Village Revolt Influence Speed

by Furien

Back to Common Grounds.

Krellan2010-05-15 05:06:47
QUOTE (Eventru @ May 14 2010, 10:52 PM) <{POST_SNAPBACK}>
Last time I checked distort did not prevent you from walking into a village. Clumps of guards are generally resolved with an iron fist - the nature of conquest governments to begin with.

I'm simply stating that rifts being usable through distort is quite possibly a bug. I'm not 110% certain, but I remember it coming up in discussion when distort was made do-able on non-prime planes. Up to Estarra and Sior!


some clumps of guards are impossible to hit with an iron fist with the entire population of Lusternia because of the changes administration made to make them stronger, hit harder, and live longer, especially the uncrittable part. Top it off with increasing enemy territory deaths for demigods by 5 times, more and more buffs to distortion, I'm surprised Conquest hasn't been outright deleted yet. It's bad enough that several conflict quests don't require becoming enemied to the territory as you complete them, making the whole thing a game of who can convince Avechna to be on their side better.

some conflict quests should be relooked, off the top of my head, TBC and the Chancel quests and redo the enemy territory or add them in as needed (Chancel needs it redone & TBC needs it added in).

When divinefire goes, enemy territory losses should be re-looked at or at least the maximum of 2 million. Wouldn't hurt to half the guards damage or health either.
Unknown2010-05-15 05:31:39
To clarify: Lusternia does not have enough players right now to support a Conquest government as you envision it.



(I know you (Eventru) likes things short and simple smile.gif)
Unknown2010-05-15 07:12:46
Haha what, if you remove distort, there really will be no more point to being conquest, given that it will be impossible to do. It'll just be yet another novelty option in Lusternia that will never get used.

And tell the iron first option to 30+ guards, bard song, druid elemental, statue, uncrittable guards, and enemy territory.
Eventru2010-05-15 07:43:34
QUOTE (Krellan @ May 15 2010, 01:06 AM) <{POST_SNAPBACK}>
some clumps of guards are impossible to hit with an iron fist with the entire population of Lusternia because of the changes administration made to make them stronger, hit harder, and live longer, especially the uncrittable part. Top it off with increasing enemy territory deaths for demigods by 5 times, more and more buffs to distortion, I'm surprised Conquest hasn't been outright deleted yet. It's bad enough that several conflict quests don't require becoming enemied to the territory as you complete them, making the whole thing a game of who can convince Avechna to be on their side better.

some conflict quests should be relooked, off the top of my head, TBC and the Chancel quests and redo the enemy territory or add them in as needed (Chancel needs it redone & TBC needs it added in).

When divinefire goes, enemy territory losses should be re-looked at or at least the maximum of 2 million. Wouldn't hurt to half the guards damage or health either.


I'm not really sure where this rumour of divinefire being deleted originated, but I really don't think it came on our end. AFAIK, it's not 'going' anywhere. Enemy territory losses are where they should be IMO, but like a lot of things, that's Estarra's area, not mine. The maximum loss of 2 million is about 2 hours of aetherbashing as I understand, less possibly (certainly if you add in xp bonuses).

As I understand, divinefire is not behind small groups of people clearing out large numbers of guards single-handedly - it was not that long ago that Thoros was doing it, for sure. A year or two maybe. Frankly, there's been arguments to buff guards. Distortion isn't getting 'buffed' - all I said is that something that is doable sounds like something that shouldn't be, given previous discussions on the topic. That would be a bug, not a buff. Conquest is, by far, the most advantageous - in terms of village retention - of the government styles. Similarly, they have the highly advantageous conquest pool - which basically negates the cost of guards and discretionary powers. Right now Glomdoring's is sitting at 42,950 - I'm sure a lot of people would be happy to be sitting on that amount of free guards/discretionary powers. Actually the gains may need to be toned down slightly, as when we'd looked at one of Glomdoring's villages right before they revolted, they were very well and far above the 'max' value for feelings.

TBC/Chancel are outside of my purview, though the idea of being enemied to related villages or what have you is an interesting idea. I think it'd be interesting if you were enemied to Chancel, Rockholm and Southgard for unleashing the hordes of armour, and similar things in other areas (unleashing the gorgogs making you an enemy of Nyalia, doing the anti-quest of Cloadahi Cay causing you to be enemied to the Kelpies, releasing Marani causing you to be enemied to the Presidio), things like that). I can't imagine it would be wildly popular, though!
Unknown2010-05-15 08:13:22
Or, you could look at the actual numbers and see that we're actually losing Conquest Pool power and not gaining it.
Eventru2010-05-15 09:32:24
QUOTE (Alacardael! @ May 15 2010, 04:13 AM) <{POST_SNAPBACK}>
Or, you could look at the actual numbers and see that we're actually losing Conquest Pool power and not gaining it.


