Turnus2011-09-28 04:27:46
On the issue of flares/villages going too quickly if uncontested. Would simply adding a warning message 5 minutes or so before the village goes up work? The villages/aetherbubbles could start the initial revolt losing their loyalty but cannot yet be bombed/influenced/swayed, but this would allow people to move in and start setting up for the fight. Then five minutes later (or however much time is decided) the influencing session actually starts.
If the problem with influencing is just uncontested villages, this allows time for all the sides to get in there without resulting in overly long revolts. If the problem is village influence having too big of an impact, this might not make a difference.
If the problem with influencing is just uncontested villages, this allows time for all the sides to get in there without resulting in overly long revolts. If the problem is village influence having too big of an impact, this might not make a difference.
Malarious2011-09-28 04:36:10
Ok, removing the points Eventru said would likely not be up for discussion. And the scope we are assuming is based on things Estarra has said. "Major issues" that are not within the realm of envoying, that is all that I assume anyway, would love to know the specifics.
Is grace and avenger an issue or are those both good?
Is grace and avenger an issue or are those both good?
Malarious2011-09-28 04:37:48
Shrine
Problem:
The overarching problem is that shrines are too influential in combat.
Solution:
The solution will depend on the problem that is believed to be the real problem or problems as it may be.
Please narrow down the issue, I have alot of issues up and would like a concensus on which to actually list as the issue(s).
Order Wars
Problem:
The mechanic is a good addition, but the limitations on it prevent it from being used. Both sides must accept and why would a losing Order accept a fight they do not expect to win?
Solution:
I am looking for answers here.
Village Revolts
Problem:
Due to village feelings revolts can be extremely short term. In some cases you cannot actually get a group to the village before it is over.
Solution:
Adjust how things work. Either make villages take more points than a full round and village feelings gives a flat bonus at start of village. OR make villages take more points than a full round and have feelings give you a bonus for each mob.
Warrior
Problem:
This needs further clarification. Warriors do not perform "up to par" in all cases, this needs adjustment to bring them in line with other classes or at least to eachothers specs.
Solution:
Answers here vary. Adjust how armour/wounding works. Increase base hits. Add bonus chance to hit your target area if target is prone in some way a warrior can deliver.
Need this narrowed down.
Domoth/Slippery Slope
Problem:
Domoths currently have a select number of issues to address. The more domoths you control the easier it is to take more due to the bonuss you can give your "side". Additionally, absolving currently means it is easy for a side to maintain control by waiting for their "peak" time to absolve.
Solution:
Adjust things to make it harder to take more domoths if you already control one, looking for specifics here. Absolving I need specifics as well.
Specific solutions please
Raiding
Problem:
Some planes are far too hard to defend or far too easy due to discretionaries, mobs, and/or layout.
Solution:
Adjust planar layouts to assist in defense. Wandering will help restrict the clots of mobs, and try to bring mobs more in tune with eachother, some are very powerful (ladies/daughters) others are weak (angels/demons). Equalize the value of the discretionaries in terms of their effect.
Defending
Problem:
It is very demoralizing to die so often trying to defend your plane. To encourage people to continue we want to make this more desirable.
Solution:
Slightly reduce experience loss for defenders, give a bonus to experience gained when slaying enemies of the location. This would make it not as bad when you die and perferably very noticable when you defend properly.
Monks
Problem:
If there a true problem here or a somewhat perceived one? We have done quite a few reductions in effect although we are examining some other changes such as adding power costs and standardizing regen penalties. We would Happily take the chance to address monk concerns in this report if deemed needed.
Solution:
This depends on the problems. For regen affs I think we should either have a more set penalty (with respect to the afflictions effect as well as its place in the guilds combat) or at least a cost to offset it and put it more on par with how warrior afflictions tend to function.
The Envoy System
Problem:
Envoys tend to take shots in the dark as to whether something will go over well in any form. Often leading to rejections that could have been avoided by being clearer, confirming first, or similar.
Solution:
Allow Envoys to request an audience with a subject divine, who would the be notified of such requests. No idea who combat god is (can still request sior I imagine). Iosai or Roark for code related questions. Estarra for questions of if something is believed possible and flavour type things that play into RP, aka designer questions. Any could be requested to ask about their opinions or to check if solutions/problems are clear enough. GODREQUEST or something?
This one is open to thoughts from others of course. I think this would be helpful in the productivity of envoys myself.
Trades
Problem:
Needed. Place holder. May just make a new topic if this is allowed for changes. But as of yet no problems given cannot be envoyed to my knowledge.
Solution:
Need the problems.
