Griefing in Lusternia

by Estarra

Back to Common Grounds.

Xenthos2011-05-30 18:49:07
QUOTE (Veyrzhul @ May 30 2011, 02:38 PM) <{POST_SNAPBACK}>
Also makes conglutinate superfluous.

Nah, it's a backup if you don't have Vitae up; given that Conglutination is no longer a trans skill and doesn't even do anything for Demigods, it's still nice for the littler folk and no loss for anyone else.
Unknown2011-05-30 18:51:23
QUOTE (Estarra @ May 30 2011, 11:22 AM) <{POST_SNAPBACK}>
What do people think of vitae flinging you back to your prime nexus?


Hm... perhaps. Would it be possible to modify it to:

1. Still restore you to life
2. Put you under temporary grace
and/or
3. Fling you back to your nexus- but only if killed by a player, including their controlled beasts/mobiles, and not having initiated aggressions or fought back, no being forced via pooka or whatever to aggress back either. Won't kick in if slain by a regular denizen, for the case of aetherbubble hunting/exploring.

Reason for grace: last time I was jumped and killed, I vitaed, only to be killed a second time by the jumper right after. There was no time to try and escape, no chance of escaping via mandala. For those who say: why don't you just run when you're attacked? It's easier said than done, even with a planned out to try and get to. And though I have a few artifacts, I'm not made out of money to go out and buy special spectacles or what have you.
Unknown2011-05-30 18:53:53
Since no one addressed my suggestions, I'm reposting them in case they were overlooked rather than being horrible.

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.
Xenthos2011-05-30 18:57:38
I personally was ignoring focus because it has so much abuse potential. tongue.gif It's a pretty big problem to try to find something that can't be abused.

Many people have been saying remove the enemy territory experience loss, though.
Veyrzhul2011-05-30 19:01:41
QUOTE (Sahmiam Mes'ard @ May 30 2011, 07:53 PM) <{POST_SNAPBACK}>
Since no one addressed my suggestions, I'm reposting them in case they were overlooked rather than being horrible.


Suggestion one: Good. That has actually been asked for ever since the xp penalty on enemy territory got implemented.
Suggestion two: Sounds pretty contrived, like the tethering idea. Also not sure what this will do, it will protect the people who can only be ganked by more than one person and will leave the noncoms who can be easily killed alone in the same situation as before.
Shamarah2011-05-30 19:06:30
QUOTE (Sahmiam Mes'ard @ May 30 2011, 02:53 PM) <{POST_SNAPBACK}>
Since no one addressed my suggestions, I'm reposting them in case they were overlooked rather than being horrible.


Not sure how you're going to get around allies protecting each other with the focus thing.
Estarra2011-05-30 19:09:06
QUOTE (Xenthos @ May 30 2011, 11:57 AM) <{POST_SNAPBACK}>
Many people have been saying remove the enemy territory experience loss, though.


While I don't doubt that people have been asking for that, I see in no way how that would reduce griefing. Rather, it seems to me like it would increase it! Anyway, in relation to the subject matter of this thread, I believe asking for that here is like one of the many other requests that people make that have nothing to do with the subject matter but they want to throw it in because they know I happen to be reading this thread.
Estarra2011-05-30 19:10:09
I'm not a fan of focus. It seems like a nightmare to code around to make it unabusable.
Xenthos2011-05-30 19:12:31
QUOTE (Estarra @ May 30 2011, 03:09 PM) <{POST_SNAPBACK}>
While I don't doubt that people have been asking for that, I see in no way how that would reduce griefing. Rather, it seems to me like it would increase it! Anyway, in relation to the subject matter of this thread, I believe asking for that here is like one of the many other requests that people make that have nothing to do with the subject matter but they want to throw it in because they know I happen to be reading this thread.

As has been said before; with the strengthening of powers in org territory along with the increased risk in terms of personal loss, and with no similar increase in reward to match a potential 2-million-essence-loss, it makes hanging out in unenemy territory to pick off people there more enticing. This puts an increased focus on Faethorn, as it has no discretionaries, no shrines, and no enemy territory status that players can control.
Vadi2011-05-30 19:27:28
Relaxing xp loss on death would certainly encourage more en-masse raising than ganking - and I'd say many people can agree that getting ganked (which is "oh hi guys. *dead*") is more frustrating than getting raided (which typically is an affair of 'oh, enemies are here... defup guys... call allies... gather... go fight when you feel like it or not at all').
Aison2011-05-30 19:27:29
The idea for having an elixir or something to pause the use of vitae would be nice. The rest of it seems just unnecessary and another level of confusion. I don't think what we have going on right now is bad. It's not perfect, but it's not bad.

I think most focus should definitely go to lowering the insane prices of credits at the moment.
Eventru2011-05-30 20:11:07
QUOTE (Vadi @ May 30 2011, 03:27 PM) <{POST_SNAPBACK}>
Relaxing xp loss on death would certainly encourage more en-masse raising than ganking - and I'd say many people can agree that getting ganked (which is "oh hi guys. *dead*") is more frustrating than getting raided (which typically is an affair of 'oh, enemies are here... defup guys... call allies... gather... go fight when you feel like it or not at all').


Enemy territory XP loss was added because certain groups of players would camp territories (like Celestia/Nil) for hours, and there was little defenders could do except log off - and we saw a lot of people simply not log back on.

