Xenthos2010-02-26 22:34:54
QUOTE (Gregori @ Feb 26 2010, 05:31 PM) <{POST_SNAPBACK}>
Well on the Aetherfoal nobody talked period, plus it is an Org ship so OOC would be bad there. I am referring to private owned ships which are used far more frequently.
@Anisu There is no rule saying Shipt can't be OOC. It is a private, invitation only, medium much like a clan. Just like there is no rule saying squads can't be OOC. Being OOC in game is frowned on period, which is one reason the administration does not recognise clans as OOC, but hey I am sure you are in some. The fact remains, they are used OOCly.
@Anisu There is no rule saying Shipt can't be OOC. It is a private, invitation only, medium much like a clan. Just like there is no rule saying squads can't be OOC. Being OOC in game is frowned on period, which is one reason the administration does not recognise clans as OOC, but hey I am sure you are in some. The fact remains, they are used OOCly.
But not all. We try to keep Ilosia's shipt IC.
Which leads to a few wince-worthy moments when non-Glomfolk are on-board, as they don't seem to quite get it. :/
Gregori2010-02-26 22:37:45
QUOTE (Anisu @ Feb 26 2010, 03:34 PM) <{POST_SNAPBACK}>
Staying IN CHARACTER, and Other Restrictions
--------------------------------------------
Always stay in character (IC) on channels - you are playing the role
of a person in a magical world called Lusternia. Talk about real life,
other muds, or your favorite singer - this should all be done outside
the game or, if you
must, use TELLS.
And while yes secret clans get a bit of leeway, shipt is an obvious IC function that is given by a skill.
--------------------------------------------
Always stay in character (IC) on channels - you are playing the role
of a person in a magical world called Lusternia. Talk about real life,
other muds, or your favorite singer - this should all be done outside
the game or, if you
must, use TELLS.
And while yes secret clans get a bit of leeway, shipt is an obvious IC function that is given by a skill.
And yet, other than organizational channels that has never been enforced, ever.
Anisu2010-02-26 22:40:25
QUOTE (Gregori @ Feb 26 2010, 11:37 PM) <{POST_SNAPBACK}>
And yet, other than organizational channels that has never been enforced, ever.
Ah yes not enforcing something due to lack of manpower is obviously a reason to break the rules. I wonder if this makes afk influencing ok then.
Gregori2010-02-26 22:45:11
QUOTE (Anisu @ Feb 26 2010, 03:40 PM) <{POST_SNAPBACK}>
Ah yes not enforcing something due to lack of manpower is obviously a reason to break the rules. I wonder if this makes afk influencing ok then.
Or maybe it's not enforced because aside from organizational channels the rest don't matter. It's a player's choice thing. Also comparing OOC chatter to AFK botting is lol.
Ixchilgal2010-02-26 23:18:41
All of this is irrelevant, because you can do AFK checks without going OOC. You reword things a little, and poof! Suddenly you're just "making sure someone is paying enough attention to respond to events in a timely manner."
It's no more OOC than saying 'circles' instead of 'levels.'
Ultimately, if the players weren't behaving like spoiled brats constantly (and yes, I'm guilty of this too at times), then maybe the admins wouldn't have to code in babysitting features constantly, detracting them from doing -real- work.
Like getting the new cities their second guild.
Or making sure the systems they -do- implement are suitably balanced, and spend the time necessary to tweak them when they're not.
Or adding new areas.
Or doing events.
Or doing all the other stuff that they'd probably rather be doing than making sure the players aren't gaming the system.
It's no more OOC than saying 'circles' instead of 'levels.'
Ultimately, if the players weren't behaving like spoiled brats constantly (and yes, I'm guilty of this too at times), then maybe the admins wouldn't have to code in babysitting features constantly, detracting them from doing -real- work.
Like getting the new cities their second guild.
Or making sure the systems they -do- implement are suitably balanced, and spend the time necessary to tweak them when they're not.
Or adding new areas.
Or doing events.
Or doing all the other stuff that they'd probably rather be doing than making sure the players aren't gaming the system.
Unknown2010-02-26 23:29:01
QUOTE (Ixchilgal @ Feb 26 2010, 06:18 PM) <{POST_SNAPBACK}>
All of this is irrelevant, because you can do AFK checks without going OOC. You reword things a little, and poof! Suddenly you're just "making sure someone is paying enough attention to respond to events in a timely manner."
It's no more OOC than saying 'circles' instead of 'levels.'
Ultimately, if the players weren't behaving like spoiled brats constantly (and yes, I'm guilty of this too at times), then maybe the admins wouldn't have to code in babysitting features constantly, detracting them from doing -real- work.
