Things To Improve Lusternia

by Rika

Back to Common Grounds.

Xiel2011-09-27 06:56:20
I'd like to chime in on altering revolt/flare speed. Two minute revolts (uncontested) and six bombards really do make them go by too quickly sometimes. Though I agree that 4 hours long would be too much and that political advantages are nice, they hinge a bit on being too effective, I think, currently. How to fix them? No clue yet. I shall chew on my dried mangoes while I think.

Orderwars are also a nice, but incomplete, concept too. Very curious. -chew-
Enyalida2011-09-27 06:56:57
I honestly have a much bigger problem with affinity with the passive gain of essence. It means that older and larger orders will by default stomp out newer orders (Even with similar members) with no work on the part of the member. It also supports there being one state god, or one big order instead of several equally populated orders.
Malarious2011-09-27 06:59:14
QUOTE (Enyalida @ Sep 27 2011, 02:56 AM) <{POST_SNAPBACK}>
I honestly have a much bigger problem with affinity with the passive gain of essence. It means that older and larger orders will by default stomp out newer orders (Even with similar members) with no work on the part of the member. It also supports there being one state god, or one big order instead of several equally populated orders.


What if you only got the passive gain if you offered that month maybe with a certain minimum? Alternatively we could remove the standing bonus as I would call it, bonus essence for standing in the right city. This depends what is done to affinity, if we are keeping the bonus essence for being from the city (which most are) then I do not think we need the essence for existing in general.
Enyalida2011-09-27 07:02:13
Or just a straight up bonus to essence from offerings.
Malarious2011-09-27 07:03:28
QUOTE (Enyalida @ Sep 27 2011, 03:02 AM) <{POST_SNAPBACK}>
Or just a straight up bonus to essence from offerings.


Actually I should recheck this, I do not have a log of the data, nor does the help scroll say it!
Enyalida2011-09-27 07:04:51
That seems.... enough. You don't get to help if you aren't helping. If you ARE helping, you help more due to 'spiritual closeness" or whatever.
Estarra2011-09-27 07:10:35
QUOTE (PhantasmalKiller @ Sep 26 2011, 11:48 PM) <{POST_SNAPBACK}>
Would modifying the envoying process itself count? -points upward at Xiel's earlier post and adds his own 2bits-

Explicit responses to envoy reports: If deemed not a problem, the reason that the mentioned reasons for the belief that there is are incorrect. If solutions are insufficient, why they are. If modifications to a solution are more palatable, have them mentioned (but not made unless one of the proposed solutions is revised to match, because a lot of these 'fourth solutions' come outta the blue and hurt everyone who's -not- the problem while doing nothing to fix the problem).

Then allow a re-filing of the modified report, with adjustments in light of feedback.

The whole point is the need for clear lines of communication between admins and envoys, so it no longer seems like throwing things blindly into a black box and seeing what might randomly pop back out.


While I believe we are giving more information on responses to envoy reports, the admin will always reserve the right to interpret the problem presented and make changes according to their own judgment. The envoys advise us and we rely on them for input, but ultimately it is our decision. So, as much as I know people may not like this, we aren't going to allow envoys to veto our decisions or run our decisions by them for modification/approval.
Enyalida2011-09-27 07:13:40
I'm pretty sure that's not what they meant at all. They were requesting a period of time where you can request to specifically briefly converse with an envoy about a report, and they can therefore more easily finagle their report to make it more likely to be one that is accepted. Either this could come by way of when you actually look at the report and make a decision, or (I like this better) some time prior to. I have so many things that I really just want a glance over, to see if that category of change is something possible or desirable so I don't waste my time writing out a huge report for something that's not on the table. I didn't get the sense that anyone wanted a veto to admins...
Malarious2011-09-27 07:15:03
QUOTE (Enyalida @ Sep 27 2011, 03:13 AM) <{POST_SNAPBACK}>
I'm pretty sure that's not what they meant at all. They were requesting a period of time where you can request to specifically briefly converse with an envoy about a report, and they can therefore more easily finagle their report to make it more likely to be one that is accepted. Either this could come by way of when you actually look at the report and make a decision, or (I like this better) some time prior to. I have so many things that I really just want a glance over, to see if that category of change is something possible or desirable so I don't waste my time writing out a huge report for something that's not on the table. I didn't get the sense that anyone wanted a veto to admins...