Thoughts please, I saw artisans being able to sell kegs requested, any others enough to warrant this as a report and not just an envoy slot?
Lag
Problem:
Do most people have alot of lag within the last 2-4 weeks or is this a select population?
Solution:
Depends if its a real issue, if so... optimize code I guess.
Aetherflares
Problem:
Same as villages, can be too fast.
Solution:
Make it take longer or maybe let ground have more of an impact.
Racial
Problem:
Some races are still considerably bad.
Solution:
This would take awhile to work with and probably too complicated to put in this summary report.
DMP
Problem:
With the ability to easily tune damage type and new damage types in general we need to consider evaluating adding resistances where needed now as well as perhaps toning down some aspects of tuning.
Solution:
A review of where to add/adjust DMP and perhaps reduce % of a damage type. Make tuning styled skills capped in how far in a direction they can do to help reduce their impact on PvP.
Unsure if inside scope
Druids
Problem:
They are largely useless outside of a meld, and inside a meld they sometimes feel crippled. Feelings are mixed on this as they often are. Is there a problem with Hartstone at least?
Solution:
Waiting on clarification of problem
Dreamweaving
Problem:
The issues here are willpower costs, attrition, and uselessness outside of demesne.
Solution:
Lower willpower costs, perhaps also allowing multiple motes be made at once as similar skills have been changed. Make sleep attrition somehow useful, as while the person DOES constantly pass out this lasts under a tenth of a second in many cases. Usefulness would require a little more review and looking into.
Needs opinions. I only talked to one dreamweaver to get specifics, it was believed most of this was envoy things which were not listed here. If admin wish we can add flavour skills and such to it though if allowed. Estarra can you give us a yay or nay on changing a little here?
Choke
Problem:
Is there a problem and if so what, we revisit choke alot.
Solution:
Pending opinions.
Barriers to Entry
Problem:
We are one of the hardest to enter combat with early.
Solution:
Solutions needed.
Solutions please
Problem:
The overarching problem is that shrines are too influential in combat.
- 1) Shrines are too fast to set up, not even requiring full sanctification to enable powers.
- 2) Invasion mobs are rather strong and in many cases have proven the ability to fully turn the tide of a fight that is otherwise lost.
- 3) They effect areas and not just their location.
- 4) Gravity is too influential.
- 5) Shrine powers are far too cheap
Solution:
The solution will depend on the problem that is believed to be the real problem or problems as it may be.
- 1) Require full sanctification, I do not believe requiring a delay would justify their level of effect, as you can always shrine ahead of time.
- 2) Lower the level of invasion mobs and/or prevent large clots from being called into any given room.
- 3) Make shrines hit only rooms of their own influence.
- 4) Move gravity to another shrine such as shield to weaken war shrines impact and prevent the use of gravity with other powers (trade distort/wrath/invasion for gravity).
- 5) Increase costs of powers.
Please narrow down the issue, I have alot of issues up and would like a concensus on which to actually list as the issue(s).
Order Wars
Problem:
The mechanic is a good addition, but the limitations on it prevent it from being used. Both sides must accept and why would a losing Order accept a fight they do not expect to win?
Solution:
I am looking for answers here.
Village Revolts
Problem:
Due to village feelings revolts can be extremely short term. In some cases you cannot actually get a group to the village before it is over.
Solution:
Adjust how things work. Either make villages take more points than a full round and village feelings gives a flat bonus at start of village. OR make villages take more points than a full round and have feelings give you a bonus for each mob.
Warrior
Problem:
This needs further clarification. Warriors do not perform "up to par" in all cases, this needs adjustment to bring them in line with other classes or at least to eachothers specs.
Solution:
Answers here vary. Adjust how armour/wounding works. Increase base hits. Add bonus chance to hit your target area if target is prone in some way a warrior can deliver.
Need this narrowed down.
Domoth/Slippery Slope
Problem:
Domoths currently have a select number of issues to address. The more domoths you control the easier it is to take more due to the bonuss you can give your "side". Additionally, absolving currently means it is easy for a side to maintain control by waiting for their "peak" time to absolve.
Solution:
Adjust things to make it harder to take more domoths if you already control one, looking for specifics here. Absolving I need specifics as well.
Specific solutions please
Raiding
Problem:
Some planes are far too hard to defend or far too easy due to discretionaries, mobs, and/or layout.
Solution:
Adjust planar layouts to assist in defense. Wandering will help restrict the clots of mobs, and try to bring mobs more in tune with eachother, some are very powerful (ladies/daughters) others are weak (angels/demons). Equalize the value of the discretionaries in terms of their effect.
