Unknown2012-02-22 06:10:29
Yeah, basically the moment you enter/do something aggressive on the plane, you have to wait 15 minutes before you can enter again if you die.
Ssaliss2012-02-22 06:13:31
Would that apply to both raiders and defenders? If the raiders manage to take down the defenders, do they essentially have free reign for 15 minutes?
Unknown2012-02-22 06:16:20
No. Just raiders. That'd be silly!
I must be very unclear whenever I try to suggest new ideas, I had to clarify this on my last idea here too :(
I must be very unclear whenever I try to suggest new ideas, I had to clarify this on my last idea here too :(
Ssaliss2012-02-22 06:18:21
I'm just nitpicky, I suppose. If there's any uncertainty in a suggestion, I'd rather have it out of the way in the beginning than later on.
Unknown2012-02-22 06:20:49
No worries.
But yeah, this sort of thing doesn't even need a formal way to declare who you're at war with. Just if you're enemied to the associated plane, then bam, you get this restriction if distort comes up. Or something like that idea.
Though I really would prefer giving raiders something to aim for, it is getting harder and harder the more things you put in.
But yeah, this sort of thing doesn't even need a formal way to declare who you're at war with. Just if you're enemied to the associated plane, then bam, you get this restriction if distort comes up. Or something like that idea.
Though I really would prefer giving raiders something to aim for, it is getting harder and harder the more things you put in.
Raeri2012-02-22 06:38:26
Estarra:
Please apply a slowing to the forestal archways too! As it is, distort does nothing to stop the 'kick mob and run when more than one squishy shows up' miniraids on communes.
Unknown2012-02-22 06:43:54
The cooldown on entering the plane should start up as soon as you attack something. If you're just, say, going to Nil through Earth to raid a bit, you shouldn't be barred from fleeing to Earth from Nil if you didn't attack anything on Earth. Likewise if you just pop in, see if there's a meld going and then pop back out to pick up your raiding team.
Unknown2012-02-22 06:58:53
Yeah, I prefer the aggressive action cooldown thing myself.
Xiel2012-02-22 09:21:21
I agree. Aggressive action activating the restriction would be preferable considering there're times I slip and just walk onto Earth instead of Water. Mind, aggressive action against loyal mobs.
Also in regards to giving small-scale raiders a goal would be good. No idea what, but sounds interesting. Too tired to brainstorm now though, unless we want something that might end up sounding too griefy (like, say, converting a room from the natural state (let's say concordance on the Continuum) to another natural state (say, wyrd if Glom raids or something) for x-amount of time).
Also in regards to giving small-scale raiders a goal would be good. No idea what, but sounds interesting. Too tired to brainstorm now though, unless we want something that might end up sounding too griefy (like, say, converting a room from the natural state (let's say concordance on the Continuum) to another natural state (say, wyrd if Glom raids or something) for x-amount of time).
Kiradawea2012-02-22 11:05:48
If we want a time limit for the micro raids, how about automatically tossing someone off the plane and barring them entrance if they attack something, but don't attack any supermob within a certain time?
Vadi2012-02-22 11:39:04
It'd be nice if people firstly presented their reasoning for making changes to this. ie, "Munsia's little raids and ego are pissing me off", "Glom killing all the daughters again is so old", "Celest bashed out all the demons again".
We'd then have an easier time correlating solutions, instead of shooting out tangents that seldom cross.
As it stands, the thread seems pretty messy with people addressing solutions but not actually having stated a reasoning behind their perceived problem... and the solutions thus are unlikely to fix their unhappiness with the situation.
We'd then have an easier time correlating solutions, instead of shooting out tangents that seldom cross.
As it stands, the thread seems pretty messy with people addressing solutions but not actually having stated a reasoning behind their perceived problem... and the solutions thus are unlikely to fix their unhappiness with the situation.
Chade2012-02-22 14:55:41
I know we have Domoths for this, but they're restricted to Demigod only which I feel leaves the little guys out on occasion, they also have very nice perks attached and tend to be shared amongst alliances. Rather than try to tweak the raid situation we have, why not hold a mini-event that occurs on a randomised timer once per IG month (or per two-three months) and has a small reward - say 500-1000 power for the city or commune that wins.
Have it occur on a new off-prime plane in non-enemy territory, have death cost the same as a normal off-prime death on say Astral or Faethorn and allow the use of conglutinate. Each organisation can transport itself to this plane (similar to ASTROGLIDE in wildnodes) during the event and movement on to the plane will land them in a randomised room by themselves. Once they're on this plane they can only leave via dying or winning the event, if they die they can't return to the plane. The goal of the event is simply to be the last organisational team standing.
