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[Feedback] Holy Wards


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1 hour ago, Aelsioln said:

I've noticed this topic come up rather often on Skype and even on the forums so after talking to a few people about it and getting a little encouragement I decided to make a feedback thread. 

 

Obviously the topic here is holy wards, specifically the ones that have popped up around cities to prevent spooks from entering. They're typically made either by clerics or by Ascended (I've heard paladins can make them too but haven't seen one yet) and I know that as of my writing this there are two wards at Liandria along with one at Sutica. Earlier today I even took the following screens of the wards I found.

 

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That one is found right at the gate and the following screen is before the bridge near the shop stalls.

 

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This is the Sutica one.

 

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Now... The first thing I noticed that each one shares is none of the signs say how big the affected area is. There's no indication how wide or how thick so I can't tell if the wards are merely flat walls or domes. Could someone walk around them? Run straight through it or have a horse charge through? There doesn't seem to be any sort of MC representation either other than the signs placed down. I did have the thought that perhaps the signs at Sutica having two lines meant that was the size of the ward but quickly realized that the signs simply wouldn't fit in one row nor could the second row be placed directly behind the first as that weapon chest is there. 

 

My next bit of confusion came from the simple thought of what's fueling these things? It can't be the caster/creator as the signs mention something being recharged so what's holding the holy energy? If its just floating there then what is stopping it from dispersing? I looked around for some sort of crystal or obelisk but couldn't find anything nor any signs to indicate one being about. 

 

I also noticed that they're rather general about who's affected. "Dark beings." "Dark mages and beings." "Any and all beings of taint." 

I'm sure some will say that its rather obvious what is dark and what isn't but honestly... It isn't always. See, one of my characters is currently cursed to consume the emotions of mortals (subtle advertisement is subtle). Many people would classify this as being something dark. These wards however have no effect on my character. This of course made me wonder what other exceptions there might be and thus a question was directed to a kind MAT. The answer I was given was that "they only effect tainted beings and stuff like that, a necro would be fine unless they had recently been raising the dead (or something I forget the specifics) where they'd get temp tainted" and yes I'd asked about a necromancer as an example since they use dark magic but are still normalish people otherwise unlike say a shade who has a parasite thing in them.

 

Finally the first ward mentions being barely noticeable unless you're right up on it while the other two seem more out there and obvious or at least don't mention being hard to see. Honestly I'm not sure if this is just a preference by the creators or what so I thought I'd mention that real quick as well hopefully someone can clear up that part. 

 

When asked about these wards people generally respond with "we got tired of being attacked" which is obviously understandable. Conflict rp can be fun but no one wants to do the same thing every day. I tried asking a GM why spook attacks don't get a cooldown like a raid and was told they actually do count as a raid and thus can trigger the raid cooldown or be halted by the raid cooldown. This method though I'm assuming requires more than 1 spook to have attacked and either it isn't long enough between attacks for the defenders or people aren't reporting spook attacks as a raid and thus aren't changing their cooldown signs. Either way I started thinking of other ways that might please both sides more. 

 

My first suggestion and one that I like the most is altering the wards to not block people but instead only prevent dark magic from being used. This would allow spooks to enter the towns that have wards but still not cause trouble or at least not be able to cause trouble using dark magic. Thus certain players wouldn't be halted from having a drink in the tavern or surprise visiting a friend just because they're a dark being while still offering the town protection. 

 

My second suggestion is a bit more restrictive and that's to make holy warding more like voidal warding. Aka more a personal use thing with the caster putting up a ward at the time of conflict or enchanting an item to ward against dark magic that others can carry around. This would still protect individuals with holy orders able to gift such items to people of importance such as nation leaders but also open up the currently warded cities to be attacked by dark forces. I think its fair to say not many people will like this idea hence why I prefer my first suggestion.

 

So now I open up the thread to everyone else, please comment to answer questions if you can. Say what you like and/or dislike about holy wards. Feel free to talk about your experiences with them or even make a suggestion yourself if you feel they could be changed or improved some way. My only request is everyone respond in a calm manner.

 

Thank you for reading my 6am writing and have a llama baby for your trouble.

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Hello! Since I have been placing up wards recently (poor Elvira can't get a break), I'll answer your questions on the clerical wards. I'll try and explain them the best I can so do try and bear with me. I've just woken up so I apologise in advance for any errors and such.

