Unknown2012-03-02 08:50:51
I would prefer if initiatives could only be started on elemental / ethereal and discretionaries would be disabled whenever someone claims a center. The defenders already get the a strong influence attack, shrines, no retreating for enemies, melds, and whatever else as an advantage.
To combat people trying to attack avatars on ethereal, just make them invincible during an initiative. There are many other months to raid and kill them.
I still would rather add in the 'don't prevent them from leaving without doing something aggressive' thing first.
RE: the same complaints about winners and losers - any form of conflict means that there will always be a winner and a loser. Really should just get used to that. This dharma idea doesn't even prevent an org from making dharma because only the super bored will camp an area for 8 hours (especially if they die repeatedly), depending on the actual numbers of course. So I somehow doubt that the poor, downtrodden masses will never ever have dharma blessings, like how they never ever get villages, domoths, or bubbles.
Otherwise, I like the intent, but we'll need more accurate numbers to judge better.
To combat people trying to attack avatars on ethereal, just make them invincible during an initiative. There are many other months to raid and kill them.
I still would rather add in the 'don't prevent them from leaving without doing something aggressive' thing first.
RE: the same complaints about winners and losers - any form of conflict means that there will always be a winner and a loser. Really should just get used to that. This dharma idea doesn't even prevent an org from making dharma because only the super bored will camp an area for 8 hours (especially if they die repeatedly), depending on the actual numbers of course. So I somehow doubt that the poor, downtrodden masses will never ever have dharma blessings, like how they never ever get villages, domoths, or bubbles.
Otherwise, I like the intent, but we'll need more accurate numbers to judge better.
Rivius2012-03-02 10:43:20
Hrm. At a glance, I don't see this fixing any problems, and doing nothing more than merely just adding more stress to each organization.
Morshoth2012-03-02 14:11:59
I'm still not in too much favour of the not being able to visit a plane once an hour.... perhaps only make it to where you can only go to that plane once an hour if you attack something loyal to the plane (Air lords on air, hedrons/spheres on cosmic) that way if you are going to explore/steal essence then you can still go back.
Druken2012-03-02 15:40:35
It looks really neat!
Malicia2012-03-02 17:15:53
Planar Repellence
If you enter an affiliated plane where you are an enemy, you cannot return to that plane (once you leave) for one hour unless you are killed on that plane (in which case you can return immediately).
After some contemplation, I just can't see how this is a good idea. There are many times when a raider may leave and their intent isn't merely to hit and run. The implementation of this proposed idea would create a rather stifling effect on the outer planes. Consider times where you enter with a group and are split up or are in trouble (without dying), only to cubix out and return. I see nothing wrong with that and many do it.
The dharma thingie sounds promising but likely unnecessary. Let's just fix village revolts if we're addressing healthy, fun conflict. :>
Unknown2012-03-02 17:31:22
Blame the ones who do the kick-and-run raids, but it's about the only part of this I really do like (so far). Also, people can learn to re-join their group without the need for cubix-and-return.
Malicia2012-03-02 17:34:02
Zarquan:
Blame the ones who do the kick-and-run raids, but it's about the only part of this I really do like (so far). Also, people can learn to re-join their group without the need for cubix-and-return.
I'm not blaming anyone. It doesn't matter if you can tesseract or use a very expensive artifact to return, it is absolutely silly to lock a person out of a plane for an hour if they leave without dying.
Ushaara2012-03-02 17:35:30
I am also wondering if this is really necessary? I think the idea in itself is kinda nifty alright, but as a means of curbing raiding I'm not convinced it will address much. Sure there'd be a mechanical reason for a fight now, but a lot of the time people raid just to get a fight and that's all the reason they need.
Really I don't think raids are too bad (at least for Hallifax), though EthSeren does get the worst of it. I have to wonder how much of that is just not being able to distort the archway. To me it seems the simpler solution is to just have an ethereal version of org distort that seals the archways with flowers/thorns or something? Still allows for raids through aethership, but just makes it trickier to get there which might help stop the kick-and-run raids.
I guess I'm just wary of this turning into another 'obligation' for players. I enjoy a good fight as much as the next person, but getting/keeping a domoth can already be a pain at times. Being forced into more org conflict might make things more frustrating for whatever orgs are under the cosh.
Really I don't think raids are too bad (at least for Hallifax), though EthSeren does get the worst of it. I have to wonder how much of that is just not being able to distort the archway. To me it seems the simpler solution is to just have an ethereal version of org distort that seals the archways with flowers/thorns or something? Still allows for raids through aethership, but just makes it trickier to get there which might help stop the kick-and-run raids.
I guess I'm just wary of this turning into another 'obligation' for players. I enjoy a good fight as much as the next person, but getting/keeping a domoth can already be a pain at times. Being forced into more org conflict might make things more frustrating for whatever orgs are under the cosh.
Unknown2012-03-02 17:41:45
I would think that with regular, productive conflict there will be less desire for unproductive raids, though I still feel that a better solution would be to have mechanics promoting alliance changes or at least hinder long term "winning". I find conflict more fun when there is actual conflict, not when one side stomps the other in most things.
Unknown2012-03-02 17:43:15
Malicia:
I'm not blaming anyone. It doesn't matter if you can tesseract or use a very expensive artifact to return, it is absolutely silly to lock a person out of a plane for an hour if they leave without dying.
You didn't have to deal with
If you're going to a plane knowing that you won't be able to return for a while, you're more likely to stand your ground and/or find something more useful to do there than just taunt people.
Rivius2012-03-02 17:46:39
Only thing is that this would have to only affect intentional movement or things like reality could get annoying, and players could be yanked from a raid or defense through tricky empressing/other things. I'm still not warm to any of the ideas here though.
