Erik wrote:
The warning is provided by the bounty NPCs. The problem there is that they don't spawn fast enough to stop a group going through just two rooms and sometimes they can't see invisible/hidden (but not always, that could be a bug). Obviously you are going to generate more kills that way but what's the point of that? More people will just avoid cities and any kind of conflict because they will simply not be bothered enough to reequip. It will not increase PvP, just the griefing that comes with it.
If you put roadblock NPCs at entrances to cities, bounty NPCs don't have to spawn anymore, because any attack has to come in via the regular entrances. Yelling and warnings on the tribunal channels would give you more than enough time to get ready to get away in this scenario -- or to move to your regroup point (aforementioned 'crystal' or a guard post) and get ready.
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Being addressed? It's becoming harder for non-tanks, that's my whole point. If light armor moves away from easily accessible areas, then a light armor character does not only have to wait for a priest/sorceror to log in to enchant his gear, he needs to wait for an allied tank to get him more armor and weapons. That's a whole lot more hours wasted, not less.
It is being addressed. I literally won't even reply to this argument because none of it is applicable.
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Also, saying that getting good consumables just takes a trip with a group to your nearest enemy warparty is like saying that you can go to the moon just by taking a rocket ride. Just because you can put it in one sentence doesn't mean that it can be done with a snap of the fingers. Getting the right group together can take time, depending on alliances, RP, playing times. It's not simple.
I've seen a couple of groups do this the last couple of days with no real difficulty.
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No, this is a problem for many characters because not every faction has active tanks. In fact, many factions do not have any or the ones they do, do not play enough so even alliances won't help. Be a little realistic, classes are not equally distributed.
You don't need your FACTION to help you, you need to MAKE FRIENDS who can help you. If you are playing in such a way that you are alienating everyone around you and thus cannot find help outside of your faction, you might want to reconsider your playstyle.
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Bounty mods already give you early warning. So remove the early warning to replace it with an inferior early warning system? Do you want audible warning for citizens? The gate guards (sometimes, it's buggy) yell when they are attacked. Making the city ungateable is not a bad solution at all, have a spot outside the city walls for quick transportation near a city so everyone has to walk through designated entrances. I still don't see a point in removing the bounty NPCs to do that.
Because all bounty NPCs do is spawn incessantly and waste money and game resources (I am talking physical resources, like CPU cycles to calculate when they should load every time), they spawn in random, awful locations that you don't really need to protect when there are plenty of guards there that ought to warn you already (see: Tlaxcala, for example), they post pretty much no major threat to anyone except a random criminal who might be solo (and the constant spawning would make it difficult for them to realistically have a chance to evade the law right now)...
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Then what's the point of being in a tribunal anyway? NPCs holding spells are going to be removed in a future update and they are already subpar (no GM NPCs holding shield or armor to make it as insanely useful as you think), you want to "CRS" them with the addition of irrecoverable crystals that turn cities into Swiss cheese and the NPCs would have to be buffed to GM to be something more than a speedbump to a group with healers. The point remains, without ooc coordination no one in their right minds will join a tribunal while playing bards, rogues, priests etc.
Why would they join cabals right now, then, if they don't get a pet?
I don't think you understood the proposed system at all (irrecoverable crystals?). The point is one big NPC that just makes an area (in this case, a city) no transport. When the NPC dies, your city's "open" for ~36 IC hours, or until combat has ceased for ~12.
Areas right now are already swiss cheese anyways. c gate Gusgil, sw. There's a reason hardly anyone stays at inns anymore: they are the least safe places in the game.
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It's a fact you have to consider when you suggest changes, you can't shrug it off and it's not an accident that it's mostly tribunals that remain empty. They are underpowered and they suffer without the right classes in them. If you have to call it a recruiting problem, it's a problem of PCs not seeing any point in joining a tribunal, not a clash of personalities (usually).
Tribunals aren't underpowered. Especially not right now.
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For non-tanks without any of the usual benefits? Give me a reason why a bard would want to join the Guardians while they are empty. Not RP, I mean actual advantages that will allow him to fight without begging left and right for help.