Like getting the new cities their second guild.
Or making sure the systems they -do- implement are suitably balanced, and spend the time necessary to tweak them when they're not.
Or adding new areas.
Or doing events.
Or doing all the other stuff that they'd probably rather be doing than making sure the players aren't gaming the system.
It's no more OOC than saying 'circles' instead of 'levels.'
Ultimately, if the players weren't behaving like spoiled brats constantly (and yes, I'm guilty of this too at times), then maybe the admins wouldn't have to code in babysitting features constantly, detracting them from doing -real- work.
Like getting the new cities their second guild.
Or making sure the systems they -do- implement are suitably balanced, and spend the time necessary to tweak them when they're not.
Or adding new areas.
Or doing events.
Or doing all the other stuff that they'd probably rather be doing than making sure the players aren't gaming the system.
I'm all for it being the done thing that checks for people AFKing are done. At least those locked into modules and getting exp... I suppose if you're off in a corner somewhere and run to the potty you shouldn't be cremated per se... but even if you are, you -are- breaking the rules. I'm sure we don't all log out every time we need a drink or to do whatever. And I do think this should be player policed in some ways.
I'm just not necessarily for ship owners automatically being punished for a poor judge of character... I think if someone's found AFK botting on their ship, they should be informed.. and I know if it were me that person wouldn't be allowed in my ship again. But... meh. I dunno. I'm in favor of people interacting and things getting done in groups, and I feel punishing ship owners is just more likely to reduce those groups.
But it could be those groups just need reducing.
ETA: I think I'll be doing more actual talking, IC, on shipt if I go out any more. It gets a bit boring with no one talking on aetherhunts. But I realize the few I've been on, I've been just as guilt of being quiet.
Xiel2010-02-27 00:28:27
So, how about that slivven hunting module. Pretty please?
Kharaen2010-02-27 00:33:30
I agree with slivven hunting module. Also, if this hasn't been already said (thread grew quite a bit!) how about slivven only infects if you get a direct hit from the aetherbeast (ie same room hit).
Xiel2010-02-27 00:38:03
Not needed, I think. I quite like that slivvens spawn from ranged hits since it gives me more things to hit, but the xp disparity makes me sad.
Estarra2010-02-27 01:10:13
We've tweaked slivven and aspace a bit while this thread has been ongoing. Could a few of you go out and report what it's like now?
Ellianshia2010-02-27 01:11:52
QUOTE (Kharaen d'Attai @ Feb 26 2010, 06:33 PM) <{POST_SNAPBACK}>
I agree with slivven hunting module. Also, if this hasn't been already said (thread grew quite a bit!) how about slivven only infects if you get a direct hit from the aetherbeast (ie same room hit).
Don't see a problem with the ranged attacks spawning Slivven. Problem is with the actual spawn rate. Like last night's elemental hunt ending up with every time an elemental shot at us spawning a slivven, and it seems like they were shooting a lot more often than dragons usually do. At least as far as I've seen.
I don't mind bearing responsibility for the fact that someone went AFK on the ship. I should probably start doing AFK checks the same way Ixchi does and just kill people when they're afk and locked. Then again, the one time I mentioned something along the lines to another player, he threatened to kill me five times for every death inflicted on him, and I am most certainly a non-com. Then again, I could simply refuse to pilot with such a person on board too, so....
To me personally, captchas also sound like a good idea... especially the one with the arrows, though in most cases I would NOT code them on the chair, no matter what delay is given, as chair tends to be ultra spammy and some of us don't allocate hundreds of megs to scrollback. I can easily miss a captcha if flying about and dodging something without shockwaves, and it can easily be pushed off scrollback by the time the beastie I'm dodging is dead. Now, I know pilot _can_ also be automated, but anyone that does that and does not watch his screen deserves all that is coming to them.
What else did I want to say? Oh yes, someone should definitely look into the way vortices are working right, because as it stands... the first ship in an area of aetherspace gets all the goods just because all vortices tend to spawn in roughly the first 1-2 minutes of floating about, then nothing spawns for the next few hours. Or, at least give a skill to create a vortex that would be on a cooldown as high as it takes for the vortex created in that fashion to despawn.
EDIT: Ooops, Estarra is too fast for me. Keep in mind that this post was written based on observations prior to the last changes that were made. Will look into going out to aspace and seeing exactly how things work soon.
Estarra2010-02-27 01:21:59
QUOTE (Ellianshia @ Feb 26 2010, 05:11 PM) <{POST_SNAPBACK}>
Don't see a problem with the ranged attacks spawning Slivven. Problem is with the actual spawn rate. Like last night's elemental hunt ending up with every time an elemental shot at us spawning a slivven, and it seems like they were shooting a lot more often than dragons usually do. At least as far as I've seen.