She dislikes adjusting after a denial, the other option I did not see a comment on.
Silvanus2011-09-27 07:15:33
I know I was gone for awhile, but I didn't even know there were Order Wars!

Second off, in the other thread I mentioned "planar alignment" and it got tangented into "godrealms alignment," which I think one actually needs addressing. As we learned with Celestia's PoS exit, there are imbalances in the planar alignment: Etherwilde's two room bottleneck as opposed to Etherglom's one, Fire/Air vortex/wind moves you into the area round the Nexus, where you have to walk through the nexus to get out (not a problem, but imagine when they get bard guards), Nil's lack of being able to defend the Demon Lords like every other plane. I know not all planes are meant to be equal, and there is supposed to be differences, but those are three that I think need adjusting. They are not game-breaking only because of the reality of raiding most planes could be extremely difficult.

Shrines:

Can't say enough bad things about shrines. It's like giving a demesne to a non-existent player, all because you sanctified a shrine. What about going something radical and doing away with shrine effects but buffing Avatar powers, and converting some shrine powers to Avatar powers (obviously not as big). Perhaps the Avatar would have to temporarily imbue the room with their gods energy or something. Just trying to throw out ideas.

Warriors/Monks:

Echo what everyone else said about monks just being better warriors, and the whole idea and concept with momentum, taking away any idea of momentum type things with Knights. We can all agree knights are broken right now.

The terrible races (i.e. anything thats not faeling):

I kid, sort of. There are good races, most of them all involve an eq or bal bonus. The exception being a couple specialized races. But I cannot harp on this enough, Dracnari and Viscanti are always going to lag behind because they have the worst malus of any of the races, and they are specced races that are 'supposed' to be more populous in their respective cities. It's about time that we realize if we claim for balance at the top end of combat, then to do away with that malus, or else faelings will always outnumber viscanti in Magnagora. Of course there are many other factors to that besides the malus, but that will be a huge step in the right direction, which I'm sure any Dracnari could agree too.

Pits:

Report 681 - solution 3, please. -editted
Lilia2011-09-27 07:32:20
Hey guys, let's look at dreamweaving?
Malarious2011-09-27 07:36:30
QUOTE (Lilia @ Sep 27 2011, 03:32 AM) <{POST_SNAPBACK}>
Hey guys, let's look at dreamweaving?


I will say it for Estarra: Clarify. General statements without at least a problem do not help.
Also on behalf of Estarra/Roark: "There are no problems we are aware of at this time".

So... what is the issue?
Silvanus2011-09-27 07:40:40
QUOTE (Malarious @ Sep 27 2011, 02:36 AM) <{POST_SNAPBACK}>
I will say it for Estarra: Clarify. General statements without at least a problem do not help. Also on behalf of Estarra/Roark: "There are no problems we are aware of at this time". That is what is usually said, I aint even aware of any dreamweaving issues and I would be more likely to know than the ever busy admin.

Over-reliance on sleepmist/demesne, the absolute uselessness of dreamform, the lack of actually being able to do anything in dreamform besides the occasional voiding (where you really aren't more useful then actually being there imo), the only mote ever really needed (for Geo) was blackout. Just my thoughts. I have 0 ideas how to make it better, though.
Xiel2011-09-27 07:43:44
I disagree with doing completely away with shrine room influence since I think it's a unique bit of Lusternian flavour. I still agree with altering them to require fully sanctified rooms and as well limiting the effects to the actual rooms instead of the entire area though, to rein in their strength. Since the code is in place for meld effects to only actually take place in a melded room, I think this is a viable solution for toning down shrine powers.

