylphas2010-02-20 06:24:38
I'm surprised it was changed now, instead of after the first guy got demi loleasy.
Shaddus2010-02-20 06:26:28
The old fashioned way? You mean, siphon up a thousand dragons and hide behind a wall to shoot them all?
Asin2010-02-20 06:29:21
The thing is, is it takes a buttload of money to do aetherspace. First you need an aethership which costs upwards of 2mill gold for maybe a simple one. It needs to be large enough to take hits. Then you need modules. Then you need people with skill to pilot/empath/gun/siphon. Then there's the option of artifacts. There's a reason why aetherhunting is so freakishly expensive and it's because it's such amazing experience/essence/gold (if you sell the dust). Building a decent aethership and crew if you only bought credits out of game with money could cost hundreds and hundreds of dollars. Hence why it is as good as it is. And I don't denounce the new Slevvin Parasite thing. It's very good for keeping people on their toes to get rid of most afking and there will be less random novices popping outta the portal and leeching on a module up to a high level (slavvins have room attack which hit me with 700 health and i'm trans resilience).
Gregori2010-02-20 06:47:58
With the new aetherspace and the redesigning of ships to be more practical can manse owners PLEASE get an ability to move modules? I mean I would have liked this to begin with, but even more so now.
Anisu2010-02-20 06:58:47
QUOTE (Gregori @ Feb 20 2010, 07:47 AM) <{POST_SNAPBACK}>
With the new aetherspace and the redesigning of ships to be more practical can manse owners PLEASE get an ability to move modules? I mean I would have liked this to begin with, but even more so now.
yes please.
Unknown2010-02-20 07:25:30
QUOTE (Sylphas @ Feb 20 2010, 07:24 AM) <{POST_SNAPBACK}>
I'm surprised it was changed now, instead of after the first guy got demi loleasy.
The afkness was a bad thing. I don't think people getting demi easily is. And the genie is so very far out of that bottle at this point that, even if it were decided to be bad, it would be pretty unfair to try and ram it back now.
These things help with the afkness. Or rather, more people have to pay some sort of attention.
Anisu2010-02-20 07:34:35
QUOTE (Rainydays @ Feb 20 2010, 08:25 AM) <{POST_SNAPBACK}>
The afkness was a bad thing. I don't think people getting demi easily is. And the genie is so very far out of that bottle at this point that, even if it were decided to be bad, it would be pretty unfair to try and ram it back now.
These things help with the afkness. Or rather, more people have to pay some sort of attention.
These things help with the afkness. Or rather, more people have to pay some sort of attention.
this isn't going to solve afking though. I could easily afk while these things appear (note I don't, I have to much fun sending disturbing tells to other module operators). Now instead of 1 person you just force 2 people to be active, the rest can afk to their hearts content.
The only thing that would stop afking is the admin intensive method of regular checks asking a question and if the person fails to answer but is sending commands to the mud delevel them or permashrub them. (and by delevel I essentially mean even if he is a demi or ascendant, reset to level 1)
Short of that afking is going to keep happening.
Gregori2010-02-20 07:41:02
Just do what we do on our trips:
'shipt Anybody caught afking on this ship will be cremated/chasmed. We are not joking. Test us on this.'
I think this change will affect afkers, because everyone on the ship will know "oh hey the guy on that collector there is AFK" based on his lack of doing anything about parasite attached to his face. So players can police their ships, which they should have been doing anyways.
Hell on the wyrm we do our own random AFK checks. In fact the night the admins blew us up on their afk check paging spam of the pilot we had just done our own like 2 minutes before that.
'shipt Anybody caught afking on this ship will be cremated/chasmed. We are not joking. Test us on this.'
I think this change will affect afkers, because everyone on the ship will know "oh hey the guy on that collector there is AFK" based on his lack of doing anything about parasite attached to his face. So players can police their ships, which they should have been doing anyways.
Hell on the wyrm we do our own random AFK checks. In fact the night the admins blew us up on their afk check paging spam of the pilot we had just done our own like 2 minutes before that.
Razenth2010-02-20 07:43:46
Haha, I still remember Iytha chasming afkers...
Anisu2010-02-20 07:51:12
QUOTE (Gregori @ Feb 20 2010, 08:41 AM) <{POST_SNAPBACK}>
Just do what we do on our trips:
'shipt Anybody caught afking on this ship will be cremated/chasmed. We are not joking. Test us on this.'
I think this change will affect afkers, because everyone on the ship will know "oh hey the guy on that collector there is AFK" based on his lack of doing anything about parasite attached to his face. So players can police their ships, which they should have been doing anyways.