It would be a fun, mildly meaningful way to engage in combat with both allies and enemies that wouldn't leave a bad taste in peoples mouths. The reward is for your organisation, but it's small enough not to force people to take part if they don't want to and not winning the reward will have no negative impact on your organisation or your combat potential.
Have it occur on a new off-prime plane in non-enemy territory, have death cost the same as a normal off-prime death on say Astral or Faethorn and allow the use of conglutinate. Each organisation can transport itself to this plane (similar to ASTROGLIDE in wildnodes) during the event and movement on to the plane will land them in a randomised room by themselves. Once they're on this plane they can only leave via dying or winning the event, if they die they can't return to the plane. The goal of the event is simply to be the last organisational team standing.
It would be a fun, mildly meaningful way to engage in combat with both allies and enemies that wouldn't leave a bad taste in peoples mouths. The reward is for your organisation, but it's small enough not to force people to take part if they don't want to and not winning the reward will have no negative impact on your organisation or your combat potential.
Ixion2012-02-22 17:25:14
Problem:
Distort covers all hit and run issues by cubixes and such. The issue here is that ships can be used to pop in and out freely, which is the bypass method of distort but it's being used as a hit and run method rather than the escape function.
Solution:
In distort add a limitation on how fast you can enter a ship. Add a 6s (or whatever #, or another limiter on repeat use) delay and I bet the hit and run raids are reduced considerably.
Problem:
Vortex/Continuum mobs are vastly stronger, have better afflictions (even webbing) than the other cosmic planes of Celestia/Nil. Demons/angels cost power when they die encouraging people to raid whereas there's less incentive for people to raid polygons/fleshymobs.
Solution:
Make demons/angels track, give them afflictions and damage on par with the other cosmic mobs (or nerf the others), and standardize power amongst cosmic planes.
Distort covers all hit and run issues by cubixes and such. The issue here is that ships can be used to pop in and out freely, which is the bypass method of distort but it's being used as a hit and run method rather than the escape function.
Solution:
In distort add a limitation on how fast you can enter a ship. Add a 6s (or whatever #, or another limiter on repeat use) delay and I bet the hit and run raids are reduced considerably.
Problem:
Vortex/Continuum mobs are vastly stronger, have better afflictions (even webbing) than the other cosmic planes of Celestia/Nil. Demons/angels cost power when they die encouraging people to raid whereas there's less incentive for people to raid polygons/fleshymobs.
Solution:
Make demons/angels track, give them afflictions and damage on par with the other cosmic mobs (or nerf the others), and standardize power amongst cosmic planes.
Neos2012-02-22 17:39:18
Continuum is also very difficult to navigate for most people.
Ssaliss2012-02-22 17:39:30
Problem: Distort does nothing to stop people from leaving Ethereal Glomdoring/Serenwilde like it does the cosmic or elemental planes.
Solution: Make the archways impossible to enter from the org-side if distorted.
Solution: Make the archways impossible to enter from the org-side if distorted.
Unknown2012-02-22 17:40:38
Ixion:
Problem:
Distort covers all hit and run issues by cubixes and such. The issue here is that ships can be used to pop in and out freely, which is the bypass method of distort but it's being used as a hit and run method rather than the escape function.
Solution:
In distort add a limitation on how fast you can enter a ship. Add a 6s (or whatever #) delay and I bet the hit and run raids are reduced considerably.
Sure, as long as ethereal archways are similarly covered by the distort delay!
Ixion2012-02-22 17:46:10
You mean as long as the identical ethereal aetherway docks are treated identically. Absolutely.
The archway debate has been argued to death already in other threads.
The archway debate has been argued to death already in other threads.
Chade2012-02-22 18:05:33
Gravity provides a delay on entering ships. It's about 4 seconds off the top of my head, wouldn't be a bad thing to move that to distort - same for ethereal archways. Doesn't need to be a long delay, just enough to make one person by themself think twice.
Unknown2012-02-22 18:07:34
I particularly like Shuyin's idea; that raiders take progressively longer time delay on resurrection the more times that they die on an enemy plane in say, the past month.
I also like the idea of adding an objective for smaller (4-8) person raids, and I even like the idea of allowing turn ins to be the primary objective for 1-3 person raids.
I also like the idea of adding an objective for smaller (4-8) person raids, and I even like the idea of allowing turn ins to be the primary objective for 1-3 person raids.
Ytran2012-02-22 18:11:28
AquaNeos:
Continuum is also very difficult to navigate for most people.
Continuum navigation is incredibly straightforward.