I can't view glomdoring's powerlog directly without jumping through some annoying hoops - all I can tell is net values (you're welcome to e-mail me the last couple of logs if you feel there's something wrong, though (eventru@lusternia.com), and I'll flip through them). 40+k is still quite a lot - and you don't get that far by having a net loss.

As far as I can see, you have 55 Widowriders, and 60 nighthags. That's 115 guards, at 25 power each, so 2,875 power per weave - If my memory serves, you get about 1k in conquest per village you own (I don't have the code open off-hand), with Glomdoring owning 5. I find it hard to believe you have more than 2,125 power in bard songs and elementals (I realize bard songs are just over 100 per guard, but they're imbued, so it's not like you'll have 50 in a given room).

Honest question, where is the rest of that conquest pool going? I'm skeptical you're going through it all, unless you're regularly using discretionary powers when raided or what have you. Then it strikes me as a matter of power conservation.
Xenthos2010-05-15 12:49:55
QUOTE (Eventru @ May 15 2010, 05:32 AM) <{POST_SNAPBACK}>
I can't view glomdoring's powerlog directly without jumping through some annoying hoops - all I can tell is net values (you're welcome to e-mail me the last couple of logs if you feel there's something wrong, though (eventru@lusternia.com), and I'll flip through them). 40+k is still quite a lot - and you don't get that far by having a net loss.

As far as I can see, you have 55 Widowriders, and 60 nighthags. That's 115 guards, at 25 power each, so 2,875 power per weave - If my memory serves, you get about 1k in conquest per village you own (I don't have the code open off-hand), with Glomdoring owning 5. I find it hard to believe you have more than 2,125 power in bard songs and elementals (I realize bard songs are just over 100 per guard, but they're imbued, so it's not like you'll have 50 in a given room).

Honest question, where is the rest of that conquest pool going? I'm skeptical you're going through it all, unless you're regularly using discretionary powers when raided or what have you. Then it strikes me as a matter of power conservation.

Errr...

You're not counting bard, monk, or druid guards, you realize.

Nekotai drained 900 for upkeep this month.
Harbingers drained 1080 for upkeep this month.
Blacktalon drained 225 for upkeep this month.
Ebonguard drained 1233 for upkeep this month.
Shadowdancers drained 1350 for upkeep this month.

It's actually not quite a loss, because we trimmed out excess guards.

Edit: That is, of course, with Wildnodes cutting guard costs. Otherwise we'd be losing a fair bit!
Iktomi2010-05-15 14:37:02
QUOTE (Xenthos @ May 15 2010, 08:49 AM) <{POST_SNAPBACK}>
Nekotai drained 900 for upkeep this month.
Harbingers drained 1080 for upkeep this month.
Blacktalon drained 225 for upkeep this month.
Ebonguard drained 1233 for upkeep this month.
Shadowdancers drained 1350 for upkeep this month.


Wow, we're kinda low on there.... ninja.gif
Xenthos2010-05-15 14:42:43
QUOTE (Iktomi @ May 15 2010, 10:37 AM) <{POST_SNAPBACK}>
Wow, we're kinda low on there.... ninja.gif

Mage / Druid guards are pretty pointless on the whole. Just plop one-two in the room and you're set.

They do no real damage at all (though they can't be killed), so the only use is to hope for some entangles.
Sylphas2010-05-15 16:20:26
Despite having what at least sounds like the best option for keeping up guards, you guys are spending about half of what we do each weave.
Xenthos2010-05-15 16:26:10
QUOTE (Sylphas @ May 15 2010, 12:20 PM) <{POST_SNAPBACK}>
Despite having what at least sounds like the best option for keeping up guards, you guys are spending about half of what we do each weave.

Keep in mind that being Wildnodes winner cuts guard costs significantly (33% I think?).

You guys also tend to buy more guards on the whole.

