Xenthos2012-02-29 23:11:43
Shedrin:
Wait what?
You reach out and touch the Matrix.
The power of the nexus is at 1,160,505.
Hallifax has spent 3.5 million power on Ascendants.
3.5 + 1.16 is getting close to 5 million!
Shedrin2012-02-29 23:14:06
Xenthos:
Hallifax has spent 3.5 million power on Ascendants.
3.5 + 1.16 is getting close to 5 million!
Post slower! You missed my edit.
Xenthos2012-02-29 23:18:49
Shedrin:
Post slower! You missed my edit.
(I actually did not miss the edit, but hey, the post was already made...)
Shedrin2012-02-29 23:20:31
Xenthos:
(I actually did not miss the edit, but hey, the post was already made...)
Tsk tsk!
Xenthos2012-02-29 23:22:11
Shedrin:
Tsk tsk!
Clearly you just need to edit faster, before I can press the 'post' button.
Unknown2012-02-29 23:27:52
Bash essence off-peak. Go to Xion (is it fixed?). Hunt in a group. Have escape options (some are available, even without credit investment, and even then there's bound to be someone in your team who has credit escape things that you can borrow). It's not going to be easy, but trust me, it's also not easy to constantly hound out people who are Really Determined to get essence. Nor is it easy to bash out smobs in the first place (if it was, I daresay there would be more of it, but no.).
Xenthos2012-02-29 23:32:25
Step 1) Kill Avatars.
Step 2) Kill Wyrdling.
No matter how determined you are, you can't get essence. :P
City orgs have their own power supplies, Seren's converter can't be stopped. How unfair.
Step 2) Kill Wyrdling.
No matter how determined you are, you can't get essence. :P
City orgs have their own power supplies, Seren's converter can't be stopped. How unfair.
Shedrin2012-02-29 23:34:50
Xenthos:
Step 1) Kill Avatars.
Step 2) Kill Wyrdling.
No matter how determined you are, you can't get essence. :P
City orgs have their own power supplies, Seren's converter can't be stopped. How unfair.
On the other hand, the Wyrdling is about the coolest thing ever.
Unknown2012-02-29 23:44:58
BUT TOTEMS GENERATE POWER.
Oops wrong argument.
I'm totally down with a win condition, let me think of a cool RP one.
Oops wrong argument.
I'm totally down with a win condition, let me think of a cool RP one.
Turnus2012-03-01 00:14:35
It's not going to be easy, but trust me, it's also not easy to constantly hound out people who are Really Determined to get essence. Nor is it easy to bash out smobs in the first place (if it was, I daresay there would be more of it, but no.).
You have my greatest sympathies for that.
Really its fine when its once in a blue moon, but when it was happening constantly well, there's a reason smobs were changed. Also this is getting way off topic.
Xenthos2012-03-01 00:17:07
I feel like blue moons happen much more often than smob raids.
Unknown2012-03-01 02:01:09
Just as a review, here's my idea to balance out planar conflict:
1. Do the lockout idea, but have it start once the raider initiates something offensive.
2. Add win conditions for both raiders/defenders that will lock out the area from being further attacked for x time.
3. Downgrade shrines so their effect isn't so overwhelming
4. Review the costs of dying in enemy territory because of the improvements to defense.
Now, for an idea for the win condition, which revolves around Estarra's dharma idea:
Raiders:
-Org territories will now be infused with dharma.
-Raiders have the opportunity to collect dharma from every room of the territory in a process like linking from a node / focusing on a construct / etc.
Example: Every room will have about 10 dharma, collecting dharma is a slow process with a rate of about 1 dharma every 20 seconds. Once the dharma is gone, they have to move.
-Initiating dharma collection is aggressive and will alert defenders of this action.
-The raiders win when they collect x amount of dharma
-Dharma can be used to pay for nice buffs or even bonuses for dharma collection.
-When they win, they immediately get kicked out of the area and they cannot re-enter the area for at least 3-6 IC days (depends on what you guys want)
Defenders
-Once dharma collection is initiated, they only have to kill x raiders within the alloted time.
-If they succeed in doing so, the raiders are kicked out of the area and cannot re-enter for at least 3-6 IC days.
That's about it for the new idea. If you do this idea along with the new change to discourage hit and run raiding, you'll probably get a more balanced raiding experience.
It would be even better if you reviewed other extraneous things like nexus powers, supermob killing, shrine powers, and the cost of dying in enemy territory though.