Conversely, why would he want to join any other group? Joining Guardians does not instantly mean you cannot have friends in your religion, or friends elsewhere that you are willing to work with. I don't understand your complaint: it seems to me like you think that the only people you can ever be helped by are the people in your direct organization.
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And how is that a beneficial change to make? More deaths doesn't mean more PvP, more deaths will mean more people avoiding conflicts to avoid getting jlooted. Which will only result in no one joining tribunals or empty factions. Why become a target when you can't even get away reliably? It's very simple, if you want more deaths for some reason, the only way to incorporate that without destroying balance is by making it easier to reequip. As it is now, the time wasting process of enchanting and gathering gear is made up by the difficulty of dying if you have your wits about. Changing that is balance breaking.
It is a beneficial change to make because, right now, the only real way to "save" yourself is to have word of recall with you. People don't even try getting away normally, they just quaff to safety. People don't go into fights with the intent to finish them, they just want to see if they can swing it in their direction before they make the decision to word away or not.
Either way, you have a very odd way of viewing how the game works. Forcing people to stay and fight also means the vets -- who will be the first to quaff away if the fight turns sour -- will also die more. This means that fights will go from being mostly engage, combat, recall, to engage, combat, flee and attempt to shake followers, or engage, combat, finish.
As for enchanting: shrug. You must not read the forums much.
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I agree with that but that requires a different kind of fix. Make the cities into fortresses, buff up the bounty NPCs so that they are worth their cost. Besides the early warning they provide and the sometimes useful slowdown of enemy groups moving too quickly around the country side, they are not much of a threat.
I already suggested cities into fortresses. Bounty NPCs have to be eliminated. Being able to move around the countryside quickly is fine: you want the city to be the hard-to-navigate place.
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That wasn't my point here, it was the disadvantage of being in a tribunal when you are not playing a class that can tank. If you do it's game over regardless of what actions you take and random citizens assisting doesn't quite cut it.
If you play a class that can't tank, it doesn't matter what organization you're in -- you realize this, right? You still can't tank. Tribunals shouldn't exist to give you access to a tank. Just because they improve you doesn't mean they ought to improve everyone else at the rate that they do. Some classes can have a multitude of tanks right now (Sorcerer can have a charm + tribunal NPC + pet, for instance, while Warlock can have an elemental + tribunal NPC + pet, etc.) and NPC wars are ... lame.
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I'm not sure what exactly you are responding to here but it's definitely not what I wrote. It's about balance, what do repeated deaths and city demolition have to do with it? You can't argue in favor of RP solutions as a way out for a game that disadvantages particular classes by design (with the suggested changes, that is). That just reinforces my argument. If you play adventurers and clergy in empty factions, the only thing you can do is to avoid conflict/give up/surrender/bring out the lube. I doubt many people want to do that and it will just create a ton of tanks, bandwagoning in one or two factions and a ton of people either quitting the game or remaining neutral to the point of boredom.
Correct. If you are playing in an empty and therefore do not actually have the bodies to go to war, then you should not be going to war. Make concessions, or make allies. Being a tank would make no difference for you. If you are not comfortable with playing that out, then I don't know what to tell you. I am sure tribunals will get some kind of love soon, though.
Dulrik wrote:
Sargas wrote:
TO NOTE: I should really post these all as nothingxs because they are, for the most part, player opinions, not anything relevant or important that IS going to happen -- I am just too lazy to log off and back on. I happen to like discussing this kind of thing (and people who remember those huge threads I used to make with ideas will remember that I would occasionally make a thread with a new idea that may or may not have had some merit, and a few pages discussing them -- lots of other people did, too) and knowing what people think.
This was a good note. Not that I disagree with everything Sargas is saying here -- I can see implementing some of it. But I definitely disagree with other parts of it.
Yes, so to reiterate, don't everyone get ragin' cajun angry about some things you think will be changing. This is shooting the breeze: brainstorming for the benefit of all. If something here produces a great idea that Dulrik enjoys, then all the better for us.