Event PK and RP
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Comments
theatre due to the snowy weather.
hungering malice.
If you really want in-depth RP, engage with people outside of a situation where you know you can dominate, engage meaningfully, like Lief and Maylea. Hell, I would love to be engaged meaningfully for PVP that is backed by true RP.
In ye olde totem mechanic, cities would always win against forests, and ANY slight against cities could be met with pretty much unstoppable "raids" against prime forest territories. You raided Cosmic? We'll wait and chop your totems/hit ethereal. You attacked a city member while they were hunting in a pk free zone? Well we'll wait until you're not paying attention and chop totems. You influenced out an area one of our city members was influencing? We'll chop totems. You retaliate against us chopping totems? We'll chop more totems. Repeat this paragraph replacing "chop totems" with "light fires".
If someone wanted to press the point, there was ALWAYS an escalation to chopping more and more totems, spending more and more time on Ethereal which lacked the tools to really shut people out in the way that some of the other planes could. So escalation never favored the forests. Eventually that means that 2/6ths of the game is playing a different ball game than everyone else. Forests (more specifically Serenwilde) needed to carefully consider every action, every one off mini-raid, because they were uniquely vulnerable to extreme retaliation if someone felt like it. Even if no one who particularly felt like that kind of hard ball style was in power, it's a sword of damocles situation, where at any time even a new character could take up a crusade and cause immense grief as long as their org looked the other way. Which would inevitably happen for a while.
Lo and behold when vines came out and everyone was ostensibly playing on the same terms, it was suddenly too much. Far too griefy.
With that in mind, re-read this thread. As long as there's this threat of escalation to the point of domination, the game's mechanics are borked. Players will never agree on the same set of events, because some of them exist with this extra layer to process on top of standard game considerations. Players who have been around for years especially have a set of expectations baked in of how conflict events as they exist ultimately end for them, baked in from years of getting burnt.
We NEED real raid mechanics so that one player hitting an org ineffectually doesn't snowball up into decimation, because that only leads to players realizing (correctly?) that their only other option is to just lay down and not participate so that they aren't punished.
Reduce the essence needed to raise an smob. Reduce their difficulty slightly, because no mob should be able to spam an aoe attack every time it gets hit or have a random chance to heal itself. It should be possible for a dedicated group of fighters to kill an smob, and it should be both possible and easier for an org to raise their smob.
Give each org a non-killable essence converter. And no, I don't mean a mini smob with a guard stack on it.
If we can get this "lock out" mechanic, lock out an org from being accessed off-prime. Once the raid is concluded, lock the planes so their members can clear essence and raise the mob. Let's say we kill....Japhiel, then we wipe out enough times to say "yeah, we're done". Afterwards, Celestia/Water are locked out, nobody from a non-Celest org can enter them by any means for X amount of hours. After X hours, the planes unlock again. Celestians can go to other planes per the norm to gather essence, but nothing can keep them from harvesting their own essence.
theatre due to the snowy weather.
hungering malice.
Just leaving the way raids work up to "organic reactions" (the free hand?) doesn't account for this stuff.
It’s easy to be cruel without meaning to be. There’s nothing you can do about that. But you can choose to be kind. Be kind.’
Edit: not to mention my only real interaction with non-Gloms (and truthfully non-alliance) has been PVP like timequakes and the event. The only worthwhile RP-related alliance thing that's happened to me is when Tridemon gave me a painting of myself during a domoth upgrade, I think.
(Kidding! But really. Lief is in Some Way right now and I'm 100% game for more RP.)
~
A gentle breeze ruffles your wings and whispers in your ears, as if for you alone, "Dragonfly's words shine... seeds, sown and tended, inspire... a forest harvest."
~
Maylea reaches out, Her fingers poised in midair. "Now you are of Me, even more than you were before." Her golden and azure eyes glitter. "Walk well, Eldin. Shed glory in My name, and bring life to the lifeless."