Defending
Problem:
It is very demoralizing to die so often trying to defend your plane. To encourage people to continue we want to make this more desirable.
Solution:
Slightly reduce experience loss for defenders, give a bonus to experience gained when slaying enemies of the location. This would make it not as bad when you die and perferably very noticable when you defend properly.
Monks
Problem:
If there a true problem here or a somewhat perceived one? We have done quite a few reductions in effect although we are examining some other changes such as adding power costs and standardizing regen penalties. We would Happily take the chance to address monk concerns in this report if deemed needed.
Solution:
This depends on the problems. For regen affs I think we should either have a more set penalty (with respect to the afflictions effect as well as its place in the guilds combat) or at least a cost to offset it and put it more on par with how warrior afflictions tend to function.
The Envoy System
Problem:
Envoys tend to take shots in the dark as to whether something will go over well in any form. Often leading to rejections that could have been avoided by being clearer, confirming first, or similar.
Solution:
Allow Envoys to request an audience with a subject divine, who would the be notified of such requests. No idea who combat god is (can still request sior I imagine). Iosai or Roark for code related questions. Estarra for questions of if something is believed possible and flavour type things that play into RP, aka designer questions. Any could be requested to ask about their opinions or to check if solutions/problems are clear enough. GODREQUEST
This one is open to thoughts from others of course. I think this would be helpful in the productivity of envoys myself.
Trades
Problem:
Needed. Place holder. May just make a new topic if this is allowed for changes. But as of yet no problems given cannot be envoyed to my knowledge.
Solution:
Need the problems.
Thoughts please, I saw artisans being able to sell kegs requested, any others enough to warrant this as a report and not just an envoy slot?
Lag
Problem:
Do most people have alot of lag within the last 2-4 weeks or is this a select population?
Solution:
Depends if its a real issue, if so... optimize code I guess.
Aetherflares
Problem:
Same as villages, can be too fast.
Solution:
Make it take longer or maybe let ground have more of an impact.
Racial
Problem:
Some races are still considerably bad.
Solution:
This would take awhile to work with and probably too complicated to put in this summary report.
DMP
Problem:
With the ability to easily tune damage type and new damage types in general we need to consider evaluating adding resistances where needed now as well as perhaps toning down some aspects of tuning.
Solution:
A review of where to add/adjust DMP and perhaps reduce % of a damage type. Make tuning styled skills capped in how far in a direction they can do to help reduce their impact on PvP.
Unsure if inside scope
Druids
Problem:
They are largely useless outside of a meld, and inside a meld they sometimes feel crippled. Feelings are mixed on this as they often are. Is there a problem with Hartstone at least?
Solution:
Waiting on clarification of problem
Dreamweaving
Problem:
The issues here are willpower costs, attrition, and uselessness outside of demesne.
Solution:
Lower willpower costs, perhaps also allowing multiple motes be made at once as similar skills have been changed. Make sleep attrition somehow useful, as while the person DOES constantly pass out this lasts under a tenth of a second in many cases. Usefulness would require a little more review and looking into.
Needs opinions. I only talked to one dreamweaver to get specifics, it was believed most of this was envoy things which were not listed here. If admin wish we can add flavour skills and such to it though if allowed. Estarra can you give us a yay or nay on changing a little here?
Choke
Problem:
Is there a problem and if so what, we revisit choke alot.
Solution:
Pending opinions.
Barriers to Entry
Problem:
We are one of the hardest to enter combat with early.
Solution:
Solutions needed.
Solutions please
Unknown2011-09-28 04:47:17
Something else I would recommend:
Make a free BASIC curing system/autosipper available; just enough for bashing. This would make the game less intimidating for newcomers to MUDs. I'm sure an Ephemeral could code up something like this in his spare time.
so that novices stand a reasonable chance of being able to do them alone. Perhaps edit or remove Planar quest for the same reason; it not really reasonable for novices to to be expected to go to hostile/enemy planes to fulfill a quest, especially if the admins are of the mind that off-prime should be dangerous.]
Make a free BASIC curing system/autosipper available; just enough for bashing. This would make the game less intimidating for newcomers to MUDs. I'm sure an Ephemeral could code up something like this in his spare time.
so that novices stand a reasonable chance of being able to do them alone. Perhaps edit or remove Planar quest for the same reason; it not really reasonable for novices to to be expected to go to hostile/enemy planes to fulfill a quest, especially if the admins are of the mind that off-prime should be dangerous.]
