Furien2010-11-17 21:03:10
I don't know, I think it grew just as magically as that whole 'Wyrd is not taint' thing did!
*orgsmug*
Constructively, really, most of the time the people on the other side aren't being dicks and they're just trying to achieve a goal. A lot of them can be legitimate wankers but they're not the majority.
*orgsmug*
Constructively, really, most of the time the people on the other side aren't being dicks and they're just trying to achieve a goal. A lot of them can be legitimate wankers but they're not the majority.
Sidd2010-11-17 21:03:37
QUOTE (Zarquan @ Nov 17 2010, 02:00 PM) <{POST_SNAPBACK}>
The root of the problem really comes back to the winning org momentum thing more than anything, but the forefront symptom is the raiding that seems to rub it in the faces of the non-winning org(s).
Lusternia was complicated when it first opened, and it's gone up exponentially year after year, every new thing trying to top the last new thing.
Lusternia was complicated when it first opened, and it's gone up exponentially year after year, every new thing trying to top the last new thing.
I felt the two raids this morning were reasonable and not jerkish, rub in the face raids
Kiradawea2010-11-17 21:04:21
QUOTE (Kialkarkea @ Nov 17 2010, 09:55 PM) <{POST_SNAPBACK}>
I have always wished that there was a nice RP game where combat was relaxed enough that you could get some character interaction going during it.
Then do it. RP during combat. There is nothing mechanically preventing you from RPing during fight. Challenge someone way out of your league and hold back. Set up some keybinding quotes. Say something before you jump Joe Quesada on Ethereal. The chance to RP during a fight was always there, and has always been something you could do if that is what you wanted, instead of fighting someone to defeat them.
Unknown2010-11-17 21:04:27
I doubt that, remember your old sig about Narsrim calling you the worst MD ever, or something. Snark over dok has been around since time immemorial.
Vadi2010-11-17 21:05:13
Demigod zap is overrated. It's ~700 dmg, less than most of the magical attacks people do (some by a factor of half!)
Furien2010-11-17 21:05:36
QUOTE (Kiradawea @ Nov 17 2010, 01:04 PM) <{POST_SNAPBACK}>
Say something before you jump Joe Quesada on Ethereal.
RP can be a hassle and this is a fair example.
Prav2010-11-17 21:08:15
If spheres and fleshpots weren't meant to be attacked, they wouldn't be denizens capable of being attacked.
Part of the reason I - and I would assume a lot of people - stuck with and enjoy Lusternia is because of things like this. Whereas other games are static and there is never a risk of experiencing any true sense of "loss", Lusternia gives you the ability to actually affect things like the productivity, ability and resources of your enemies in ways that make the entire game experience dynamic and uncertain.
Part of the reason I - and I would assume a lot of people - stuck with and enjoy Lusternia is because of things like this. Whereas other games are static and there is never a risk of experiencing any true sense of "loss", Lusternia gives you the ability to actually affect things like the productivity, ability and resources of your enemies in ways that make the entire game experience dynamic and uncertain.
Unknown2010-11-17 21:09:31
Heh, thing is, when you dangle bait like that, you can't be surprised when a huge ass fish decides to bite. As evidenced by the repeated slaughtering / buffing cycle of supermobs over the years.
Neos2010-11-17 21:09:31
QUOTE (Vadi @ Nov 17 2010, 04:05 PM) <{POST_SNAPBACK}>
Demigod zap is overrated. It's ~700 dmg, less than most of the magical attacks people do (some by a factor of half!)
My staff only does like 725 damage.
Furien2010-11-17 21:10:54
QUOTE (Sojiro @ Nov 17 2010, 01:09 PM) <{POST_SNAPBACK}>
Heh, thing is, when you dangle bait like that, you can't be surprised when a huge ass fish decides to bite. As evidenced by the repeated slaughtering / buffing cycle of supermobs over the years.
Yeah.
If you want a softcore dynamic world there's always ... uh ... Fable, I guess.
Unknown2010-11-17 21:13:42
I have zero problem with the conflict, and I do enjoy the combat. I have a problem with winning org momentum that can be nearly impossible to derail sometimes and the sheer number of afflictions, buffs, etc that we're expected to deal with daily.
I feel like being a member of one of the oldest organizations in the game is a huge weakness, as the new kids get the coolest stuff. I'm jealous of the people that get the incurable afflictions, the massive damage, the super affliction combos, the easy escape abilities, all the passives, etc. I shouldn't feel like I need to change who I am to get on top of things.