 

  • 'Now... The first thing I noticed that each one shares is none of the signs say how big the affected area is. There's no indication how wide or how thick so I can't tell if the wards are merely flat walls or domes. Could someone walk around them? Run straight through it or have a horse charge through? There doesn't seem to be any sort of MC representation either other than the signs placed down. I did have the thought that perhaps the signs at Sutica having two lines meant that was the size of the ward but quickly realized that the signs simply wouldn't fit in one row nor could the second row be placed directly behind the first as that weapon chest is there.'
  • With Clerical wards, these can take two forms: Domes and walls. Walls are more easier to do, compared to the domes which do effectively surround an area but the dome is weaker than the wall (due to the dome needing more light than a wall around the same area. When I write down the signs for the wards, there's two ways I describe the ward: I will mention in the sign that the ward is in its dome shape, whereas I don't for lined (instead, I use the signs as a clear indicator where the line is). As for length, the ward is typically made to cover any space, so the wards will not just be a small wall with two empty spaces between it and the wall, the light fills the gap. With the Suitca ward, I advise you speak with Jlyoko or Squirtgun on the ward and what form that ward takes.

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  • "My next bit of confusion came from the simple thought of what's fueling these things? It can't be the caster/creator as the signs mention something being recharged so what's holding the holy energy? If its just floating there then what is stopping it from dispersing? I looked around for some sort of crystal or obelisk but couldn't find anything nor any signs to indicate one being about. "
  • With Clerical wards, there are two ways that a ward can be charged. The first is without a crystal. This solution requires the cleric to return to the ward every OOC week and manually charge up the ward. However, between each recharge, the ward loses light; day 1 after charge - the ward is strong enough to withstand at least 2-3 hits from a dark spell. Whereas on day 6 or 7, the ward is weaker than normal and can be shattered quite easily. Now for the second solution; the crystal. This is optional and still requires the one OOC weak recharge. However, the crystal stops the ward from weakening over the week and keeps the ward strong. Such as if a Fi mage tries destroying the ward, they will struggle with a ward tha has a crystal due to how the Fi mage takes power from the ward, but the crystal places more power into the crystal. Of course, the crystal will run out of power and such will lead to the ward gaining the weak point (the week decrease) or eventually shattering. Now, where does the crystal have to be? he crystal has to be within 1-8 blocks of the ward to be able to power it. For me, I actually don't mention that there is a crystal powering the ward, because I like to have the users actually check around and search to see if  there is a crystal there. This is to bring a challange to those trying to break the ward; is there a crystal powering it? If so, we need to find it! Now, I realise there will be people saying: "Oh what if it's protected by walls or hard to access?" Well, if there is a way in, such as perhaps an iron door, I would suggest using lockpicks or RPing trying to teach the ward. I don't want to simply hand over everything on a silverplate, I want to give a challange, or at least something that would provide some RP (aka: trying to find the potiental crystal or attempt to reach it). Also, if you do spot a crystal that is powering a cleric ward, the emotes I typically use is the following: 'The crystal is shinning brightly with a glowing orb of light within it' on a sign right next to the crystal (or on it)

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  • "Also noticed that they're rather general about who's affected. "Dark beings." "Dark mages and beings." "Any and all beings of taint." I'm sure some will say that its rather obvious what is dark and what isn't but honestly... It isn't always. See, one of my characters is currently cursed to consume the emotions of mortals (subtle advertisement is subtle). Many people would classify this as being something dark. These wards however have no effect on my character. This of course made me wonder what other exceptions there might be and thus a question was directed to a kind MAT. The answer I was given was that "they only effect tainted beings and stuff like that, a necro would be fine unless they had recently been raising the dead (or something I forget the specifics) where they'd get temp tainted" and yes I'd asked about a necromancer as an example since they use dark magic but are still normalish people otherwise unlike say a shade who has a parasite thing in them."
  • Imagine trying to write down every single being that gets affected by the ward on the signs. It'll just be more cancerous than how it is now, so good thing I had the common. How cleric wards work is that if the taint is noticeable in the body, flesh, and soul. For example: Ghouls, unhusked and husked wraiths, paleknights, wraiths possessing a dead or living body, etc. For dark mages, it would not be noticeable unless the dark magic has been used recently (such as your example of the necromancer). However, I will see if I can come up with an offical list of who and what the ward can and cannot affect.