Vadi2011-09-28 04:50:07
I'm a Wiccan and I'll second Alacardael's opinion on this - ours is alright, warriors have it worse.
Raezon2011-09-28 06:20:56
QUOTE (foolofsound @ Sep 27 2011, 11:47 PM) <{POST_SNAPBACK}>
Something else I would recommend:
Make a free BASIC curing system/autosipper available; just enough for bashing. This would make the game less intimidating for newcomers to MUDs. I'm sure an Ephemeral could code up something like this in his spare time.
Make a free BASIC curing system/autosipper available; just enough for bashing. This would make the game less intimidating for newcomers to MUDs. I'm sure an Ephemeral could code up something like this in his spare time.
Please see the skill Discernment - First Aid. This seems to be what you are asking for, and it exists.
Lilia2011-09-28 06:41:10
(I'm sorry if this is incoherent, I've been messing with it all day, and now it's late and physic homework has destroyed my brain.)
My list of dreamweaving complaints (this list thing is pretty cool):
I have a list of four proposed envoy reports and one that's already been finalized (though I can't take full credit for that one), to fix some of these things. I've been told they're a bit heavy handed, though. I will admit upfront that I don't have a good enough understanding of the combat-meta to consider how my changes would effect other people. I just know that my skills don't seem to work for me.
Honestly, I could on for days about my dreamweaving woes. Just ask anyone who complains about their skills where I can hear them. I will make you change your mind about how bad off you are. I think I'll hold off on posting most of them though, until we know what can be included. I don't want prejudice to form around my ideas if they need to be submitted latter. I'm a little paranoid about that for some reason.
My list of dreamweaving complaints (this list thing is pretty cool):
- It's too easy to get someone to max tiredness, and too hard to do anything once they're there.
- We cannot triple sleep (or even double sleep without a beast), so we can't strip insomnia/put to sleep/strip kafe.
- We have no way to strip metawake.
- Since it's so hard to get people to stay asleep for more than a fraction of a second, the only way to get the insta is to drain mana, which I haven't figured out how to do. (This is probably a personal problem, though.)
- There's no synergy (that I've found) with my other skills. Motes take eq, so I can't do illusions at the same time like psionicists. I can use blackout (one ability) to hide coils, but I can't imagine that working outside the arena.
- A very minor thematic thing, but it's always bothered me that I can't have any positive effect on people. An ability to make someone stop having nightmares would be awesome. Or a way to temporarily/slightly reduce someone's tiredness.
I have a list of four proposed envoy reports and one that's already been finalized (though I can't take full credit for that one), to fix some of these things. I've been told they're a bit heavy handed, though. I will admit upfront that I don't have a good enough understanding of the combat-meta to consider how my changes would effect other people. I just know that my skills don't seem to work for me.
Honestly, I could on for days about my dreamweaving woes. Just ask anyone who complains about their skills where I can hear them. I will make you change your mind about how bad off you are. I think I'll hold off on posting most of them though, until we know what can be included. I don't want prejudice to form around my ideas if they need to be submitted latter. I'm a little paranoid about that for some reason.
Enyalida2011-09-28 07:27:17
Poke. I've got some ideas, I'd like to hear yours, pm me or msg me or something. For the utility parts, look at what I posted a year ago in the utility thread.
The triple sleep thing is 'not a problem' according to the furies, neither is the fraction of a second thing. The mana drain is kind of up in the air right now, but it's been envoyed to work properly now. Before max sleep was hindering our mana drain. I don't think it's possible for a non-druid dreamweaver to get eternalsleep on someone.
EDIT: Really, it's only a good choice for druids, make it a commune only skill, pokepoke. Druids get dreamweaving/runes/ecology, Mages get Runes/TP/TK. Yes I know that TP and TK are both psionics, and yes I'm only a quarter serious.
The triple sleep thing is 'not a problem' according to the furies, neither is the fraction of a second thing. The mana drain is kind of up in the air right now, but it's been envoyed to work properly now. Before max sleep was hindering our mana drain. I don't think it's possible for a non-druid dreamweaver to get eternalsleep on someone.
EDIT: Really, it's only a good choice for druids, make it a commune only skill, pokepoke. Druids get dreamweaving/runes/ecology, Mages get Runes/TP/TK. Yes I know that TP and TK are both psionics, and yes I'm only a quarter serious.
Talan2011-09-28 07:48:05
Veering back away from things that should go through the envoy process..
Random things which have come up on the forums generally in the past few months but have not yet been mentioned here (I think. Who knows, this thread is a mess.)