Hell on the wyrm we do our own random AFK checks. In fact the night the admins blew us up on their afk check paging spam of the pilot we had just done our own like 2 minutes before that.
'shipt Anybody caught afking on this ship will be cremated/chasmed. We are not joking. Test us on this.'
I think this change will affect afkers, because everyone on the ship will know "oh hey the guy on that collector there is AFK" based on his lack of doing anything about parasite attached to his face. So players can police their ships, which they should have been doing anyways.
Hell on the wyrm we do our own random AFK checks. In fact the night the admins blew us up on their afk check paging spam of the pilot we had just done our own like 2 minutes before that.
If I see someone afk I will remove them (without killing) but it is not my job, nor is it a very good idea to make it the player's job to check for afk. I can imagine the discussions in Hallifax and Celest now Anisu killed x because he hates them not because he was afk, no he killed them because he was afk I was there, he wasn't afk because he was on top of who. etc
yeah no thanks to that.
Gregori2010-02-20 08:10:16
"I killed them because they were daydreaming on my ship when I told them that daydreaming on my ship would result in death. My ship. My rules. You don't like it don't get on board."
You can say 'AFK' in an IC manner. It's not impossible to convey that meaning.
Edit: Also, it is the player's job to make sure that people are not breaking the rules of the game on their ships. That's like people saying "it's not my job to make sure everyone wears their seat belts in my car. That's what we have police for." In fact, I think if people are caught by the admins afking on a ship then the ship owner should be punished as well as the afker.
You can say 'AFK' in an IC manner. It's not impossible to convey that meaning.
Edit: Also, it is the player's job to make sure that people are not breaking the rules of the game on their ships. That's like people saying "it's not my job to make sure everyone wears their seat belts in my car. That's what we have police for." In fact, I think if people are caught by the admins afking on a ship then the ship owner should be punished as well as the afker.
Razenth2010-02-20 08:13:49
Alternatively, if you're a more gentle soul, just gust them off the module.
Gregori2010-02-20 08:17:48
QUOTE (Razenth @ Feb 20 2010, 02:13 AM) <{POST_SNAPBACK}>
Alternatively, if you're a more gentle soul, just gust them off the module.
Killing them is more fitting. "You got experience while afk, now you lost experience for being afk"
Anisu2010-02-20 08:54:02
QUOTE (Gregori @ Feb 20 2010, 09:10 AM) <{POST_SNAPBACK}>
"I killed them because they were daydreaming on my ship when I told them that daydreaming on my ship would result in death. My ship. My rules. You don't like it don't get on board."
You can say 'AFK' in an IC manner. It's not impossible to convey that meaning.
Edit: Also, it is the player's job to make sure that people are not breaking the rules of the game on their ships. That's like people saying "it's not my job to make sure everyone wears their seat belts in my car. That's what we have police for." In fact, I think if people are caught by the admins afking on a ship then the ship owner should be punished as well as the afker.
You can say 'AFK' in an IC manner. It's not impossible to convey that meaning.
Edit: Also, it is the player's job to make sure that people are not breaking the rules of the game on their ships. That's like people saying "it's not my job to make sure everyone wears their seat belts in my car. That's what we have police for." In fact, I think if people are caught by the admins afking on a ship then the ship owner should be punished as well as the afker.
the Argument is not the word afk, essentially I kill a Hallifaxian on my ship I get punished by hallifax. Kill a character of another nation you also risk being enemied (especially with Celest and Serenwilde). You can not prove they were afk unless an admin decided to interfere and they rarely do. And if you are wrong there will not be an oops sorry I jumped the gun especially if those people are for example higher in authority then you.
As for your comparing gaming rules of behaviour against seatbelt wearing well subjective vs objective evidence.
Gregori2010-02-20 09:11:56
Then gust them as Razenth said, or better yet stop using market to find crew cause that just leads to dumbasses on your ships. (by you I am not meaning literally -you-. I have no idea how you personally gather crew)
Either way, it's your responsibility to make sure people using your belongings are not breaking the rules with them.
Either way, it's your responsibility to make sure people using your belongings are not breaking the rules with them.
Talan2010-02-20 10:40:39
Please make it so that only creatures which are siphoned cause these parasites.
Just as when aetherwill and ranged attacks were introduced, it seems as though no consideration was given to the fact that ships are used for things besides flying around in a vague circle for 4 hour stints. Trading and travel, as well as ship-to-ship combat (which lately is also pertinent to domoths) are also affected by what amounts to passive module damage from ranged attacks.
