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- Report #1374
- Skillset: Skill: TreeChopping
- Guild: Nekotai Status: Finalised
- Problem: There has long been a discrepancy between Commune and City passive power generation (read:
- Cities get none) which has subsequently justified a wide range of other issues including territory
- defense and supermob raid difficulty. One of the many results is a consistently unhealthy debate
- about the obligations and requirements of maintaining said discrepency. To keep it short: Chopping
- commune elder trees has always been used to harrass an organisation and its members, without fear of
- equivalent reprisal. The players that bear the brunt of the stress are newbies and inexperienced
- players who do not understand how the passive power generation, something they never overtly see nor
- benefit from, helps mitigate the chore and damage and then some. I believe that retaining players is
- far more important than passive power generation for Communes, no matter how lucrative the latter.
- It would be impossible to address every single facet of discrepancy justified by the passive power
- generation in a single report. I intended to address power generation AND remove foreign melding in
- Cosmic planes in this report, but Shuyin convinced me to focus on power generation only and use
- followup reports for each of the other focuses, so that they can be argued on their own merits. As a
- note, all three solutions are intended to be implemented at the same time - they were originally
- squeezed into 1 solution, but I split them up for easier reading.
- Solution #1: POWER GENERATION: Remove the power generated by totems.
- Solution #2: Remove ability to chop Commune trees. Carving an Elder tree into a totem requires the
- ability to carve in Crow/Stag. Totems will last 200 months before reverting. They can be forced to
- revert with DESECRATE TOTEM, which is a 40s channeled action that requires the DESTROY ability in
- Arts. As per Viynain's suggestion, any Druid with the Runes ability in Druidry AND being a power
- aide, should be able to affix runes, and tune, all unbonded totems. Bonded totems can retain the
- need to have a caretaker. Similarly, any Mage with the Statues ability in Spellcrafter AND being a
- power aide, should be able to affix runes, and tune, all statues within the City's limits.
- Solution #3: In order to retain the RP of planting nuts and maintaining trees: At Rivius' sugestion,
- elder trees should naturally die 1 year after reversion, if it is not carved. This is similar to the
- time taken for normal saplings to die on their own as well (which is multiple years from planting to
- death). More engaging RP changes for the planting abilities were considered, but to keep the focus
- of this report, I only added this suggestion, which prevents elder trees from never dying even if no
- one maintained them.
- Player Comments:
- ---[Lerad on 8/7 @ 00:49 writes]:
- (For the record, and also so that I can copy and paste when I make the follow up reports as
- suggested by Shuyin, my suggested solution for TERRITORY DEFENSE:) Extend the no-foreign terrain
- effect that elemental and ethereal territory have to cosmic planes. Turn any special exit that
- separates a supermob from the rest of the plane into normal exits. Create an archway somewhere in
- the Cosmic plane that is a permanent rift to the Elemental archway. Make transversing through
- archways not affected by distortion.
- ---[Rivius on 8/7 @ 01:50 writes]:
- Supported. This reported is needed and will mend the described balance issues with respect to power
- generation and organizational morale. As it is now, elder trees are a focus for player 'griefing' in
- the truest sense of the word. Being able to chop trees may have been conceived as a form of
- potential conflict, but in actuality, trees are often chopped surreptitiously, with immediate escape
- before a response can occur, or done during off-peak times. There is no equivalent retribution on
- the city end of the game that requires as much player time and effort devoted into it as raising
- elders. This creates an unbalanced frustration for the commune organizations who cannot mount an
- equal reaction. By simulataneously addressing the balance issue of power generation, many of the
- arguments against removing elder-chopping will also be taken away. Supported for all 3 solutions.
- ---[Enyalida on 8/7 @ 18:02 writes]:
- The removal of passive power generation should be sufficient, power for gathering fae should stay,
- as it fills the cosmic power generation slot of cities, and involves entering contested areas
- anyways. I approve of this report's thrust and the bulk of the solutions, but the details are weird.
- Requiring sketches of Avatars is a bizarre mechanic. I also don't understand what you're talking
- about regarding bonded totems either - there would be no point to the mechanic if every totem could
- be runed anyways.
- ---[Enyalida on 8/7 @ 18:04 writes]:
- I also agree with the sentiment that once this problem is solved, a more interesting roleplay
- element could be slotted in at a later date
- ---[Lerad on 8/8 @ 01:52 writes]:
- I put in the sketches requirement to make it equivalent to statue making. Could turn it into 6
- sketches of Aspects instead, if that makes more sense. The rationale can be explained as being, in
- order to venerate an Elder Tree to become a totem, you need a direct source of communion with the
- Aspects, but since they can't leave the Ethereal, you need sketches of them. If the admin is fine
- with not needing the requirement, that's fine by me as well. Bonded totems are more for Crow users,
- who have nests on their bonded totems. When bonded, only the bond holder can affix and tune the
- totem, which is why Crow bond holders can designate a "caretaker" to do their affixing. The intent
- of the detail is to keep things the same as much as possible from the point of view of the warrior
- Crow nests holders. I will update the solutions above to change sketches of Avatars to Aspects. Any
- more suggestions or things you see out of place, please comment and let me know!