Gold sinks - The best thing to come out of the gold sinks thread, in my opinion, was someone quoting this article saying that if you're going to have different currencies, there have to be things of value that are only available in each given currency. So to me, that means things like ship and manse things and caskets if they ever come back, shouldn't be sold on the website. Obviously this is a business, and you'll do what's best for it as a business overall, but yes, the point above about each currency having a unique value is a good one. Failing this, we need something else. Also I think higher level mobs probably drop too much gold at this point. It could be scaled back.
Families - How MHF is determined/maintained. Keep the gold thing as the tie-breaker (If you must. No one likes it, but fine.) but maybe a bit more movement at the top. I know that Eventru has made it clear that they don't want a lot of movement at the top, but you know, once we get lots of people sitting at the cap for extended periods, this is going to get more frustrating all around.
High level mob resistances (Astral, Muud, and to a lesser extent, Catas) need to be better balanced. It's not just a matter of excorable versus divinus (though that is an issue - assertions were made that have not been upheld regarding fair representation for excorable weaknesses), but the overall elemental/blunt/cutting things which are unevenly distributed. A lot of the resistances on astral seem random. Obesefessors resistant to fire makes sense. Maybe also asphyxiation, creatures of smoke and fire and all that. But resistant to electric, magic, psychic as well? It doesn't follow. All the astral mobs are like this. Muud has a somewhat similar problem, where some of the resistances just don't follow to the nature of the creatures... bonuses in high level bashing need to be evenly distributed (and no, I don't mean, give random weakness to symbiotes in the middle of muud and call that fair - I mean look at the weaknesses in one area, and make sure you make up for it with bonuses in another area.)
Random things which have come up on the forums generally in the past few months but have not yet been mentioned here (I think. Who knows, this thread is a mess.)
Gold sinks - The best thing to come out of the gold sinks thread, in my opinion, was someone quoting this article saying that if you're going to have different currencies, there have to be things of value that are only available in each given currency. So to me, that means things like ship and manse things and caskets if they ever come back, shouldn't be sold on the website. Obviously this is a business, and you'll do what's best for it as a business overall, but yes, the point above about each currency having a unique value is a good one. Failing this, we need something else. Also I think higher level mobs probably drop too much gold at this point. It could be scaled back.
Families - How MHF is determined/maintained. Keep the gold thing as the tie-breaker (If you must. No one likes it, but fine.) but maybe a bit more movement at the top. I know that Eventru has made it clear that they don't want a lot of movement at the top, but you know, once we get lots of people sitting at the cap for extended periods, this is going to get more frustrating all around.
High level mob resistances (Astral, Muud, and to a lesser extent, Catas) need to be better balanced. It's not just a matter of excorable versus divinus (though that is an issue - assertions were made that have not been upheld regarding fair representation for excorable weaknesses), but the overall elemental/blunt/cutting things which are unevenly distributed. A lot of the resistances on astral seem random. Obesefessors resistant to fire makes sense. Maybe also asphyxiation, creatures of smoke and fire and all that. But resistant to electric, magic, psychic as well? It doesn't follow. All the astral mobs are like this. Muud has a somewhat similar problem, where some of the resistances just don't follow to the nature of the creatures... bonuses in high level bashing need to be evenly distributed (and no, I don't mean, give random weakness to symbiotes in the middle of muud and call that fair - I mean look at the weaknesses in one area, and make sure you make up for it with bonuses in another area.)
Malarious2011-09-28 07:52:24
QUOTE (Talan @ Sep 28 2011, 03:48 AM) <{POST_SNAPBACK}>
Veering back away from things that should go through the envoy process..
Random things which have come up on the forums generally in the past few months but have not yet been mentioned here (I think. Who knows, this thread is a mess.)
Gold sinks - The best thing to come out of the gold sinks thread, in my opinion, was someone quoting this article saying that if you're going to have different currencies, there have to be things of value that are only available in each given currency. So to me, that means things like ship and manse things and caskets if they ever come back, shouldn't be sold on the website. Obviously this is a business, and you'll do what's best for it as a business overall, but yes, the point above about each currency having a unique value is a good one. Failing this, we need something else. Also I think higher level mobs probably drop too much gold at this point. It could be scaled back.
Families - How MHF is determined/maintained. Keep the gold thing as the tie-breaker (If you must. No one likes it, but fine.) but maybe a bit more movement at the top. I know that Eventru has made it clear that they don't want a lot of movement at the top, but you know, once we get lots of people sitting at the cap for extended periods, this is going to get more frustrating all around.