I feel like being a member of one of the oldest organizations in the game is a huge weakness, as the new kids get the coolest stuff. I'm jealous of the people that get the incurable afflictions, the massive damage, the super affliction combos, the easy escape abilities, all the passives, etc. I shouldn't feel like I need to change who I am to get on top of things.
Neos2010-11-17 21:15:40
QUOTE (Zarquan @ Nov 17 2010, 04:13 PM) <{POST_SNAPBACK}>
I have zero problem with the conflict, and I do enjoy the combat. I have a problem with winning org momentum that can be nearly impossible to derail sometimes and the sheer number of afflictions, buffs, etc that we're expected to deal with daily.
I feel like being a member of one of the oldest organizations in the game is a huge weakness, as the new kids get the coolest stuff. I'm jealous of the people that get the incurable afflictions, the massive damage, the super affliction combos, the easy escape abilities, all the passives, etc. I shouldn't feel like I need to change who I am to get on top of things.
I feel like being a member of one of the oldest organizations in the game is a huge weakness, as the new kids get the coolest stuff. I'm jealous of the people that get the incurable afflictions, the massive damage, the super affliction combos, the easy escape abilities, all the passives, etc. I shouldn't feel like I need to change who I am to get on top of things.
Yup, all the old stuff gets left behind and left to collect dust.
Unknown2010-11-17 21:16:26
And not to be a pessimistic, but I promise you that the moment slaughtering fleshpots/gems and their conflict quests happens more frequently, they'll be buffed to the point that it would be pretty unfeasible to do.
Lusternia has a tendency to both punish (slight exaggeration) orgs for doing too well and throwing the underdogs a big bone (slight exaggeration) every or so often.
Lusternia has a tendency to both punish (slight exaggeration) orgs for doing too well and throwing the underdogs a big bone (slight exaggeration) every or so often.
Unknown2010-11-17 21:16:30
QUOTE (Sojiro @ Nov 17 2010, 04:09 PM) <{POST_SNAPBACK}>
Heh, thing is, when you dangle bait like that, you can't be surprised when a huge ass fish decides to bite. As evidenced by the repeated slaughtering / buffing cycle of supermobs over the years.
My impression is that the subermobs have been buffed not because the admins don't want them to be killed, but simply that they shouldn't be easy to kill.
Furien2010-11-17 21:18:03
QUOTE (Sojiro @ Nov 17 2010, 01:16 PM) <{POST_SNAPBACK}>
And not to be a pessimistic, but I promise you that the moment slaughtering fleshpots/gems and their conflict quests happens more frequently, they'll be buffed to the point that it would be pretty unfeasible to do.
Lusternia has a tendency to both punish (slight exaggeration) orgs for doing too well and throwing the underdogs a big bone (slight exaggeration) every or so often.
Lusternia has a tendency to both punish (slight exaggeration) orgs for doing too well and throwing the underdogs a big bone (slight exaggeration) every or so often.
Why was the last Supermob buff implemented? The one that gave them healing-on-hit and other silly things.
The only player-driven smob buffs I remember were due to the Seren-Celest wars and then, after that, Thoros taking on Supernals with his 3AM demisquad.
Unknown2010-11-17 21:21:28
But they weren't easy to kill, in general. Maybe at the beginning, but I feel like it got out of hand a bit after the admin made DL's/Supernals as strong as avatars.
I admit, it was a bit hilarious killing 3 out of 5 demonlords with only 12 demis, but now they've more or less gone the complete other way with giving them more health, giving a chance to do a roomwide attack in response to an attack on them, and a self-heal trigger with the same mechanic.
So yeah, at this point, a single org can't even muster up the numbers needed to one down, which means they need alliances, and alliances are shifty creatures. IIRC, 1 demonlord has been slain since these changes, and it took 25+ people dying repeatedly to do it. And then it was back up in a few hours.
Edit: And I don't even remember why the self-heal thing was put in, maybe it was around the time Glom decided to slay both supernals and demonlords by itself after serenwilde crapped out of the alliance and then forcefully made the cities attack each other. Actually it could have also happened around the time Glom killed all of the demonlords with 15-20 (?) people or something like that sometime after that. Who knows.
I admit, it was a bit hilarious killing 3 out of 5 demonlords with only 12 demis, but now they've more or less gone the complete other way with giving them more health, giving a chance to do a roomwide attack in response to an attack on them, and a self-heal trigger with the same mechanic.
So yeah, at this point, a single org can't even muster up the numbers needed to one down, which means they need alliances, and alliances are shifty creatures. IIRC, 1 demonlord has been slain since these changes, and it took 25+ people dying repeatedly to do it. And then it was back up in a few hours.