Edit: Having checked the help file, it's 10%. Still, it is a decrease.
Unknown2010-06-01 13:11:50
Village feelings are really powerful. I'm of mixed feelings. Will have to double-check with Gloms how many Celestians/how many each side influenced in Stewartsville, but feelings are really really powerful. They're a hefty investment in time and/or power, it's hard to balance.

For Delport, we had zero opposition (Talan might have influenced one denizen) and with max village feelings, we won the village having influenced a few unnamed denizens and most of the named denizens (not all). Peaced revolt, so no crusades.
Arix2010-06-01 13:12:52
ok, I know this is a necro, but seriously:

POLITICS NEWS #1882
Date: 6/1/2010 at 12:59
From:
To : Everyone
Subj: Hemp Wars

The Hemp Wars between the villages of Delport and Stewartsville break out as
the human villagers engage in a fierce economic struggle. No longer caring
about the politics of the Basin, the Village of Delport declares itself free
and no longer under the sphere of influence of the Free Collective of
Serenwilde, and the Village of Stewartsville declares itself free and no longer
under the sphere of influence of the Free Alliance of Glomdoring.

The Village of Delport has called down a temporary spell of peace to protect
its borders, declaring that it does not ever wish war within its borders at any
time.

POLITICS NEWS #1883
Date: 6/1/2010 at 13:02
From:
To : Everyone
Subj: Political Upheaval in the Village of Delport

This day, the Village of Delport has pledged its support and resources to the
Free Collective of Serenwilde.

POLITICS NEWS #1884
Date: 6/1/2010 at 13:03
From:
To : Everyone
Subj: Political Upheaval in the Village of Stewartsville

This day, the Village of Stewartsville has pledged its support and resources to
the Free Alliance of Glomdoring.
Lendren2010-06-01 13:24:28
QUOTE (Solanis @ Jun 1 2010, 09:11 AM) <{POST_SNAPBACK}>
For Delport, we had zero opposition (Talan might have influenced one denizen)

I think it was two, actually.

We had been at maximum village feelings for quite some time, too.
Arix2010-06-01 13:29:27
In the time it took me to say 'Hey, we got influencers? Let's go make some noise somewhere', there went Delport. I hear we had one person that managed to get there. And then right after I said 'Ok, I guess we could go to Stewartsville', it was gone
Eventru2010-06-01 13:34:19
As I said in another thread a couple minutes ago:

QUOTE (Eventru @ Jun 1 2010, 09:29 AM) <{POST_SNAPBACK}>
Both communes were at max feelings respectively, I believe (devout and subdued). Both influenced 'optimally', ie using crusade (for Stewarts - you automatically get the bonus in peaced villages).

There's a threshold (you need to get x% of the village's influence, with x lead over the opposition) - we can either increase that threshold (it's around 175%, with crusade being worth double (or 75% if it's peaced), I believe) or simply make it so a village cannot be influenced in the first 'round'. Seems somewhat unfair though.


We'll tweak it again soon, probably - just have hands full with the demigod/endgame stuff!

And these revolt times aren't unfamiliar. Was that way before feelings! Heh.
Siam2010-06-01 13:41:36
QUOTE (Eventru @ Jun 1 2010, 09:34 PM) <{POST_SNAPBACK}>
We'll tweak it again soon, probably - just have hands full with the demigod/endgame stuff!


Essence shop, come to existence, please! More reasons to get essence! superninja.gif
Nienla2010-06-01 13:43:05
QUOTE (Eventru @ Jun 1 2010, 09:34 AM) <{POST_SNAPBACK}>
As I said in another thread a couple minutes ago:



We'll tweak it again soon, probably - just have hands full with the demigod/endgame stuff!

And these revolt times aren't unfamiliar. Was that way before feelings! Heh.


Yeah, that was pretty... quick. Also, I agree with the above stating that the risk far outweighs the benefit of Conquest.
Mirami2010-06-01 13:59:25
I must admit I'm confused by the "We can't raid past guards!" message. I have yet to be in a village raid where the usual Glomdoring suspects couldn't easily squish the guards under Greater Pentagram, or at least get through to start munching the villagers. Does it take more than one person? Yes. Are Serenwilde's villages 'locked down'? No.
Zallafar2010-06-01 14:01:50
QUOTE (Lendren @ Jun 1 2010, 06:24 AM) <{POST_SNAPBACK}>
We had been at maximum village feelings for quite some time, too.

It's possible that the feelings just keep going up and there aren't further terms to describe it. Maybe we were way beyond just achieving Devout.