High level mob resistances (Astral, Muud, and to a lesser extent, Catas) need to be better balanced. It's not just a matter of excorable versus divinus (though that is an issue - assertions were made that have not been upheld regarding fair representation for excorable weaknesses), but the overall elemental/blunt/cutting things which are unevenly distributed. A lot of the resistances on astral seem random. Obesefessors resistant to fire makes sense. Maybe also asphyxiation, creatures of smoke and fire and all that. But resistant to electric, magic, psychic as well? It doesn't follow. All the astral mobs are like this. Muud has a somewhat similar problem, where some of the resistances just don't follow to the nature of the creatures... bonuses in high level bashing need to be evenly distributed (and no, I don't mean, give random weakness to symbiotes in the middle of muud and call that fair - I mean look at the weaknesses in one area, and make sure you make up for it with bonuses in another area.)
Random things which have come up on the forums generally in the past few months but have not yet been mentioned here (I think. Who knows, this thread is a mess.)
Gold sinks - The best thing to come out of the gold sinks thread, in my opinion, was someone quoting this article saying that if you're going to have different currencies, there have to be things of value that are only available in each given currency. So to me, that means things like ship and manse things and caskets if they ever come back, shouldn't be sold on the website. Obviously this is a business, and you'll do what's best for it as a business overall, but yes, the point above about each currency having a unique value is a good one. Failing this, we need something else. Also I think higher level mobs probably drop too much gold at this point. It could be scaled back.
Families - How MHF is determined/maintained. Keep the gold thing as the tie-breaker (If you must. No one likes it, but fine.) but maybe a bit more movement at the top. I know that Eventru has made it clear that they don't want a lot of movement at the top, but you know, once we get lots of people sitting at the cap for extended periods, this is going to get more frustrating all around.
High level mob resistances (Astral, Muud, and to a lesser extent, Catas) need to be better balanced. It's not just a matter of excorable versus divinus (though that is an issue - assertions were made that have not been upheld regarding fair representation for excorable weaknesses), but the overall elemental/blunt/cutting things which are unevenly distributed. A lot of the resistances on astral seem random. Obesefessors resistant to fire makes sense. Maybe also asphyxiation, creatures of smoke and fire and all that. But resistant to electric, magic, psychic as well? It doesn't follow. All the astral mobs are like this. Muud has a somewhat similar problem, where some of the resistances just don't follow to the nature of the creatures... bonuses in high level bashing need to be evenly distributed (and no, I don't mean, give random weakness to symbiotes in the middle of muud and call that fair - I mean look at the weaknesses in one area, and make sure you make up for it with bonuses in another area.)
I am considering giving up keeping track of the summary given Eventrus comments on how we do not know the scope and such, may be best to keep these notes on hand for later. I just wanted to keep them together because I think it was the racial thread we had like 10 pages before anyone started summarizing. Would you like the above added to it though??
Still need feedback where comments are shown. Envoyable things I like to hear PM me envoy-ey things, if we find someone open to slotting a report we might be able to put it in. (We being the Malarious Crowd not "we" as in this report)
Talan2011-09-28 07:56:06
QUOTE (Malarious @ Sep 28 2011, 03:52 AM) <{POST_SNAPBACK}>
I am considering giving up keeping track of the summary given Eventrus comments on how we do not know the scope and such. Would you lik the above added?
Added to what? I've just posted more of my random thoughts in the designated thread?
Rivius2011-09-28 08:41:59
QUOTE (Malarious @ Sep 28 2011, 12:36 AM) <{POST_SNAPBACK}>
Ok, removing the points Eventru said would likely not be up for discussion. And the scope we are assuming is based on things Estarra has said. "Major issues" that are not within the realm of envoying, that is all that I assume anyway, would love to know the specifics.
Is grace and avenger an issue or are those both good?
Is grace and avenger an issue or are those both good?
Grace feels almost superfluous to me when it comes to the intention it aims to serve, but I suppose it is useful to prevent some sorts of abuses. I'd say grace is okay.
Avenger is fine the way it is as well.
Siam2011-09-28 09:54:49
QUOTE (Enyalida @ Sep 28 2011, 09:12 AM) <{POST_SNAPBACK}>
Some of the discretionary powers are plain useless, I'm looking at the Wiccan one specifically here.
They are not useless. Monks' and Warriors' are.
Eventru2011-09-28 10:36:32
QUOTE (Enyalida @ Sep 28 2011, 12:11 AM) <{POST_SNAPBACK}>
Eh? It's unreasonable to expect gods to respect an OOC mandate. Sooo you must take penalties for having RP'd people from other nations, unless you align with the mandate that orders/gods should be monolithic in relation to nation that had no IC introduction and only a really sketchy IC explanation? That's contradictory. It's been hashed over more then once, but it's one of those things that players simply didn't see as a problem, much less one they needed to be penalized for to 'fix'. If you're willing to come out and agree on this (that it's not really desirable and doesn't make too much sense), I'm willing to bet you aren't alone.