You know what isn't fun? Trying to fly to an aetherbubble to quest or influence, and getting a slivven on the command chair. There are aetherbeasts everywhere on prime, and you can't always avoid taking a hit or two of ranged damage, even the occasional direct hit, if there are beasts between where you are and where you need to go. To say it's only a small chance that it will happen is no appeasement. If there's a chance to happen, it will happen. (see also: complaints about pyromelds) We were flying around on a ship with 15 or so lockable modules, and it happened twice in half an hour.
Ship to ship combat is already impacted by ranged damage. There have been a couple of fights where the winner was the one who happened not to be targeted by whatever beasts spawned en route and caught up. There have been other occasions where we've been forced to back off entirely just to cope with this ranged damage from silly dross (that magically hits through walls). Adding in the chance of module damage on top of this is disheartening to consider.
I'm not a fan of this change, but if you insist, please adapt it for the situation it's intended to impact - the long, vortex-siphoning hunts, without making aetherspace completely inhospitable for any other activity. You've taken the time to make these enormous, pretty maps of multiple planes, with intricate little nooks to fly through and explore... and then you make it consistently less likely that anyone new will ever do so. It just doesn't make sense.
Just as when aetherwill and ranged attacks were introduced, it seems as though no consideration was given to the fact that ships are used for things besides flying around in a vague circle for 4 hour stints. Trading and travel, as well as ship-to-ship combat (which lately is also pertinent to domoths) are also affected by what amounts to passive module damage from ranged attacks.
You know what isn't fun? Trying to fly to an aetherbubble to quest or influence, and getting a slivven on the command chair. There are aetherbeasts everywhere on prime, and you can't always avoid taking a hit or two of ranged damage, even the occasional direct hit, if there are beasts between where you are and where you need to go. To say it's only a small chance that it will happen is no appeasement. If there's a chance to happen, it will happen. (see also: complaints about pyromelds) We were flying around on a ship with 15 or so lockable modules, and it happened twice in half an hour.
Ship to ship combat is already impacted by ranged damage. There have been a couple of fights where the winner was the one who happened not to be targeted by whatever beasts spawned en route and caught up. There have been other occasions where we've been forced to back off entirely just to cope with this ranged damage from silly dross (that magically hits through walls). Adding in the chance of module damage on top of this is disheartening to consider.
I'm not a fan of this change, but if you insist, please adapt it for the situation it's intended to impact - the long, vortex-siphoning hunts, without making aetherspace completely inhospitable for any other activity. You've taken the time to make these enormous, pretty maps of multiple planes, with intricate little nooks to fly through and explore... and then you make it consistently less likely that anyone new will ever do so. It just doesn't make sense.
Razenth2010-02-20 10:44:36
Or make slivvens only proc on melee attacks. Ranged is a little much. And stop them from shooting through walls. We can't shoot through walls, why should they? Agree with Talan.
Gregori2010-02-20 10:47:37
QUOTE (Razenth @ Feb 20 2010, 04:44 AM) <{POST_SNAPBACK}>
Or make slivvens only proc on melee attacks. Ranged is a little much. And stop them from shooting through walls. We can't shoot through walls, why should they? Agree with Talan.
You might as well remove it completely if you have it only proc on melee attacks. Only a bad pilot gets hit by melee attacks (often enough that this change would have meaning).
You could make it though that it only procs on aetherbeasts you are actively attacking though, so that if you are just flying around and they hit you with ranged attacks they don't send parasites, but if you attack them it turns on the parasite attack from that mob. More involved coding I imagine, but better for everyone and it still serves its intended function.
Veyrzhul2010-02-20 11:04:35
QUOTE (Rainydays @ Feb 20 2010, 08:25 AM) <{POST_SNAPBACK}>
And the genie is so very far out of that bottle at this point that, even if it were decided to be bad, it would be pretty unfair to try and ram it back now.
No idea about the recent change, but I whole-heartedly disagree with the above. If anything in the game is stark unbalanced, it should be changed, no matter how many people already profited from it, and to what extent.
Kiradawea2010-02-20 12:05:57
I like the basic idea of alien infestation on ships. I do not like that they attack everyone who fly aetherships (since as Talan said, some of us use aetherships primarily for travel). I like the suggested alteration for this. Or perhaps Slivven attacks can happen randomly each time you shoot the ship? That way, travellers won't have to deal with this hassle, while hunting ships still need to stay sharp for Slivven infestations.