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  • "Finally the first ward mentions being barely noticeable unless you're right up on it while the other two seem more out there and obvious or at least don't mention being hard to see. Honestly I'm not sure if this is just a preference by the creators or what so I thought I'd mention that real quick as well hopefully someone can clear up that part."
  • The light from the ward is very hard to see from a distance as it is a very transparent ward with faint light seen. I would say the radius to seeing the ward would be 1-2 blocks. Additionally, the ward would be hard to see in the day due to the sunlight, whereas it would be more noticeable during the night.

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  • When asked about these wards people generally respond with "we got tired of being attacked" which is obviously understandable. Conflict rp can be fun but no one wants to do the same thing every day. I tried asking a GM why spook attacks don't get a cooldown like a raid and was told they actually do count as a raid and thus can trigger the raid cooldown or be halted by the raid cooldown. This method though I'm assuming requires more than 1 spook to have attacked and either it isn't long enough between attacks for the defenders or people aren't reporting spook attacks as a raid and thus aren't changing their cooldown signs. Either way I started thinking of other ways that might please both sides more. 
  • Placing my option in here. Linandria has faced a lot of recent dark attacks recently and because of this, Leo's character Artimec has requested for Elvira to place up that ward. This is our response to the dark attacks; this is how the clerics will respond to the attack. Sure, we could just go out and hunt, but there's many other ways for us to respond to the attacks. With the whole spook attacks have a halt, I will admit that there should be some cooldown, especially if it's 3-4 dark attacks on a city per week. Just to allow time and some peace for the city. However, I will say this: dark users shouldn't always go straight into a town - you have the whole forest of the Dominion around you with sheltered areas, use them to your advantage, not just strike people right in front of the bridge. This is your chance to put some kidnappings or luring people away into your roleplay!

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  • My first suggestion and one that I like the most is altering the wards to not block people but instead only prevent dark magic from being used. This would allow spooks to enter the towns that have wards but still not cause trouble or at least not be able to cause trouble using dark magic. Thus certain players wouldn't be halted from having a drink in the tavern or surprise visiting a friend just because they're a dark being while still offering the town protection. 
  • The cleric wards are not solid and anyone can actually pass through them (it is made of light, cmon!). However, tainted beings will feel an immense burning pain go through them. However, what is there to say about them not just walking into a ward made of light, suffer the pain but actually get through? The ward is primarily to cause pain and actually cause detection, rather than to actually block. Once again, to me, being blocked by a light that is passable is weird. They will still be able to enter the city but they will have to be careful on when they will attempt to go through the ward. We are talking pain that is essentially you feeling as you have just been thrown into a human-whatever sized bonfire, being able to just ignore the pain is more than likely powergaming at this rate.

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  • "My second suggestion is a bit more restrictive and that's to make holy warding more like voidal warding. Aka more a personal use thing with the caster putting up a ward at the time of conflict or enchanting an item to ward against dark magic that others can carry around. This would still protect individuals with holy orders able to gift such items to people of importance such as nation leaders but also open up the currently warded cities to be attacked by dark forces. I think its fair to say not many people will like this idea hence why I prefer my first suggestion."
  • I actually don't know what I can say for this idea, although it is a rather interesting concept. However, I prefer if holy warding and voidal warding were different. In the past, some deity users have been complained at by voidal users about how some of their spells are similar to voidal and shouldn't be such way. It makes a clear difference between the two, as well as adding their own uniqueness to them.

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Now. I will explain about each ward that was placed up at the wood elves by me, such as what was with which ward and the size.

  • Ward one: This ward was placed up when the attacks started occuring. The ward was domed shaped and was at the front of the bridge, covering the entrance to the bridge. There was no crystal, therefore the ward lost its power gradually each ooc day. This ward was taken down by Dark Shamanism, although there was a misunderstanding about throwing normal rocks at it - Normal items do not affect the ward, they just go straight through. If it was tainted - different story.
  • Ward two: This ward was placed up when Artimec requested Elvira to place a massive dome that covered the wood elf city and lake to prevent dark beings from escaping into the water. This ward had no crystal.  However, I was forgetful that day and I failed to remember that a city sized ward was not possible in terms of Elvira's level and recharging would not be successful. I soon realised this when working on the cleric magic rewrite and ;et's just say: I had to facepalm myself for overlooking such detail. Therefore I allowed the ward to fail - I give my sincerest apology to anyone who was affected by this ward being up and that any attempts from the clerics to set up city-sized wards will be halted.
  • Ward three: This ward was in the same place was ward one. However, it had a crystal to one side, hanging over the railings and being held in place. Secondly, it was a line ward. Due to where this ward was, dark beings could climb one of the near tree's roots and leap onto the bridge, thus actually avoiding the ward (which is fine by me). This ward was then taken down by a Fi-mage, which I performed the ward's emotes for, when he broke the crystal then the ward.
  • Ward four: The current ward placed up at the gate. This ward is a line ward and it does have the crystal (hint: look to your left). However, I will admit the placement of the crystal is hard, however if dark users are to be smart and cunning, accessing it will not be an issue.