Each aethercreature has a different chance of spawning slivven. Looking at it, the elementals (assume you mean water/earth/air/fire) have much lower slivven spawn rates than dragons. It could have just been bad luck!
Estarra2010-02-27 01:32:05
QUOTE (Ellianshia @ Feb 26 2010, 05:11 PM) <{POST_SNAPBACK}>
What else did I want to say? Oh yes, someone should definitely look into the way vortices are working right, because as it stands... the first ship in an area of aetherspace gets all the goods just because all vortices tend to spawn in roughly the first 1-2 minutes of floating about, then nothing spawns for the next few hours. Or, at least give a skill to create a vortex that would be on a cooldown as high as it takes for the vortex created in that fashion to despawn.
I've just been discussing this with Roark and we think we have a solution so stay tuned!
Xiel2010-02-27 01:36:41
QUOTE (Estarra @ Feb 26 2010, 05:10 PM) <{POST_SNAPBACK}>
We've tweaked slivven and aspace a bit while this thread has been ongoing. Could a few of you go out and report what it's like now?
Are right now. Still think should just make a module to connect the slivven hunters to the aethercraft since unlocking and relocking a collector to kill slivvens and yet scavenge some xp from the people actually shooting the aspace critters would be better.
Ellianshia2010-02-27 01:44:57
QUOTE (Estarra @ Feb 26 2010, 07:21 PM) <{POST_SNAPBACK}>
Each aethercreature has a different chance of spawning slivven. Looking at it, the elementals (assume you mean water/earth/air/fire) have much lower slivven spawn rates than dragons. It could have just been bad luck!
"an inferno elemental" is what they were in the situation. We were out for almost an hour and I think I counted roughly 5 or 6 ranged attacks that didn't miss and didn't spawn a beastie.
QUOTE (Estarra @ Feb 26 2010, 07:32 PM) <{POST_SNAPBACK}>
I've just been discussing this with Roark and we think we have a solution so stay tuned!
Lovely! Looking forward to it.
QUOTE (Xiel @ Feb 26 2010, 07:36 PM) <{POST_SNAPBACK}>
Are right now. Still think should just make a module to connect the slivven hunters to the aethercraft since unlocking and relocking a collector to kill slivvens and yet scavenge some xp from the people actually shooting the aspace critters would be better.
*stamps the idea with Elli's seal of approval*
Still, my over-inflated ego aside, the idea is good overall, as otherwise people are either stuck with not getting exp from the actual ahunt or having to pause after practically every creature death, thus reducing overall exp gain by the whole crew.
Estarra2010-02-27 03:30:11
We just released the vortex update. Keep us informed!
Ellianshia2010-02-27 03:58:21
QUOTE (Estarra @ Feb 26 2010, 09:30 PM) <{POST_SNAPBACK}>
We just released the vortex update. Keep us informed!
Spawned a vortex rather quickly on Astral. Slivven seem to actually have been buffed up? I remember not needing to bother too much with healing while fighting them... yet one practically ripped me to shreds in seconds, dishing out over 2k dmg before I could regain equilibrium after a minorsecond. Additionally, one would think that when a slivven has been engaged, it would stop damaging the module, but sadly, that is not the case.
Anyways, hunting "A tendril of Kethuru" lead to roughly 95% slivven spawns on ranged hits. Now, those are high-end creatures, but still... the % shouldn't be that high... one would think they'd be happening a lot less often than that... especially now that they seem to have been upped in strength... I might be wrong about their buff, but... it looks that way.
Doman2010-02-27 04:02:02
They do spawn too often, but, their strength isn't TOO much of an issue. Their afflictions are.
Shaddus2010-02-27 04:04:29
QUOTE (Doman @ Feb 26 2010, 10:02 PM) <{POST_SNAPBACK}>
They do spawn too often, but, their strength isn't TOO much of an issue. Their afflictions are.
This.
Almost constant paralysis is bad enough, but room aeon and the charybdon, which breaks limbs more often than not?
Ellianshia2010-02-27 04:11:22
QUOTE (Shaddus Mes'ard @ Feb 26 2010, 10:04 PM) <{POST_SNAPBACK}>
This.
Almost constant paralysis is bad enough, but room aeon and the charybdon, which breaks limbs more often than not?
Almost constant paralysis is bad enough, but room aeon and the charybdon, which breaks limbs more often than not?
Seemed like the room aeon went through a reflection and quicksilver too.