Edit: And I don't even remember why the self-heal thing was put in, maybe it was around the time Glom decided to slay both supernals and demonlords by itself after serenwilde crapped out of the alliance and then forcefully made the cities attack each other. Actually it could have also happened around the time Glom killed all of the demonlords with 15-20 (?) people or something like that sometime after that. Who knows.
Elostian2010-11-17 21:23:00
These things require a balance. In the early days when the Supernals were killed twice for every time they were raised (figuratively speaking) I am certain that very few people in celest were thinking 'oh yay! Raziela is dead again! I get to do the raising quest again! Yahooo! Just what I was hoping for on this fine sunday!'
Kiradawea2010-11-17 21:26:26
QUOTE (Prav @ Nov 17 2010, 10:08 PM) <{POST_SNAPBACK}>
If spheres and fleshpots weren't meant to be attacked, they wouldn't be denizens capable of being attacked.
Part of the reason I - and I would assume a lot of people - stuck with and enjoy Lusternia is because of things like this. Whereas other games are static and there is never a risk of experiencing any true sense of "loss", Lusternia gives you the ability to actually affect things like the productivity, ability and resources of your enemies in ways that make the entire game experience dynamic and uncertain.
Part of the reason I - and I would assume a lot of people - stuck with and enjoy Lusternia is because of things like this. Whereas other games are static and there is never a risk of experiencing any true sense of "loss", Lusternia gives you the ability to actually affect things like the productivity, ability and resources of your enemies in ways that make the entire game experience dynamic and uncertain.
Just because something is meant to be attacked doesn't that mean that doing so isn't a dickmove. Just consider collegium mobs and tracking pets. In addition, the admin as a whole as shown several times a lack of grasp for exactly how long certain things take. Just take a look at the Ptoma event, where the admin insisted that it would be quick since we had eight nurses, and the players proclaimed "no it won't" because the admin failed to grasp that one of the objects required was only available in one instance and took one and a half respawn to fill. (Not to harp on the admin, but to show that there are times when things do not work perfectly at the first round)
Consider the Symbol skill in Celestialism/Nihilism. To get the symbol, you need to do the city power quest for your respective supermob X amount of time. If the supermob would die, you would have to do the power quest again to regain the deep bond that give you the symbol. Eventually, the admin removed forcing you to redo the power quest to regain your symbol after a supermob death
because. it. was. not. fun.
That's the main cornerstone of the thing. Hunting Angels for power (and actually sticking around to fight, not just kick and run, you all remember those) and a fight is all fun and games. Defeating a supermob as part of a huge raid is an incredible challenge and having to hurry to raise your supermob while the clock is ticking gives a sense of loss without being devastating.
Losing thousands of petals/facets, in addition to having to scour your plane for essence to raise the pot/sphere makes for a very large loss. Much bigger than the 50 power you have to spend to repledge/repact.
Eventru2010-11-17 21:27:23
QUOTE (Furien @ Nov 17 2010, 04:18 PM) <{POST_SNAPBACK}>
Why was the last Supermob buff implemented? The one that gave them healing-on-hit and other silly things.
The only player-driven smob buffs I remember were due to the Seren-Celest wars and then, after that, Thoros taking on Supernals with his 3AM demisquad.
The only player-driven smob buffs I remember were due to the Seren-Celest wars and then, after that, Thoros taking on Supernals with his 3AM demisquad.
The last supermob buff occurred because 8 people killed two supernals at once, and 14 people killed 2 Moon Avatars at once.
It should be an effort of 20+ people, not the late-night ganksquad. It has nothing to do with 'stifling' conflict, but rather encourage large-scale group attacks.
If you're concerned about losing large numbers of fleshpetals and/or facets, don't leave large numbers in them. Pretty simple!
Furien2010-11-17 21:29:39
Again.
I don't think the petals and facets are actually set to 0 and I think two admin have suggested that by now.
Cut by Eventru: Ah, I see. I can see those few numbers having occurred. I agree that it should take 20+ people at the minimum, but at the moment the minimum feels more like 30 or 35.
and cut by edit: and hey if they're wrong, oh well. It's a fleshpot/facet. Your skills are based on your supplies that you have more than stockpiled by now to have any lasting harm done.
I don't think the petals and facets are actually set to 0 and I think two admin have suggested that by now.
Cut by Eventru: Ah, I see. I can see those few numbers having occurred. I agree that it should take 20+ people at the minimum, but at the moment the minimum feels more like 30 or 35.
and cut by edit: and hey if they're wrong, oh well. It's a fleshpot/facet. Your skills are based on your supplies that you have more than stockpiled by now to have any lasting harm done.