On smob raids: This one is more difficult. Thematically, I feel as if it would be a big loss to get rid of these, however the mechanics are not supported by the state of the game as it is currently. For the attackers, an smob raid can be one of those big things which shows that they can actually make a difference in the world. Mechanically, however, it means that they were able to gather sufficient numbers at a time when the defenders didn't have them. Furthermore, what should be an interesting occurrence for all involved results in what can only be described as a punishment for the losing side (i.e. the one that already had less people).
Rather than removing smob raids entirely, I feel as if they should be larger, and less common. Ideally, as I would see it at least, an smob raid would be a form of event in which the end result is not fixed. Like any event, it would have lasting narrative (rather than mechanical) consequences, and it would also have the attention of one or more of the divine, to ensure that it remains fun for all involved. There would also be chances for those with lower numbers to do something about the raid, which might involve more things than just direct pvp.
Assuming that a major rework is not possible however, I would say that smob raids are more of a negative than a positive in their current state. It would be a shame to lose them, but it would be a bigger shame to keep them as they are currently.
theatre due to the snowy weather.
hungering malice.
After the initial assault I left the Glom force cause it was obvious they didn't need help with their event. Except for the demon lord thing. Once again I was a proponent for demon lord killing, I have been pushing it for over a rl year but we never had the force or something else came up. There are various IC reasons Esoneyuna wants that, there are various OOC reasons I as a player wanted to do it none were to hurt players. I have great memories of being on the losing side of supernal raids and raising them, and this was before the cooldowns. Again I liked the trying to raise them while enemies tried to kill me, having some wonderful times with citymates. So at no point came it in my mind I want to grief away players, killing demon lords is a challenge that has been dangling for a long time.
And when people tell me hey this is a bit much right now (not literally) or I see we are doing it to much I am also someone that might suggest lets not do this but instead do that. I have done it several times when defiling Thax shrines came up (surprise right!). I have done it repeatedly when killing spheres came up. It is why I suggested letting people get their dailies in timequakes. But honestly this consideration rarely gets returned which is why I tend to repeat myself in looking at both side of the coin or do as you want them to do on to you.
Both sides are equally guilty of doing things the other side feels is griefy, I am confident in the majority of the cases the player is not out to hurt a player but just trying to play the game. Some people like RP, others like PVP, others like being sneaky untouchable mosquitos and some like just rebuilding and KBOing against great odds. Each have their own ideals, each have their days it is to much and they need a break, each has its day and they go a bit overboard. Instead of assuming the org knows what you want, communicate not just insult and rant. And also yes allow that sometimes you just have to ignore crap that day.
<a rel="nofollow" href="https://www.lusternia.com/banner/minkahmet.jpg">https://www.lusternia.com/banner/minkahmet.jpg</a><a rel="nofollow" href="https://www.lusternia.com/banner/minkahmet.jpg">https://www.lusternia.com/banner/minkahmet.jpg</a>Personally, I'd rather see the Demon Lords/Supernals strength being reduced somewhat, but still harder to kill than Fleshpots/Spheres honestly. The game clearly doesn't support the pbase for it and I think it would promote more Celest/Mag conflict considering our own divine rp conflicts that are just not there and in a drought. If anything, if it doesn't promote conflict from Mag, it would definitely do so from Celest. (My char tries to encourage his citizens to crusade against Nil at times, but not always.)
<a rel="nofollow" href="https://www.lusternia.com/banner/minkahmet.jpg">https://www.lusternia.com/banner/minkahmet.jpg</a><a rel="nofollow" href="https://www.lusternia.com/banner/minkahmet.jpg">https://www.lusternia.com/banner/minkahmet.jpg</a>Again, having one side that self selects as being willing to go to extremes of endurance to steamroll big conflict events becomes a problem if the game design allows that to control everything. Because of the free escalation of conflict, whichever side is willing to push things all the way wins EVERY combat even minor ones that the other side finds fun, because they can always hold "participate in this and we'll push it to the end" over that side's head. This was the big problem with totems, and spreading fires - it was just too uneven and uncontrolled. NOT griefy, or "Evil" or "wrong" or whatever, but bad for the game absolutely.
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