I have recieved complaints regarding the wards being everywhere by the dark users and I have taken them all into account thoughtfully. However, I must ask for you all to understand: the more you attack a certain settlement, the more likely it is for a holy order to react to protect that settlement. Whenever it be by wards or by holy users being on patrol there.  My suggestion is for dark users to not target a certain area constantly but rather target a range of areas: such as attacking the wood elves for a day, then not attacking them for a week but attack other settlements instead. These wards were placed up on request by the nation leaders (In character) after a mass amount of dark attacks, something that my order in general cannot simply ignore IC. Therefore, know that this is a IC response to the attacks. Dark users must understand that if they are to constantly attack a single area without heistation, the holy orders will respond one way or another because it is what our characters were taught and it's their job. Sure, it gives the holy orders a lot of RP, which I am thankful for. However, do consider about the settlement you are attacking and do try and give them a break, and actually attack other areas. Plus! You don't have to directly walk into the city (as I stated before), you have the whole wilderness out there, which you can use to your advantage. It's in the middle of no where, people are less likely to interrupt you, it also helps pinpoint any clear metagaming more (really, how did a guard end up in a field 5000 miles from the city he is guarding and witnessing a woman being kidnapped by wraiths?)

 

I am sincerely sorry for any inconvinance or issues it has caused. I want equality on both playerbases, as we rely on each other for roleplay at times and our actions can benefit the other. However, I will try and make things a little easier (not too easier on you all. Additionally, I will be speaking to the coders regarding a solution on the signs. I had the idea of a single sign that can be clicked and the chat will show a full description of what is in front of you ICly within the chat, this should held cease the amount of signs used, and can actually help a lot of RP out. However, I will end with one last thing: I am considering removing clerical wards.

 

If you do have any questions, please PM them to me as I may not notice them in this particular feedback post with people rapidly posting.

NOW. If you all excuse me, I need to give myself a well-deserved cup of tea, along with a nice nap.

PEACE! P.S: My fingers now hurt from this rapid typing. ;-;

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Just now, Medvekoma said:

I think these wards are a terribly simplistic and passive way to prevent spooks from entering.

 

Gold's hit an all-time low in price. Just buy an aurum sword and wave it at the spooks. It'll provide your character with some experience and it's not just a sign you place down and go off to eat garlic bread with a "kk safe lmao" face.

 

Hell, you could even purchase some pure aurum residue and throw it at them. There's just so many creative ways to "ward off spooks" without resorting to signs placed on the ground.

Yeah theres plenty of ways to fight spooks conventionally and thats exactly what we do, except when it becomes a daily occurance it becomes repetitive, unfun, and the solution is to throw up a ward so we dont have to deal with it anymore. In other words, you're missing the point completely.

 

that said, I've spoken with Ang and Slic3 now and they've said they'll do what they can to make the wraith incursions less frequent and repetitive, so I think that's sorted. Spook conflicts actually used to be fun for us. Grimreaper's ex-druid darkstalker provided an actual meaningful playermade event line which was both impactful and non-repetitive (He even made it into the Dominion alignment chart). Hopefully with talks with the spook leaders done they can be fun again.

 

alignment chart:

Spoiler

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Any magic that does not need to be constantly cast, and affects anything larger than a trinket or staff, that is created by a mage is silly and doesn't really encourage rp.

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Just now, 吳憾戰士14 said:

Yeah theres plenty of ways to fight spooks conventionally and thats exactly what we do, except when it becomes a daily occurance it becomes repetitive, unfun, and the solution is to throw up a ward so we dont have to deal with it anymore. In other words, you're missing the point completely.

 

Would you support lore-supported wards against non-spook raiders?

 

Because the same reasoning could be used to pluck down human wards against Oren or orc wards against them as well.

