SaviourMeme 968 Share Posted December 10, 2016 3 hours ago, 吳憾戰士14 said: 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.) We have it worse in Sutica, had one spook come 4 times in 5 hours and die every single time. Link to post Share on other sites More sharing options...
Treshure 5817 Share Posted December 10, 2016 I personally believe the repeated spook problem is an issue of lacking organization on the player antagonists' side. On the contrary, the wards do very much for very little. Disabling it is a ten minute extremely public show that will almost always attract a large crowd that wants to kill you. The effect? After you are buggered off/lynched, they get Cleric X to make a brand new one. Even if you fight said crowd off and win the engagement, they wait until you are offline and make a new one. Link to post Share on other sites More sharing options...
ARCHITECUS 4788 Share Posted December 10, 2016 I agree with @cablam. We should also remove walls and gates from Johannesburg, Woodelfopolis, Sutica, Haelun'or, etc. because without barriers you get more RP and it's fair. Don't agree? It's RP. DEAL WITH IT. LOL! Link to post Share on other sites More sharing options...
cablam 477 Share Posted December 10, 2016 1 minute ago, Alterazgohg said: I agree with @cablam. We should also remove walls and gates from Johannesburg, Woodelfopolis, Sutica, Haelun'or, etc. because without barriers you get more RP and it's fair. Don't agree? It's RP. DEAL WITH IT. LOL! That wasn't my point at all. Its an issue when something is specifically designed to target one group of players and prevent them from passing through it. On another note though, @Farryn's post did a good job at clearing up a number of issues I had with the wards, primarily the whole 'covering the entire city' one and acknowledged that error. With these things cleared up, I don't have as much problem with the wards but I still don't agree with the idea behind them. I completely understand why these places set these up and I am strongly against what the spooks in question are doing (going to a place repeatedly and dying time and time again) but I don't think the wards are the solution to the issue at hand. The spooks that are doing this just need to show some decency and stop going there time after time from a purely ooc standpoint. Easier said than done it seems. Link to post Share on other sites More sharing options...
Guest Share Posted December 10, 2016 7 hours ago, 吳憾戰士14 said: Its not boring for us. It's breathing room, lol. I'd think in situations like these, the leaders, guardsfolk and regular citizens who frequent the city have a more influential word and a more insightful perspective on why these wards are up. I'm not talking about them being obnoxious and trying to destroy RP. In most cases, the spooks did neither. However, they still trespassed, were killed, and later returned once more to do more or less the same thing. The main complaint is the repetition. See my above reply to Cablam to see my explanation of that. Dealing with Spooks over and over, day in and day out, is unfun. I've reached out and tried to deal with this, personally. This is the message I sent to slic3: Hide contents I'd like you to ask the wraiths to frequent linandria and the druid's grove less. Over the last two weeks or so, it seems that more or less every day we are forced on to deal with one. When we kill them, they return wearing a different impenetrable mortal disguise to basically negate the consequences of anything they did. At this point, it's become repetitive and unfun for the wood elves and druids. The burning of the savannah grove was fun, and so was the dragon attack on Linandria. But, since then its become a daily occurance, and a chore. Lhindir, Valmir and Riven_ are the main offenders. Both of which have repeatedly returned to Linandria and the mother grove on their undead characters after being repeatedly killed in one or both areas. The whole reason we put up the wards which the undead RPers like to complain about is because we get wraith/lich/undead incursions into the grove/wood elf city so much that handling it individually through RP without becoming burnt out is no longer feasible. It has stopped being fun. What we want is for the wraiths to space out their visits, disguised or no. Once a week would be a good threshold. Additionally, wraiths which are killed in the druid's grove and linandria shouldn't return so frequently. That said, we're open to events and more meaningful encounters. But random wraiths wandering into the city, or random 2-3 wraith assaults have become an almost daily occurance and need to be limited. He said he would handle it, so I'll allow myself to trust him and hope things improve. As I said above, if you respect being killed in RP and stop returning over and over after dying, and in general trespass into Linandria less frequently (as a GROUP, not as individuals), then we will have RP reason to take down that ward. Just one problem. Slic3man isn't in charge of the current Wraiths, you'll need to talk to Cameron. Link to post Share on other sites More sharing options...
Gladuos 869 Share Posted December 10, 2016 10 hours ago, Aelsioln said: 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 is actually how a dark magic ward created via alteration would work. And yes, arcane wards can be made to the scale that the holy wards are working currently, people just tend to not bother with it and instead opt for the more powerful, more commonly accessible, more practical clerical/ascended wards. As for the issues of not knowing where the MC representations might be, what classifies as a dark being (which is usually different dependent on what holy magic is being used for the ward), how much area is being affected by the ward (I.E. is it a wall or dome?), etcetera, etcetera: The signs, as far as I've seen, all say who to PM to ask for more details. Personally I've seen for all the clerical wards there have been massive crystals just behind where the area for the ward begins, within sight of those behind it. (Note: clerical wards do not block mundane projectiles, and crystals can be broken) I know that it's tempting to take to the forums to try and bicker towards one another, but these are things that can be dealt with IC. There was actually a clerical ward placed within the Sutican druid grove recently, but a group of people came along, and with the aid of Fi magic, were able to shatter the ward, thus allowing dark-being incursion. People should make note of raid cooldowns, the significance of holy warding (I.E. it's meant to be a hindrance to your dark being, don't be angry if it prevents you from going to certain RP hubs), but also that the wards are not invincible, and can be taken down with more ease than one might think. Link to post Share on other sites More sharing options...
The King Of The Moon 7016 Share Posted December 13, 2016 I'd argue so long as the Holy Wards are refuelled and upkept regularly at least it generates some RP, though not nearly as much as would be if Holy Mages were out actively hunting (which yes, I know can be hard without metagaming... Though there's currently a conspicuous portal of undeath in the north left untouched for almost two months now). Nation leaders are able to go out and get these characters, these characters then should be making the journey to said nation, RPing the ritual or whathaveyou of weaving the ward and then (hopefully) RPing coming to refuel it. This can help develop character opinions of certain groups, character status, all the rest of it. The only issue I do have with the current system of blocking Dark Mage/Creature RP from cities is the option of a 'Gold Line' thrown almost casually down at the entrance of every nation. These are walked over by hundreds of people daily, ever preserved without need for being repaired (Gold is corroded VERY easily) or replaced and initially put down without RP for anyone. Not to mention they completely ignore any concept of economy - whilst Aurum isn't as rare as IRL Gold, in a period where it should be taking Alchemists from months to years to refine it it still shouldn't be tossed around lightly. Wards are fine so long as they're RP'd correctly, Gold lines (despite being ignored by many Darker beings due to misconceptions more than anything) need to either have their lore revised or avoided, I'd say. Link to post Share on other sites More sharing options...
zaezae 1098 Share Posted December 22, 2016 I mean, I just don't like how passive they are. They just sit there and exist, but it's whatever. However, just going to point out that people go where the RP is, and that's always cities. Link to post Share on other sites More sharing options...
Zindran 590 Share Posted October 10, 2017 Moved to The Great Library. It shall be sorted into the appropriate category shortly. If you feel this is a mistake, please contact myself or any FM and we'll restore it. Link to post Share on other sites More sharing options...
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