EDIT: IF there were characters, god or semigod, that felt that orders were becoming too spread, why wasn't it resolved IC? Even for the more sneaky orders, it wouldn't be too hard to engineer as an admin some sort of scare that would prompt them to become more... strategic and sparing in who they allow in from outside their trusted and aligned nation. No one would have to know.
EDIT: IF there were characters, god or semigod, that felt that orders were becoming too spread, why wasn't it resolved IC? Even for the more sneaky orders, it wouldn't be too hard to engineer as an admin some sort of scare that would prompt them to become more... strategic and sparing in who they allow in from outside their trusted and aligned nation. No one would have to know.
All I've said is that, ICly, gods would need an impetus for the change - Affinity, particularly drains, was made to address that. It was highly effective in this regard. Players may not agree that it was necessary (I do), but that's Estarra's right to make the call.
Again, it was resolved ICly - via the implementation of Affinity. Indeed, it's forced everyone to be more sparing who they allowed in from outside their trusted and aligned nation. As well, it has an effect that will echo down through all the gods, new and existing, so that new reasons will not need to be engineered every time another god is made.
Rivius2011-09-28 12:33:50
I remember someone asked me to offer my corpses to Isune (the god of her order) after we went hunting once. The reason she had for not doing it herself is because apparently affinity affected their offerings, though it wouldn't affect mine. If this is the case, it makes absolutely no sense. Not only am I not in a city aligned with that order, but I am also not within the order itself. She, on the other hand, is.
If this is not the case, then pardon the misinformation. I don't pay much attention to these things, but I felt I would bring it up since it's being mentioned.
If this is not the case, then pardon the misinformation. I don't pay much attention to these things, but I felt I would bring it up since it's being mentioned.
Ytran2011-09-28 12:49:26
QUOTE (Eventru @ Sep 27 2011, 08:43 PM) <{POST_SNAPBACK}>
Wanderer code is purely random (just how things fall - it's literally akin to if random(12) = 1 then move north, if random(12) = 2 then move south, and so forth, if I do so recall - the only option would be to intentionally weight it to fall in a particular direction).
The pseudocode you've posted is weighted to a particular direction.
EDIT: Particularly, assuming evenly distributed random() function, dir 1 has a ((11/12)^0 * 1/12) chance of occurring. Dir 2 has a ((11/12)^1 * 1/12) chance. Dir 3 has a ((11/12)^2 * 1/12)) chance, and so forth.
Lendren2011-09-28 12:51:57
QUOTE (Rivius @ Sep 28 2011, 08:33 AM) <{POST_SNAPBACK}>
I remember someone asked me to offer my corpses to Isune (the god of her order) after we went hunting once. The reason she had for not doing it herself is because apparently affinity affected their offerings, though it wouldn't affect mine. If this is the case, it makes absolutely no sense. Not only am I not in a city aligned with that order, but I am also not within the order itself. She, on the other hand, is.
If this is not the case, then pardon the misinformation. I don't pay much attention to these things, but I felt I would bring it up since it's being mentioned.
If this is not the case, then pardon the misinformation. I don't pay much attention to these things, but I felt I would bring it up since it's being mentioned.
That is the case, and everyone sees how it makes no sense except the people who decide whether it makes no sense; but talking about it too much will get the thread locked.
Enyalida2011-09-28 18:17:28
Could totems be looked at? I'd be in support of dropping the passive power generation some to make it so that we have some sort of defense against having them consistently chopped. Short of putting large contingents of guards at our ~40 exits (I'm only counting exits we can put totems on here), we really have no way of stopping hit and runners from dashing in, chopping a totem (taking ~7 seconds to do so, we aren't warned until it's too late anyways), and dashing back out. Of course, carving stops chopping, but with more totems then the amount of time they last, there is an average of one or two totems reverting per hour, with our biggest reversion tipping out at ~50, I think.
We've been talking about totem dropping vs. statue dropping (particularly in Hallifax). It looks like Halli's problem is both that there are times when they have literally no people around, for even a novice with a gust enchantment can stop or stall the dropping of a statue, and that they have no bard-type guards. However, if they have population around and someone is trying to drop a statue, they can fairly easily stop the lone intruder. On the other hand, even with 5 omnitrans (or close to it) demigod+ fighters around, it can be extremely hard to stall an intruder trying to chop elders, much less actually retaliate.