Racial and monk overhauls are nearing their nth round of review now, and I think concentration should go to the things not addressed as much before.

In regards to village revolt speed, if I'm understanding right, it either takes less total influenced mobs for a positive-aligned org to capture the village or that their completed influences are worth more and thus hit the goal much quicker, resulting in 2-minute uncontested revolts.

What if, instead of the above, the total amount/completed influence worth were kept the same for all orgs and village feelings affected things differently instead? Perhaps making it so that village influences gotten at CR2, CR4 and CR6 would hit harder instead, corresponding to level of alignment (with level 1 strengthening the village influence at CR2, level 2 strengthening the CR4 influence, etc), would result in definitely faster influences for a positive aligned org (who'd take, say, 4 influences instead of 6 to get an unnamed denizen) so village feelings would still matter. Negative feelings would also come into play (weakening the CR2 skill at negative level 1, weakening the CR4 skill at level 2, etc).

Kinda like how foxglove/bluebell fae can strengthen weaken/empower type influences, but for village influence attacks instead.

This assumes my assumptions are right, of course. If not, then the idea will just be scrapped. :S
Malarious2011-09-27 07:43:45
QUOTE (Silvanus @ Sep 27 2011, 03:40 AM) <{POST_SNAPBACK}>
Over-reliance on sleepmist/demesne, the absolute uselessness of dreamform, the lack of actually being able to do anything in dreamform besides the occasional voiding (where you really aren't more useful then actually being there imo), the only mote ever really needed (for Geo) was blackout. Just my thoughts. I have 0 ideas how to make it better, though.


Thank you.

Does this count as a major issue or is it envoyable though? Could be in the scope of the report coming or no?

P.S. I am still looking for comments on the comatose idea in the Malarious Report (in combat guide).
Enyalida2011-09-27 07:45:34
Eh. Dreamweaving.

1) Things in dreamweaving cost too much wp. It's 300 to do anything. Embed mote? 300 wp (compared to like 30 for most actions). Channel piddling amounts of mana? 300 wp. Kind of a problem.

2)There isn't any point to it. Eternalsleep is not viable, even buffed. The blackout is NASTY WICKED, but dreamweaving itself has nothing to hide under it. Geos can hide chasm, and that's mostly it.

3) It's HONESTLY not the best way to get people to sleep. The sleep attrition is good for a .5 second or less interruption every 5 seconds after you expend 18p on one person or wait 2.5 minutes for sleepmist to go through. Hexes is better for sleeplocking people. So is Ecology.

3) Nothing you can do in corporeal body is particularly dangerous or useful except the long blackout. Half the motes that have effect are cured by kafe, one is cured by what cures punctured aura so it usually gets cured then (and is pacify, which is annoying, but really helps no one). The other afflictions are VERY USEFUL... if you are a druid and the target is sapped, and has sort of subpar curing. Good curing ignores my dreamweaving and cures.

FIXES: Give dreamweavers hypersomnia or give them triple sleep. Examine the hated sleep attrition (really not as bad as hunger attrition, people wake in <.1 seconds with kafe... which we currently can't get rid of really) and remove/change it. Drop willpower costs all around. Get more motes. Get some way to mass-craft motes with powerstone power. Get rid of Drowse. Work on Possess, I have a report up for that right now. Change haunt to possibly be shrouded (no aff message)? Get rid of dreamcatchers, or make you automatically learn it as a first skill, it's just taking up space right now. Make hallucination worth the power/wp, I'll put up a report for that as well anyways.
The bold is what may be in the scope of this report.

I also have more ideas for themes and skills at the top of this page:
http://forums.lusternia.com/index.php?show...0&start=460

Morbo2011-09-27 08:39:57
Without thinking about it that much

-Hallifaxian synergy (give a goal in groups that multiple guilds can work towards that lead to a death in the main guild skills) I would suggest either adding in a mana instant kill to the Guardian, but adding timewarp to skills from the other guilds would also work but would be harder to balance ultimately because of its effect on focus mind.

