Unknown2011-02-26 23:53:18
QUOTE (Xiel @ Feb 26 2011, 04:35 PM) <{POST_SNAPBACK}>
Unless Halli and Gaudi function differently than the other orgs, doesn't Gaudi have to do their quest to destroy the generators before their converted spheres start draining power from the Matrix? I mean, if I remember correctly anyway, how the orgs go is like:
1) OrgA kills OrgB smob to convert them.
2) Converted smobs hit Org B protection until it hits 0.
3) Org A initiates quest to destroy Org B protection.
4) With Org B protection down, converted smobs drain Org B nexus.
The basically just reversing that for the Org B counterquest? Like, resurrecting the smobs then doing the quest to re-raise the protection? I might be forgetting something though or be totally off since Halli and Gaudi are just weird.
1) OrgA kills OrgB smob to convert them.
2) Converted smobs hit Org B protection until it hits 0.
3) Org A initiates quest to destroy Org B protection.
4) With Org B protection down, converted smobs drain Org B nexus.
The basically just reversing that for the Org B counterquest? Like, resurrecting the smobs then doing the quest to re-raise the protection? I might be forgetting something though or be totally off since Halli and Gaudi are just weird.
The "quest" is just letting all 5000 points of shield get beaten down before the smobs are revived. Halli spend a long time running around like chickens with their heads cut off killing ice beasties instead of fixing the spheres, so the shield fell and then they got nexus power drained. The actual order is:
1) OrgA kills OrgB smob to convert them.
2) Converted smobs hit Org B protection until it hits 0.
2a) Optional. With Org B protection down, converted smobs drain Org B nexus.
3) Org B revives smobs and then does a quest to put the shield back up.
Lendren2011-02-27 00:02:27
The spheres can only be fixed so fast; there's twelve of them, and only so much essence to go around, and not much else you can do while you wait for more essence.
Rivius2011-02-27 00:16:42
QUOTE (Zarquan @ Feb 26 2011, 01:37 PM) <{POST_SNAPBACK}>
While I had fun in the skirmish, I now know why I'm so tightly wound. Eesh.
Most fun I've had in a while. I like it when we seem to keep together better like that. Also, looks like my helmet wasn't on the whole time! Damn you vestiphobia!
Rika2011-02-27 00:18:41
From what I heard, one of the attacks took off 2k motes from the Primary Generator, so there wasn't much they could do about it.
(I'd also like to see Gaudiguch do anything but run around like headlless chickens without anyone holding their hands)
(I'd also like to see Gaudiguch do anything but run around like headlless chickens without anyone holding their hands)
Ytran2011-02-27 00:20:23
QUOTE (rika @ Feb 26 2011, 06:18 PM) <{POST_SNAPBACK}>
From what I heard, one of the attacks took off 2k motes from the Primary Generator, so there wasn't much they could do about it.
The attack itself didn't take off 2k motes - the visible count wasn't updating until someone tried to add motes. I was taken slightly aback when I put in some spheres and the number dropped by 200. :|
EDIT: So by the time it dropped 2k there had already been the whole initial round of attacks.
Ushaara2011-02-27 00:21:36
QUOTE (Greleag @ Feb 26 2011, 11:53 PM) <{POST_SNAPBACK}>
The "quest" is just letting all 5000 points of shield get beaten down before the smobs are revived. Halli spend a long time running around like chickens with their heads cut off killing ice beasties instead of fixing the spheres, so the shield fell and then they got nexus power drained. The actual order is:
Not entirely true due to a few misweaves in the procedure at the start. When we were running around killing ice beasties, the Generator wasn't actually losing any motes, or the Matrix any power despite it appearing in powerlogs. We then faced a sudden loss of 2000 motes and generator working normally, after which there was very little killing of ice beasties, for which I am a sad.
Also as far as I could make out, number of motes lost seemed to be dependent on number of butterfly streams attacking us. Though not confirmed since they didn't correlate time-wise for some reason.
Anyway, think all the relevant bugs have been reported.
Talan2011-02-27 00:39:32
QUOTE (Greleag @ Feb 26 2011, 06:53 PM) <{POST_SNAPBACK}>
1) OrgA kills OrgB smob to convert them.