Things that I'd suggest in combination with adjusting the power gain from totems (which you have to remember is mitigated by the amount of power needed to upkeep them):
---Put a delay on chopping elders. Nothing major, but something to increase it from a total of 7 seconds per elder.
---Have the shout for help come AS THE CHOP STARTS. Having it after the elder is gone is pretty pointless, folks. A good middle ground would be to have the call come after the first chop, provided that's not a 3 second warning.
---Allow for more totems to be runed. If the bonding mechanic needs to be adjusted, so be it.
---This applies elsewhere also, but have attack-able guards call out when they see an enemy, not when an enemy attacks them. This means you could spend to put a perimeter of guards that would be fairly vulnerable to picking off, but would provide warning.
EDIT: Though I'm not suggesting it, even if the power gain from totems was 0, we'd still be obligated to defend them. Could we please be equipped to do so? In the olden days, we could spread a demesne across large areas of Serenwilde, and would passivly hinder people from a distance that way. I think that the way they currently work still assumes this, and it's simply not true. I have the demesne rune, and can spread over 30.. out of nearly 700 rooms (696, counting guildhalls).
We've been talking about totem dropping vs. statue dropping (particularly in Hallifax). It looks like Halli's problem is both that there are times when they have literally no people around, for even a novice with a gust enchantment can stop or stall the dropping of a statue, and that they have no bard-type guards. However, if they have population around and someone is trying to drop a statue, they can fairly easily stop the lone intruder. On the other hand, even with 5 omnitrans (or close to it) demigod+ fighters around, it can be extremely hard to stall an intruder trying to chop elders, much less actually retaliate.
Things that I'd suggest in combination with adjusting the power gain from totems (which you have to remember is mitigated by the amount of power needed to upkeep them):
---Put a delay on chopping elders. Nothing major, but something to increase it from a total of 7 seconds per elder.
---Have the shout for help come AS THE CHOP STARTS. Having it after the elder is gone is pretty pointless, folks. A good middle ground would be to have the call come after the first chop, provided that's not a 3 second warning.
---Allow for more totems to be runed. If the bonding mechanic needs to be adjusted, so be it.
---This applies elsewhere also, but have attack-able guards call out when they see an enemy, not when an enemy attacks them. This means you could spend to put a perimeter of guards that would be fairly vulnerable to picking off, but would provide warning.
EDIT: Though I'm not suggesting it, even if the power gain from totems was 0, we'd still be obligated to defend them. Could we please be equipped to do so? In the olden days, we could spread a demesne across large areas of Serenwilde, and would passivly hinder people from a distance that way. I think that the way they currently work still assumes this, and it's simply not true. I have the demesne rune, and can spread over 30.. out of nearly 700 rooms (696, counting guildhalls).
Lysandus2011-09-28 21:15:54
Well, I'm off and on in playing Lusty, here's what irks me Lusternia nowadays and sharing my thoughts how to improve the game.
It's too complicated.
While having lots of features is fun for a game, the problem is it can be overwhelming. We have too many skills, too many afflictions, too many miscellaneous stuff that we seem to be overlooking the basics and prevalent problems of the game. I mean, do we really need 100+ afflictions where like nearly half of them technically works in the same manner?
My suggestion, simplify things, merge and remove stuff that seems redundant, nowadays players want things that works and simple enough to do. Not only will it remove a number of problems, it'll be easier to code.
Triggers
If you can't have them, you're useless. Everything has to be run by triggers nowadays, and new players who just want to jump in and have fun doesn't want to learn how to code first just so to get into combat. Again, simplify things.
//I will continue once I get home.//
It's too complicated.
While having lots of features is fun for a game, the problem is it can be overwhelming. We have too many skills, too many afflictions, too many miscellaneous stuff that we seem to be overlooking the basics and prevalent problems of the game. I mean, do we really need 100+ afflictions where like nearly half of them technically works in the same manner?
My suggestion, simplify things, merge and remove stuff that seems redundant, nowadays players want things that works and simple enough to do. Not only will it remove a number of problems, it'll be easier to code.
Triggers
If you can't have them, you're useless. Everything has to be run by triggers nowadays, and new players who just want to jump in and have fun doesn't want to learn how to code first just so to get into combat. Again, simplify things.
//I will continue once I get home.//
Unknown2011-09-28 21:18:13
Oh dear.
I think it might be easier to have a list of what isn't a problem.
I think it might be easier to have a list of what isn't a problem.