Malicia2012-03-02 17:50:34
I'd honestly prefer if the admin singled these players out for admonishing if its that bad. Celest doesn't get many hit-n-runners and I'm not certain about other orgs but this idea basically punishes all players with stifling additions. Isn't Prime combat limited enough? I can't think of anything more frustrating than trying to 'defend' the inner sea against people hiding behind avenger. We never seem to fix what needs fixing.
Edit: How much sense does it make to introduce something that keeps people from coming back when we have an area effect called DISTORT designed to keep enemies -in-? Baffling.
Edit: How much sense does it make to introduce something that keeps people from coming back when we have an area effect called DISTORT designed to keep enemies -in-? Baffling.
Unknown2012-03-02 17:53:21
You can't 'defend' the Inner Sea from people protected by Avechna for a reason, but, yeah, I also really wish these troublemaking individuals could be singled out, except they're not technically violating any policies, just being jerkish.
Malicia2012-03-02 17:55:13
Psh! My rp dictates that we defend the inner sea whether Avechna likes it or not. I won't get into the reasons why it makes sense for Celest to keep the sea free of enemies that kill turtles while under anmesty. /slightlyofftopicsorry
Unknown2012-03-02 18:14:46
Zarquan:
You can't 'defend' the Inner Sea from people protected by Avechna for a reason, but, yeah, I also really wish these troublemaking individuals could be singled out, except they're not technically violating any policies, just being jerkish.
I don't really have a problem with gods zapping people for being pricks. IC admonishment for IC action.
Turnus2012-03-02 18:16:20
Admin have previously said they won't, as it requires drawing an arbitrary line between what's acceptable and what isn't. So everybody gets to pay the consequences of a few without restraint.
Malarious2012-03-02 18:33:31
Why not just have the lockout when there is no quickening. That way quickening can use standard tactics but it still limits other people.
I would ask you to look at the raids we tend to have Estarra. Alot of the time we will raid, group dies because we get massed, we regroup, and charge back in and win. The lockout will disable this and this seems like healthy conflict if it does not go on for hours. To me having the Lockout check how many people entered would be helpful. Something along the lines of the plane cannot repel so many at once. Maybe while a group is present it will not lock anyone out or something.
Just some thoughts but it feels like we are adding village revolts+, new buffs, and another potential headache to fix "raiding". When in fact this idea will not necessarily do anything at all to raiding itself, just tries to set a good time to do it and limit how often people can come back.
I would ask you to look at the raids we tend to have Estarra. Alot of the time we will raid, group dies because we get massed, we regroup, and charge back in and win. The lockout will disable this and this seems like healthy conflict if it does not go on for hours. To me having the Lockout check how many people entered would be helpful. Something along the lines of the plane cannot repel so many at once. Maybe while a group is present it will not lock anyone out or something.
Just some thoughts but it feels like we are adding village revolts+, new buffs, and another potential headache to fix "raiding". When in fact this idea will not necessarily do anything at all to raiding itself, just tries to set a good time to do it and limit how often people can come back.
Unknown2012-03-02 18:39:18
This supports snowballing:
More dharma = more xp, more gold, more whatever which in turn leads to more demis, more credits, more, more more.
And we get more raiding out of it, which is okay on a lot of levels, but I feel that this will be more draining than fun.
The right thing to do is to make the current things in the game have more meaning and not add more into the mix for the sake of it all adding up to something. A lot of nothing can be made into something without having it be a lot of nothing plus something.
I think there should also be a cooldown on how soon you can reenter if you die. 5 minutes is a good thing.
Also, the obvious question: this is an extremely overpowered thing when you consider the illum skill that throws people to astal. Don't kill them, just get rid of them and they won't be coming back. Is it reality that does that?
More dharma = more xp, more gold, more whatever which in turn leads to more demis, more credits, more, more more.
And we get more raiding out of it, which is okay on a lot of levels, but I feel that this will be more draining than fun.
The right thing to do is to make the current things in the game have more meaning and not add more into the mix for the sake of it all adding up to something. A lot of nothing can be made into something without having it be a lot of nothing plus something.
I think there should also be a cooldown on how soon you can reenter if you die. 5 minutes is a good thing.
Also, the obvious question: this is an extremely overpowered thing when you consider the illum skill that throws people to astal. Don't kill them, just get rid of them and they won't be coming back. Is it reality that does that?
Unknown2012-03-02 18:48:32
Also, the obvious question: this is an extremely overpowered thing when you consider the illum skill that throws people to astal. Don't kill them, just get rid of them and they won't be coming back. Is it reality that does that?
Yes, and I would hope that it either loses that function or being moved by it doesn't ban you from the plane.
Hmm. If we have quickenings trigger often enough to sate everyones' aggression, we may also be able to limit conflict to only healthy outlets (aka: remove non-productive raiding). I recommend adding moderately powerful tracking guard mobs the seek out and slay enemies of the plane in order to prevent small raids altogether, while allowing smob killing groups to still be able to kill the guards.
Unknown2012-03-02 18:53:08
Oh sweet jesus not again.
The chance of it kicking you out to astral is 5%. Five. Percent. 95 times out of 100, that will not happen at all.
Again, let me stress this - when reality ticks (meaning, it will only tick if you enter/exit the room with reality, and it will only tick for you), it will only kick you out to astral 5% of the time.
You know what's more reliable if you want to kick someone out of a plane? Massdominating them all to enter archway/ship if they're camping there
The chance of it kicking you out to astral is 5%. Five. Percent. 95 times out of 100, that will not happen at all.
Again, let me stress this - when reality ticks (meaning, it will only tick if you enter/exit the room with reality, and it will only tick for you), it will only kick you out to astral 5% of the time.
You know what's more reliable if you want to kick someone out of a plane? Massdominating them all to enter archway/ship if they're camping there