2) Converted smobs hit Org B protection until it hits 0.
2a) Optional. With Org B protection down, converted smobs drain Org B nexus.
3) Org B revives smobs and then does a quest to put the shield back up.
2) Converted smobs hit Org B protection until it hits 0.
2a) Optional. With Org B protection down, converted smobs drain Org B nexus.
3) Org B revives smobs and then does a quest to put the shield back up.
With the communes at least, once the shield is down, we have the option of attacking Hart/Crow for additional power gain. Is there an additional quest that Gaudiguch could do at this point?
Razenth2011-02-27 00:49:09
I don't think we do. Our analogues to Hart and Crow are the elemental lords, and we don't have anywhere near as great of a connection with them as you do with your animal spirits. I also don't recall Celest having any kind of quest to kick Mag in the nads when the Necromentate is down.
Neos2011-02-27 00:51:59
QUOTE (rika @ Feb 26 2011, 07:18 PM) <{POST_SNAPBACK}>
From what I heard, one of the attacks took off 2k motes from the Primary Generator, so there wasn't much they could do about it.
(I'd also like to see Gaudiguch do anything but run around like headlless chickens without anyone holding their hands)
(I'd also like to see Gaudiguch do anything but run around like headlless chickens without anyone holding their hands)
It's Gaudi...
Kiradawea2011-02-27 00:52:50
Yeah. There were no equivalent to the Hart/Crow quest in Celest/Magnagora.
Saran2011-02-27 00:56:26
QUOTE (Ushaara @ Feb 27 2011, 11:21 AM) <{POST_SNAPBACK}>
Not entirely true due to a few misweaves in the procedure at the start. When we were running around killing ice beasties, the Generator wasn't actually losing any motes, or the Matrix any power despite it appearing in powerlogs. We then faced a sudden loss of 2000 motes and generator working normally, after which there was very little killing of ice beasties, for which I am a sad.
Also as far as I could make out, number of motes lost seemed to be dependent on number of butterfly streams attacking us. Though not confirmed since they didn't correlate time-wise for some reason.
Anyway, think all the relevant bugs have been reported.
Also as far as I could make out, number of motes lost seemed to be dependent on number of butterfly streams attacking us. Though not confirmed since they didn't correlate time-wise for some reason.
Anyway, think all the relevant bugs have been reported.
oooh... no wait, WTF!
Your cosmic mobs are down, every org in game suffers the same penalties when their opposition is attacking them and you don't appear to be suffering consequences... so you ignore it and go on with other things?
I'm sorry, but, to me at least, that screams bug with an accompanying flashing neon sign. SOP when your enemy turns your cosmic... things against you is you get them back up ASAP.
Saran2011-02-27 00:59:00
QUOTE (Razenth @ Feb 27 2011, 11:49 AM) <{POST_SNAPBACK}>
I don't think we do. Our analogues to Hart and Crow are the elemental lords, and we don't have anywhere near as great of a connection with them as you do with your animal spirits. I also don't recall Celest having any kind of quest to kick Mag in the nads when the Necromentate is down.
No, the elemental lords are analogues of the aspects of Hart and Crow.
There are actual White Hart and Crow mobs.
Ushaara2011-02-27 01:04:15
QUOTE (Saran @ Feb 27 2011, 12:56 AM) <{POST_SNAPBACK}>
oooh... no wait, WTF!
Your cosmic mobs are down, every org in game suffers the same penalties when their opposition is attacking them and you don't appear to be suffering consequences... so you ignore it and go on with other things?
I'm sorry, but, to me at least, that screams bug with an accompanying flashing neon sign. SOP when your enemy turns your cosmic... things against you is you get them back up ASAP.
Your cosmic mobs are down, every org in game suffers the same penalties when their opposition is attacking them and you don't appear to be suffering consequences... so you ignore it and go on with other things?
I'm sorry, but, to me at least, that screams bug with an accompanying flashing neon sign. SOP when your enemy turns your cosmic... things against you is you get them back up ASAP.