Relaxing XP loss strikes me as though it would be a bit like removing Avenger and saying, "Okay, you guys can fight anywhere now, so you don't have to jump people in enemy territory - don't abuse it!"
Xenthos2011-05-30 20:13:33
QUOTE (Eventru @ May 30 2011, 04:11 PM) <{POST_SNAPBACK}>
Enemy territory XP loss was added because certain groups of players would camp territories (like Celestia/Nil) for hours, and there was little defenders could do except log off - and we saw a lot of people simply not log back on.

Relaxing XP loss strikes me as though it would be a bit like removing Avenger and saying, "Okay, you guys can fight anywhere now, so you don't have to jump people in enemy territory - don't abuse it!"

Since then you have also strengthened discretionaries, people have figured out to actually call shrine powers, and insanity accrual has been strengthened in these territories. Basically, you went too far, and almost everything gets squeezed into what little remains untouched.
Estarra2011-05-30 20:14:24
So what do people think of vitae giving a 3 minute grace?

Daereth2011-05-30 21:08:22
QUOTE (Estarra @ May 30 2011, 03:14 PM) <{POST_SNAPBACK}>
So what do people think of vitae giving a 3 minute grace?

Someone is definantly going to abuse that though. I can think of quite a few ways.
Lendren2011-05-30 21:10:05
QUOTE (Estarra @ May 30 2011, 04:14 PM) <{POST_SNAPBACK}>
So what do people think of vitae giving a 3 minute grace?

Would that stop aggressive mobs from doublekilling you? If not, using vitae would still be taking too big a risk for it to be a solution for anything. (The risk that your next death will happen to be while bashing somewhere with aggressive mobs -- that is, almost everywhere anyone bigger than a midbie would go.) Again, a vitae-suppression method would fix that problem as well.
Eventru2011-05-30 21:11:15
QUOTE (Lendren @ May 30 2011, 05:10 PM) <{POST_SNAPBACK}>
Would that stop aggressive mobs from doublekilling you? If not, using vitae would still be taking too big a risk for it to be a solution for anything. (The risk that your next death will happen to be while bashing somewhere with aggressive mobs -- that is, almost everywhere anyone bigger than a midbie would go.) Again, a vitae-suppression method would fix that problem as well.


Doesn't really have anything to do with 'griefing' though, but instead personal complaints about vitae.
Vadi2011-05-30 21:12:31
QUOTE (Eventru @ May 30 2011, 04:11 PM) <{POST_SNAPBACK}>
Enemy territory XP loss was added because certain groups of players would camp territories (like Celestia/Nil) for hours, and there was little defenders could do except log off - and we saw a lot of people simply not log back on.

Relaxing XP loss strikes me as though it would be a bit like removing Avenger and saying, "Okay, you guys can fight anywhere now, so you don't have to jump people in enemy territory - don't abuse it!"


That's what happened though, less raiding and more ganking / brawls on Faethorn. Combat has to go somewhere, or people will get bored and leave.
Eventru2011-05-30 21:20:55
QUOTE (Vadi @ May 30 2011, 05:12 PM) <{POST_SNAPBACK}>
That's what happened though, less raiding and more ganking / brawls on Faethorn. Combat has to go somewhere, or people will get bored and leave.


I don't think "go back to org-wide griefing by 6 hour campings of Celestia so people can farm angels/supernals" (or insert the appropriate org and power-loss inducing denizens here) is an appropriate solution.

Similarly, the heavy demigod penalties were added far more recently than discretionary buffs, because demigods didn't feel like there was any real loss if they died in enemy territory - and so raided, endlessly.

So we added a heavy cost.

I wholly appreciate that combatants want to fight, and there need to be venues for it. However, I don't think "send it back to Celestia/Nil/wherever for hours long ganking sessions when no one's online and people don't want to log in" is the solution. I think Lusternia would suffer far more if we rolled back to a time when one city had 20-30 people on at any given time, and if the other broke into the double digits it was a miracle.

Personally, I agree with the notion that Astral and high planes shouldn't be 'easy' territories! They're rewarding, and they're risky. Frankly I don't even see much weight in the complaints regarding being attacked in Faethorn, were it not for Serenwilde's city epic quest requiring it. Not that I disagree or discount people feel like they're being harassed (I remember griefing, and even a half-dozen kills in a month doesn't really qualify for that in my opinion!), nor am I saying I don't believe something needs to be done (nor am I saying something does!). I just don't buy into the belief "I want to bash Astral/hunt elemental planes/influence Faethorn in peace. Make Avechna protect me there!" - nor, as I said, the "bring back hours long org-raids!" argument either.

Not without looking at other means to discourage 'camping' planes.
Acrune2011-05-30 21:24:11
QUOTE (Estarra @ May 30 2011, 03:09 PM) <{POST_SNAPBACK}>
While I don't doubt that people have been asking for that, I see in no way how that would reduce griefing. Rather, it seems to me like it would increase it! Anyway, in relation to the subject matter of this thread, I believe asking for that here is like one of the many other requests that people make that have nothing to do with the subject matter but they want to throw it in because they know I happen to be reading this thread.


With the disincentives to raid, what exactly are us raiding types supposed to do? I enjoy raiding and defending, but am not willing to spend the massive amounts of time to recover the xp I might lose while doing it, and I imagine I'm not the only one. So, suddenly people are bored and want something to do. Personally, my something to do will probably be another game, but apparently others who are more motivated to stay around want to find something to do in killing random people who aren't doing anything. My advice is to loosen up the restrictions on raiding a little bit and see if it makes a different before adding in new mechanics/band aid fixes to make the game more complicated and frustrating.