Especially, since as Lendren has said, you've made raiding harder to do but haven't actually addressed how punishing it is for the losers if the raiders succeed.
1. Do the lockout idea, but have it start once the raider initiates something offensive.
2. Add win conditions for both raiders/defenders that will lock out the area from being further attacked for x time.
3. Downgrade shrines so their effect isn't so overwhelming
4. Review the costs of dying in enemy territory because of the improvements to defense.
Now, for an idea for the win condition, which revolves around Estarra's dharma idea:
Raiders:
-Org territories will now be infused with dharma.
-Raiders have the opportunity to collect dharma from every room of the territory in a process like linking from a node / focusing on a construct / etc.
Example: Every room will have about 10 dharma, collecting dharma is a slow process with a rate of about 1 dharma every 20 seconds. Once the dharma is gone, they have to move.
-Initiating dharma collection is aggressive and will alert defenders of this action.
-The raiders win when they collect x amount of dharma
-Dharma can be used to pay for nice buffs or even bonuses for dharma collection.
-When they win, they immediately get kicked out of the area and they cannot re-enter the area for at least 3-6 IC days (depends on what you guys want)
Defenders
-Once dharma collection is initiated, they only have to kill x raiders within the alloted time.
-If they succeed in doing so, the raiders are kicked out of the area and cannot re-enter for at least 3-6 IC days.
That's about it for the new idea. If you do this idea along with the new change to discourage hit and run raiding, you'll probably get a more balanced raiding experience.
It would be even better if you reviewed other extraneous things like nexus powers, supermob killing, shrine powers, and the cost of dying in enemy territory though.
Especially, since as Lendren has said, you've made raiding harder to do but haven't actually addressed how punishing it is for the losers if the raiders succeed.
Xenthos2012-03-01 02:07:14
Does attacking a dream leech / stoneghast count as 'something offensive'?
As part of this, will Distort be weakened (because you kind of want people to be able to escape now, to keep them from coming back)?
As part of this, will Distort be weakened (because you kind of want people to be able to escape now, to keep them from coming back)?
Sidd2012-03-01 02:08:23
I feel like this type of idea would encourage more off-peak raiding
Unknown2012-03-01 02:09:33
I figure something offensive is attacking something loyal to Moon/Stag/Night/Xlords/Cosmic.
Since leeches and whatevers aren't loyal, it wouldn't.
Edit: To be fair, people already offpeak raid because they are cowardly opportunists regardless of any system.
What would be interesting there is if there is a nexus power you can call once every IC month that will lock an area out for x hours, but can't be called in the middle of a raid. You can code for this by seeing if anyone enemied or a defender has died within that area within the last 30 minutes or something.
Since leeches and whatevers aren't loyal, it wouldn't.
Edit: To be fair, people already offpeak raid because they are cowardly opportunists regardless of any system.
What would be interesting there is if there is a nexus power you can call once every IC month that will lock an area out for x hours, but can't be called in the middle of a raid. You can code for this by seeing if anyone enemied or a defender has died within that area within the last 30 minutes or something.
Enyalida2012-03-01 02:09:54
Agreed. I think we need some non-raid prime-plane ways to get x resource (dharma).
Unknown2012-03-01 02:10:56
Sidd:
I feel like this type of idea would encourage more off-peak raiding
Make it so that Dharma only spawns during planar instability, as per my idea. Basically, make it so that this is mostly possible during peak times, though occasionally on off-peak times.
Unknown2012-03-01 02:14:09
I don't understand asking for non planar conflict in a thread titled, "Planar Raiding".
Unknown2012-03-01 02:20:49
Anyway yeah,
You could deal with offpeak raiding pretty easily:
1) make this system only possible during some random game time, like old weakenings
or
2) put a nexus power in that will lock down an area during offpeak
You could deal with offpeak raiding pretty easily:
1) make this system only possible during some random game time, like old weakenings
or
2) put a nexus power in that will lock down an area during offpeak
Sidd2012-03-01 02:33:51
The nexus power would have to be something proportional to the # of people online in that org.
Like 1 person online means it costs 100 power,
5people = 500 power (5 people should be able to stop 1-2 people, but not 7-12 etc)
and from that point up it's like an additional 1000 power per person so it can't be abused to stop raids at any time
Like 1 person online means it costs 100 power,
5people = 500 power (5 people should be able to stop 1-2 people, but not 7-12 etc)
and from that point up it's like an additional 1000 power per person so it can't be abused to stop raids at any time