Unknown2011-05-30 18:55:24
From my post in the griefing topic:
QUOTE
Solutions to on-Prime griefing:
- Remove enemy territory death penalties from npc areas. Seeing two to three hours' of work disappearing in seconds is a great way to kill the game. I don't care how easy sitting in a turret is: I find aetherhunting to be extremely boring, and, regardless, it's still time consuming to rebuild from a single death.
- Make it impossible to enter enemy territory while graced.
New mechanic: Focus (name it what you will)
- Inside of enemy territory (excluding npc enemy territories), this feature has no effect.
- Any aggressive action taken against another player locks the aggressor in as the -only- individual able to take offensive action against said player.
- An aggressor can have any number of focused players.
- A player can only have one aggressor focused on him at a time.
- Offensive action against the aggressor of a player does not break the focus of said player. This caveat allows for 1v1 fighting without interference.
- A player who makes an offensive action against another (aside from an aggressor) clears focus towards herself.
- Focus lasts as long as declaration.
- Players can renounce this form of protection for one Lusternian day; this renunciation will still allow group fights to occur.
- Can be enforced by Avenger for IC justification.
- Remove enemy territory death penalties from npc areas. Seeing two to three hours' of work disappearing in seconds is a great way to kill the game. I don't care how easy sitting in a turret is: I find aetherhunting to be extremely boring, and, regardless, it's still time consuming to rebuild from a single death.
- Make it impossible to enter enemy territory while graced.
New mechanic: Focus (name it what you will)
- Inside of enemy territory (excluding npc enemy territories), this feature has no effect.
- Any aggressive action taken against another player locks the aggressor in as the -only- individual able to take offensive action against said player.
- An aggressor can have any number of focused players.
- A player can only have one aggressor focused on him at a time.
- Offensive action against the aggressor of a player does not break the focus of said player. This caveat allows for 1v1 fighting without interference.
- A player who makes an offensive action against another (aside from an aggressor) clears focus towards herself.
- Focus lasts as long as declaration.
- Players can renounce this form of protection for one Lusternian day; this renunciation will still allow group fights to occur.
- Can be enforced by Avenger for IC justification.
Malarious2011-06-03 01:49:54
QUOTE (Malicia @ May 29 2011, 03:53 PM) <{POST_SNAPBACK}>
Domoths should allow all to take part, no matter which orgs hold opposing ones. Just leave it so one org can't claim opposing (ex. Life and Death).
Before that change 1 org would hold most domoths, it changed which org, but usually 1/2 held them all. Domoths cause too large of a mechanical difference to allow such chances. This basically guarantees each "side" will usually hold one. This is a good thing and encourages fights as you can often say, hey we can go head, Magnagora cant show up.
How to encourage 1 v 1?
Open up the Gladiator Rankings or something.... as a subset of combat rankings. Make it so you are given a time to setup and both people are taking to a small arena (along with anyone else who was standing in the room) before the game is announced to begin. If you were not the challenger or person challenged you will only be able to move and assess others (assess, contemplate, discern, whichever skills of that nature).
Upon defeating them you will be assigned a score for that guild as follows:
Champion - 30
Security - 20
Protector - 15
Other - 10
If you lose to a guild you lose to previously you will be awarded half their score to encourage challenging more people. In the event a challenge goes unanswered when you are both present for 2 months, the challenge fails and the challenged person is called out as dishonoured.
The winning Gladiator will receive a handful of credits for their actions, an honours line, and some bonuss for their guild (gold/credits), family (honour), and city (Culture bonus).
Something like that.
Unknown2011-06-03 02:47:39
QUOTE (Vadi @ May 29 2011, 12:05 PM) <{POST_SNAPBACK}>
Not personally interested in having 1v1's of solo beastmachine classes versus group combat classes. Teamwork is where the fun is at.
This, more or less. Not that a gladiator system with rewards that tend to go to certain classes would be the "END OF LUSTERNIA OMG" or anything, but the concept is going to only really appeal to a subset of the combatant player base.
People who want to jump noncombatants with barrier chasm or choke+pfifth or, honestly, for most true noncombatants, just a pit-decap, this isn't going to change their behavior.
So, I'm not really opposed to the idea, its not like its something that is put in and then jammed down everyone's throats. The only thing I would find objectionable is rewards being too nice- extra combat bonuses to people who are already obviously good, or the system being a credit-fountain for just a few people.