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Just now, _Jandy_ said:

Any magic that does not need to be constantly cast, and affects anything larger than a trinket or staff, that is created by a mage is silly and doesn't really encourage rp.

True, however no rp is better than bad rp 

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Just now, Medvekoma said:

 

Would you support lore-supported wards against non-spook raiders?

 

Because the same reasoning could be used to pluck down human wards against Oren or orc wards against them as well.

I'd support any mechanic which prevents chore-like grinding repetition from wearing down a playerbases' will to RP lol

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Just now, mitto said:

True, however no rp is better than bad rp 

From what I've witnessed not even that's accurate all of the time. I have seen people simply toss up glass gates to keep people out, without any emotes, just to flaunt their fancy magics. It doesn't quite create any rp is most cases that I've seen and when it does their is only one scene of rp that happens which often simply halts other rp.

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Just now, 吳憾戰士14 said:

I'd support any mechanic which prevents chore-like grinding repetition from wearing down a playerbases' will to RP lol

 

Dun-di-dooh

On 12/6/2016 at 7:34 AM, 吳憾戰士14 said:

That's exactly the OP's point. The fact that the Admins came in and basically vetoed any thread of conquest OOCly means that the Orcs no longer need to RP any of  that. Thus, admin intervention killed RP.

Not a fully OOC veto on spook raids, but I find it a terribly unfair and weird way to prevent one specific playerbase from raiding multiple towns at a time through fully passive means, whereas this very playerbase holds weaknesses that allow the most mundane of citizens to fend them off.

 

Have the Mali-Ame ever "hurt" or "injure" a spook, or did they just let them leave all the time like how I witnessed the Sutican guard do it?

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There are a lot of things I can say that I dislike about spooky beings but I really only need to say one. I don't think that spooks should be frequenting towns with the thought in their head that they plan to get a drink and not die. They're dark beings. The immediate perception is that they're evil. It doesn't matter if they actually aren't because people won't see them as good. 

 

I also don't think that they should be so easy to block out of the city though.

 

I can see the reasons for getting sick of spooks though. (One of the few things I can actually say that I fully agree with Leo on.) I have only ever seen two types of spooks in my experiences on this server. The ones that use the spook persona to make themselves pests more than respectable antagonists and the ones that mostly just abuse the personas for their PVP buffs.

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Just now, Medvekoma said:

Have the Mali-Ame ever "hurt" or "injure" a spook, or did they just let them leave all the time like how I witnessed the Sutican guard do it?

Neither, we just kill them most of the time. Not sure where you got the letting them leave thing from.

 

Also, there's a dichotomy between the long term consequences of large-scale international politics, and the grating repetition of constant raids. I would allow Linandria to be destroyed by an army of vengeful snow elves through proper war rules and RP, but I would not let them raid me daily and make my playerbase unable to enjoy any sort of day to day RP.

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@Farryn 

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Thaaank you for taking the time to type all of that out so early! Cleared up the confusions I had and after reading your explanations and suggestions I personally feel better about ward rp. Would love to see your post get copied onto some sort of guide for wards. Perhaps a small project the holy orders could do, get everyone to chip in info about how their types of wards function.

 

Obviously people are still discussing stuff but I do recommend everyone take the time to read Farryn's response.

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I would like it if wards completely stopped tainted creatures from passing them. Many a time I've seen spooks inside a city when preventing such is the sole purpose of the wards being there. It reminds me of that quote from Breaking Bad, "No half measures," and that's because if given the opportunity, we as RP'ers are going to ignore RP meant to impede us if we can help it. That's not to say it's always ignored though;, I've personally seen undead emote terrible pain passing one without anyone asking them to (and only me being around). However, it does seem to happen, and although completely blocking the undead seems heavy-handed, I believe it would make things simpler for everyone involved in the long run. 

 

Despite what I just said, I believe having a way for spooks to bypass the ward would be good. That isn't to say that it should be a regular thing, but spooks should have a method of getting around these things through direct confrontation given enough time, effort, and skill. The method I envision is using the barrier wards to force a conflict between the ward and undead, then the undead player messaging the ward's creator and having a sort of show down through roleplay and PM's. This could potentially give thoughtful conflict roleplay (Such as a ward acting as a sort of lock, and the undead player having to solve a puzzle,) entertaining them, while also keeping them out of the city, at least for a while. 