-Gravity, Invasion. My issue with gravity is the combination with demesne's, fearaura, the litany of things that already hinder groups moving and splits them apart. Gravity compounds this issue and is entirely too easy to put up, I believe Gravity either shouldn't work in demesnes or more likely should only work within the influence of the shrine. Invasion needs to regulate distribution of mobs. Too often I've seen 5 invasion mobs end up in one room which is just too powerful, and sometimes it's just 1-2 per room. I'd need to look into the mechanic more to figure out exactly how things are now but I've seen that it does need a change

-Re-evaluation of damage. Mages are far and beyond the best with everyone else lagging behind. I think the top end of mage needs to be lowered, and the bottom end of guardian needs to be raised.

-DMP to Psychic/Poison/Excorable/Divinus. Currently there are several skills that are appearing quite overpowered because it's just impossible to get DMP for these things, and magic damage for instance is falling behind the damage these other types do because people just take magic dmp since there is no other option. I think it would balance in place magic damage with the new damage types if more options for DMP were introduced (adding general DMP to resilience ontop of what is already there..around 5. Adding more options to proofings/tattoos, adding 10 dmp artifact runes)

-Debates effect in combat. Debating is more effective for high ego TPs than using psyvamp is, this is both a reflection on debating and psyvamp. Debating is just too powerful when combined with combat and need to be seperated somehow, I'd suggest debate hits that are "good" hits should give the target a 10 second mindburst shield. This is powerful for non TP's too, I used it to burn out a couple of TKs.

-Vernal ascendant needs to be changed to not tie those people to the organization so much that it stops them from ever reasonably being able to change without DRASTICALLY hurting their orgs. We have to remember that it's a game that lasts a long time. I'd suggest lowering the amount of power lost from them leaving the organization (even without being descended).

-Giving Aeromancers/Pyromancers bard guards until the bards are created.

That's all I've got for more, If you've got questions hit me up in a message is the best way. I don't check the forums that much
Malarious2011-09-27 08:44:50
Goin to bed, will catch up when I wake. Will also go head and summarize all the issues and suggested solutions. smile.gif

Night all
Morbo2011-09-27 08:47:23
Oh...Domoth Absolve. Halli won its first domoth in like 1 RL year, and we lost it in 2 days. That was maybe the biggest heartbreaker of all of this, thought we had something won and it's gone in two days, one of the absolves happening in the middle of the night when our 5 fighters weren't online. I think it just needs to be gone, you can't lose a village or a flare until it goes up again, which I think is the way domoths should be. I'd also lower the cost of bubblixes to give new orgs a better shot at actually being able to compete since not having a bubblix=not ever winning a domoth on that bubble.
Xiel2011-09-27 09:07:57
QUOTE (Morbo @ Sep 27 2011, 01:39 AM) <{POST_SNAPBACK}>
-Re-evaluation of damage. Mages are far and beyond the best with everyone else lagging behind. I think the top end of mage needs to be lowered, and the bottom end of guardian needs to be raised.

-Debates effect in combat. Debating is more effective for high ego TPs than using psyvamp is, this is both a reflection on debating and psyvamp. Debating is just too powerful when combined with combat and need to be seperated somehow, I'd suggest debate hits that are "good" hits should give the target a 10 second mindburst shield. This is powerful for non TP's too, I used it to burn out a couple of TKs.


So much for efforts to address the general group instead of personal wishlists. Learn to change mindsets (as a good three other people plus a Divine suggested when you brought that up over Envoys). As for the damage bit, with Institute Balestone still existing, I disagree with that need.

Besides, unless more Divinus and Excoro resistances are introduced, the damage typing still favours guardians in both bashing and combat anyway, especially Divinus-dealing guardians as the Institute and Celestines are.