On the mechanics of raiding - reflections and brainstorming
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Comments
I wouldn't be adverse to looking at planar conflict. But for a productive discussion, I would recommend avoiding strawman arguments (i.e., conflict is losing players or there would be more PK if skills were balanced or because of artifacts--none of which I believe are true but regardless are irrelevant). Keep in mind overly complicated "solutions" can end up being either contrived to the point where both RP and PK are impacted. Certainly, adding quests for every planar conflict scenario could be a multiple month project and would impact things like envoy reports or some of the combat updates we hope to do.
My thinking is to look at and possibly tweak discretionary powers to help mitigate raids, rather than contemplating enormous upheavals in coding, RP or design. My other thought is that historically planar raiding ebbs and flows and doesn't always get to the fever pitch we have seen recently.
While we could remove planar conflict altogether, as many have pointed out, we would have to replace it with something. I'm more than open to considering thought out proposals!
We have games like bombard, chess, fate, some other one I can't remember probably more I don't know about. Conflict quests that are on timers where each group has their own task to complete first so that PK isn't necessary are something I'd love to see too. I think if we have varying degrees of conflict open people will get to showcase their abilities in other areas and it might make them feel more confident within PK. I love battlechess so much because it was the first time I saw people that didn't PK get involved just to show off how great their tactical skills were! Also more Battlechess?
I think it would be great if we could repurpose some of the areas or in game mechanics that are maybe forgotten or underutilised. I am always finding new aspects of the game I had no idea about and with there being a barrier at times between older players and new some of that information is lost to us completely.
Anyways. I think until people -feel- good about PKing it doesn't matter what we implement. But that is a problem that can't be solved with coding unfortunately.
@Stratas, you mentioned Aetolia earlier, and the war system. Not saying it's a bad idea, and I like the system myself, but keep in mind in Aetolia it's a fight between two sides, not multiple ones as Lusternia has. (Mechanically it was three at one point, but in actuality it never was). As a matter of perspective... I've heard people in Aetolia repeatedly complain about a lack of any meaningful way to "hurt" opposing cities, ie, a system much like the one Lusternia has with the smob raids. The mechanics could be tweaked, but honestly I enjoyed most of the process of fixing things in Hallifax and then breaking the entire city. Not saying it should happen every week, but it's not a bad conflict mechanism, imo. And I suspect trying to implement the same sort of war system in Lusternia would require a ton of work and be considerably more complicated if it needed to allow for three sides, much less all six.
Just, moving one conflict system to a different game isn't necessarily possible, and might not work out so well. I've spent way too much time thinking about it, and comparing both games, which is the only reason I bring it up now.
Anyway... I would love to know how to play battlechess. And to have more task-related conflicts.
Maybe for Lusternia's environment, the non-smob mobs of the planes (angels, demons, ladies, daughters, etc.) can be invincible until a sanction is declared. This would prevent lolraids of hit-runners.
@Kethaera Same, though. I never saw that many people active even in the wee hours of the night to try and block the process. Lots of people in Mag were communicating and pulling together for damage control and to raise DLs. Even ended up working together lots and helping solidify our alliance with Seren.
There needs to be a way, though, that the 'beaten' side can actively reraise and rebuild AND fight back.
I can only speak for Mag's side, but we had people repeatedly clearing Spectres so we couldn't spike our Necromentate. Since it's on Prime, unless you're enemied to Spectre Isle, we can't do anything. And that's super frustrating when we have typically new people trying to contribute this way but end up having to compete with Wonderwands and Dingbat weapons. The more experienced players are the ones crawling through Xion, Elemental, and Ethereal for essence because they're active PK zones.
I'm not saying people shouldn't be allowed to actively stop our progress, but we should be allowed the chance to chase off/fight people trying to indirectly hinder our recovery process. We just end up getting Avechna-ed.
Make territories like that post-smob raid be enemy territory for everyone except org citizens.