 

On another note, I also want to point out how stupid wards, at least Ascended wards, are in that they literally, LITERALLY, can be destroyed by throwing a rock at them. This is something coming from the most powerful Aengul that fought the most powerful Daemon and won; Ascended should have better wards than something that can be destroyed simply by *throws a rock at the ward.* 

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2 hours ago, 吳憾戰士14 said:

And this is exactly why we put up the wards. Don't like them? Tough luck, that is how RP works.

 

In all seriousness, if you don't recognize that by attacking someone (and repeatedly dying) over and over you are not providing any sort of enjoyment to them and are infact making your presence an unfun chore, then you deserve to be kept out by a ward. The only reason those wards were put up is because some spooks don't understand the concept of things becoming redundant (One lich we've killed four times. One we've killed at least six, and that's just since this map started.)

 

I generally believe if your character is killed in an area (especially if its 4 times) you shouldn't repeatedly return there over and over and continue to be a consistent problem for the people living there. respect the fact you died and go RP elsewhere. that just applies to the character of course. i dont have an issue with people coming back to RP as another toon other than the one which was killed

How would they know they died there, though? Wouldn't that be metagaming?

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We don't enjoy using the ward. It creates more issues than not, such as ooc arguing about what is considered taint or not, who should be affected, are they RPing enough pain correctly, etc.

 

But, when you're facing backlash from holy orders for not using it, or deal with 3 groups of spooks attacking you within a 5 hours window (each group having a few repeat offenders), you really have little choice. 

 

We get that spooks want to have their RP being spooky, which is why I've always tried not using wards and asked them to just be respectful that players don't want to constantly deal with spooks. The argument that 'Well, RP is RP' is simply a quick fix on an underlining issue. If spooks have constant freedoms and attack constantly, sure they get the RP they want, but do their victims? If a victim simply wants to log on and have a chat with a neighbor, and after being constantly killed and being told 'RP is RP', they aren't going to stick around. And I'm not saying in the town, I mean the server.

 

Sadly, the above has been the current mentality for some time. Attempts at being respectful to one another's RP and letting pseudo free reign have failed. It created more problems than good for the people, as a leader and as holy users, that we're meant to protect. Since then, I've been in contact with some of the dark being creators to lighten up on the raids of their underlings (And yes, spook attacks do count as raids and is GM confirmed) and they have made promises to stem to the flow of them hitting us multiple times a day, and they have for the most part. But not everyone is part of a group, you always have your few that have splintered off and doing their own thing, which don't abide by the rules. Unfortunately, while the dark creators wash their hands of it by saying that they're not one of ours, we still have to deal with it as victims. And if you continually let yourself get attacked by something you can protect yourself from, doesn't it make sense to?

 

As I've told those dark creators that I'm in contact with, I'm all for working with them, the same way Leo is, to ensure they get their RP; but in a way that it can be enjoyable for all without becoming repetitive. Wards are currently terrible, anything that forces one side to have a disadvantage that needs to be RPed will always cause conflict between them and the other side. 'You're not RPing being hurt enough!' 'I have armor it shouldn't hurt me!' 'You walked through a ward, you should be weaker!' 'I only jumped through it for a second, it barely touched me!' While the idea of having people able to decide how they were impacted by the ward is a nice thought, hindsight would show that the player base can't handle it and it should become a hard red line of what it  prevents/allows. 

 

I'd also like to note that if a spook really wants to get into a place, most often there's a way. Why you'd want to walk into a city of clerics, druids, and ascended as a spook, I know not why. Seems to go against the whole, self-preservation part of us that people rarely rp on this server though.

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2 hours ago, 吳憾戰士14 said:

 

 

If you want the ward taken down, then you (the undead RPers) need to get together as a group, agree to honour a code of not trespassing on Linandria so frequently (again, not as individuals, as a GROUP), and maintaining a distance and not being a repeating problem for the locals after being killed there. If that happens, and the spook attacks become less repetitive, redundant and chore-like, then we can say RPly that we don't need to constantly get our clerics to recharge our ward, and take it down.

That is nearly impossible, like holy groups, their are different groups of spooks and not all get along well, getting them all together to say hey, dont attack this city full of druids is a fools errand, the area in and around linandria gets so many spooks is because of all those druids and the ascended keep thats just a walk down the road, I myself as a rogue spook player learned long ago that places that try an ward you out, dont have engaging enough rp that I would be interested in, in the first place so I tend to avoid them anyway.

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