Yes, this was realised and bugged when noticed. However, do remember that this is 'pretendy funtime'. Interesting and fun things were happening elsewhere. So what if generator not restored what, perhaps an hour before it could be?
Maybe you just take things more seriously than me...
Razenth2011-02-27 01:06:19
Then I guess we don't! Cause... we don't have elemental lord mobs...? So confused.
Saran2011-02-27 01:14:43
QUOTE (Ushaara @ Feb 27 2011, 12:04 PM) <{POST_SNAPBACK}>
Yes, this was realised and bugged when noticed. However, do remember that this is 'pretendy funtime'. Interesting and fun things were happening elsewhere. So what if generator not restored what, perhaps an hour before it could be?
Maybe you just take things more seriously than me...
Maybe you just take things more seriously than me...
Or perhaps I just prefer not having to get the shield back up when we could have a few groups spending a little time gathering essence? The shield is what.. 12-14 hours of work, if it's the stuff we had to do at the release, that you wouldn't have had to do.
Plus it's likely not me, I expect most, other, orgs would be focusing on getting their respective mobs back up... it's like... the entire reason why all treaties have clauses for essence gathering when avatars/etc are down.
QUOTE (Razenth @ Feb 27 2011, 12:06 PM) <{POST_SNAPBACK}>
Then I guess we don't! Cause... we don't have elemental lord mobs...? So confused.
There's the aspect mobs in ethereal. But then there is an actual White Hart mobile in game that you can go talk to. So you have the aspects of the White Hart and then the White Hart himself.
Anisu2011-02-27 01:38:25
QUOTE (Lendren @ Feb 27 2011, 01:02 AM) <{POST_SNAPBACK}>
The spheres can only be fixed so fast; there's twelve of them, and only so much essence to go around, and not much else you can do while you wait for more essence.
it is also only 120 essence per sphere with there being 146 essence per hour on the elemental planes alone. Add to that ethereal serenwilde critters and xion those spheres can be raised quite quickly.
Luckily for both Halifax and Gaudiguch the hunting stuff is a seperate event or everyone would turn against both cities to create a perfect hunting ground. I love how one larva can lead to 128 (is that right?) devils.
Ytran2011-02-27 01:39:44
I'm a bit confused about when Hallifax wasn't working to get its mobs up, but ok.
Saran2011-02-27 01:42:50
QUOTE (Anisu @ Feb 27 2011, 12:38 PM) <{POST_SNAPBACK}>
it is also only 120 essence per sphere with there being 146 essence per hour on the elemental planes alone. Add to that ethereal serenwilde critters and xion those spheres can be raised quite quickly.
Luckily for both Halifax and Gaudiguch the hunting stuff is a seperate event or everyone would turn against both cities to create a perfect hunting ground. I love how one larva can lead to 128 (is that right?) devils.
Luckily for both Halifax and Gaudiguch the hunting stuff is a seperate event or everyone would turn against both cities to create a perfect hunting ground. I love how one larva can lead to 128 (is that right?) devils.
Yeah, cept the ethereal critters are a rarity and we'd probably be seeing fights in faethorn if we tried to get any.
Lehki2011-02-27 01:54:08
QUOTE (Anisu @ Feb 26 2011, 08:38 PM) <{POST_SNAPBACK}>
it is also only 120 essence per sphere with there being 146 essence per hour on the elemental planes alone. Add to that ethereal serenwilde critters and xion those spheres can be raised quite quickly.
Luckily for both Halifax and Gaudiguch the hunting stuff is a seperate event or everyone would turn against both cities to create a perfect hunting ground. I love how one larva can lead to 128 (is that right?) devils.
Luckily for both Halifax and Gaudiguch the hunting stuff is a seperate event or everyone would turn against both cities to create a perfect hunting ground. I love how one larva can lead to 128 (is that right?) devils.
It's 1(larva) + 2(mane) + 4(lemure) + 8(imp) + 16(eyebane) + 32(skull) + 64(fiend) + 128(devil) mobs I believe.
Tetra2011-02-27 03:09:00
I'm still confused about this comet thing. But it's interesting, at least.