I think, given Maligorn's post, this might be a bit of a 'band-aid' fix, but it could help, given how long it sometimes takes to restore the smobs after a full raid that results in all of them being wiped out:
1. Reduce the amount of motes/flames/spikes/whatever lost every blow. While all 12 spheres were out of commission, Hallifax was losing 500 motes every time they got hit by Project Paradox. This could easily be halved - it would still pose a threat, but give the city/commune in question double the time to work with.
2. Reduce the amount of essence needed to restore an smob, or offer additional avenues to get essence that are only available when smobs are dead - No idea how much essence it takes to restore spheres or fleshpots, but it takes 200 essence for a supernal/demon lord, 333 for an avatar - so I'd be guessing it is around 80 or so for a sphere/fleshpot? In this case, I'd be leaning more towards the 'additional essence options' choice over reducing the amount of essence needed.
3. Increase the buffer that the city/commune shield comes back with. Currently it is around 300 spikes/motes/etc - this could be bumped up to something like 1000 - it would give the recovering city/commune a bit of breathing room while still saying "Hey, things are serious, you need to put some work into restoring your shield, pronto!"
4. Keep the immunity period at 1 week, but for 1 week afterwards, the smobs are significantly stronger, this strength bonus waning over time, until they return to their normal strength after say 1-2 weeks. This way if the opposing faction wants to try to get extra bodies in to try to take on the smobs again in their stronger state, they can do so, but it is more of a challenge to successfully do so, while after a few weeks it would be back to the status quo.
These are just suggestions off the top of my head, I'd be quite open to feedback or alterations to improve on them.
If olive oil comes from olives, where does baby oil come from?
If vegetarians eat vegetables, what do humanitarians eat?
This only applies to Celest and Magnagora IIRC, and would only be a temporary measure while DL/Supes are down.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
We had a few lower health players die but we could just rez them right there in the room and once we had aegis on the right people, that was not an issue anymore either. I don't recall at any point anyone making an attemt to defend against spheres so we could all focus on the PVE and not have to worry about players. We also have a few very high level bashers (with plenty of toys and high crit rates) so it was mostly Tarken or myself solo-ing the summoned mobs (polygons in this case) but to be honest, from my perspective (as #1 arti whore) the 15 man sphere raid was easy.
We did try and see how the spheres were the a week or so ago with a pretty small group and the three in one room smashed us. This is coming from a 3 person group (Tarken, Deichtine, and myself) being able to stand in there with a sphere and chip away at it and as long as we all stayed in the room, could do that fairly long term.
I believe that the spheres have been buffed to a point where you need a decent (at least 10) sized group to make a run at them. I agree with you that the population that most orgs currently have would make it very difficult to reraise all supermobs and repair a 5000 item shield in one week. This is partially speculation because I literally have NO idea how your power quest works but just based on ours, it would not be a breeze. This being said, I don't think it's supposed to be a breeze.
To touch on your P.P.S. thing, I do think that Hallifax did a good job with working to reraise your spheres and have to shout out to @Saz @Gero @Maligorn @Misea @Kethaera for working hard to make it happen. It was VERY exhausting from our end working to try and block all of you long enough to try and kill your shields and props to @Tarken @Romaan @Minkahmet @Rasvin and the rest of our alliance for working pretty much around the clock. I was fading fast when the Necromentate finally died and I felt I could relax (and I know Tarken was too, it was stupid late for him)
A few more shout outs to @Shango @Nicholo @Vatul @Veldrin and @Xiran @Sondayga @Sadie @Vefai for your hard work that I saw fixing what was absolutely a crisis situation (sorry if I missed anyone). My wife says that I "play to slay" and she's totally right but even though I get a little ragey sometimes, I still respect all of you and without conflict, I wouldn't love Lusternia so thanks for being a part of a game that means a great deal to me.
I'm happy to have a go at defending but I'd prefer to lose the slooow recovery afterwards. I feel guilty making others do that.
So the 15070 could still be the pre-raid total but you'll only see it drop to 7535 when someone harvests or adds facets.