- ---[Enyalida on 8/8 @ 21:11 writes]:
- I understand that it's intended to mirror statue making as far as sketches are concerned, I just
- don't think it's necessary and is a jarring detail.I assume that the planting rigamarole will still
- be required, and I don't think that 'requiring' sketches is a serious requirement for statues - the
- real downside is the time taken to construct an enchant them.
- ---[Enyalida on 8/8 @ 21:14 writes]:
- It's also my understanding that each of the cities has a 'cosmic' method of generating power. The
- old cities can directly influence their cosmic entities for varying amounts of power, and the newer
- ones supposedly have extra quests or slightly more power accrued from their power quests. With that
- in mind, I don't see why the fae quest for power should be removed, especially as it (unlike the
- city methods) is non-exclusive to each org. Also, the existing essence dropping beasts of the
- Ethereal Forests could simply be made more abundant and reliable instead of adding entirely new
- beasts. This has the added benefit of being a lower sunk creative cost, so that if the forests have
- a desire to change to a more interesting power mechanic in future, there are fewer barriers.
- ---[Marcella on 8/8 @ 23:16 writes]:
- Sol 1 supported, moves griefing from prime to ethereal
- ---[Marcella on 8/8 @ 23:25 writes]:
- Makes another discrepancy in the fact that daughters/ladies are powerful defenders of ethereal
- realms if you wanted to raid for essence, on top of distort and whatever other discretionaries, but
- I guess forests would be on top for once???
- ---[Lerad on 8/9 @ 04:47 writes]:
- As per Enyalida's suggestion, I have removed the sketches/commodities requirement. If there is
- enough support for it, I will add it back in. Please tell other envoys to comment as much as
- possible. Also, @ Marcella, the Ladies/Daughters are strong guards, and that's is precisely why I
- kept them as only spawning from gathering fae. If they were changed to respawn mobs, they will need
- to be weakened, obviously. If there is support for it, the report for territory defense can have
- that change as well. And finally, I'd like to reiterate that all three solutions are meant to be
- implemented together. There is no point in removing power generation AND still letting petty
- griefers continue to harrass the newer or inexperienced members of the forest orgs, as stated in the
- problem statement.
- ---[Lerad on 8/9 @ 04:47 writes]:
- All further suggestions are welcome, please comment as much as possible to improve the solutions
- where it is possible, and please spread the word so other envoys will comment as well. Thanks.
- ---[Enyalida on 8/9 @ 15:15 writes]:
- Even 'Strong Guards' aren't particularly good at protecting territories anyone can walk out of
- through an archway, especially in Serenwilde where the most achievable raid targets are so close to
- that entrance.
- ---[Marcella on 8/9 @ 20:24 writes]:
- The new 'raid targets' would be all over the plane (being essence-dropping mobs.) This would also
- raise the amount of essence available in the game regularly which would make supermob raiding even
- easier to recover from for organizations with good forest relations because the guards, being spread
- over the plane, would be protecting the essence creatures, which would be the targets @ Enyalida.
- ---[Celina on 8/9 @ 22:07 writes]:
- Marcella is leaving out the fact that forests have archways and are fundamentally easier to raide
- under literally every scenario because of that.
- ---[Enyalida on 8/10 @ 00:13 writes]:
- And the fact that forests by definition are forest terrain, meaning that anyone with the relevant
- can EASILY skip around relevant Ladies or Daughters using a balanceless command. I DO support a
- solution to the totems/power generation problem that doesn't add more essence to the game, but I
- think that this is a good stopgap measure in the mean time. If it ends up being an issue (I don't
- think it will be), the amount needed can be upped slightly (30 essence split between all entities?).
- ---[Elanorwen on 8/12 @ 14:00 writes]:
- Supported, for at least the changes that address the discrepancy between totems and statues. Ideally,
- I'd like to see all the solutions implemented though.
- ---[Lerad on 8/12 @ 14:48 writes]:
- Marcella's point about Daughters/Ladies guarding the essence mobs (and therefore giving an advantage
- to the communes) is a good point. I'll edit the solutions to remove the proposed essence mobs, and
- keep fae-gathering as the power gathering mechanic. Less changes, simpler solutions. More
- suggestions welcome.
- ---[Enyalida on 8/12 @ 14:58 writes]:
- Fae power generation is a relative pittance compared to essence based power generation. Honestly,
- the security discrepancies that make it harder to lock enemies out of taking your essence mobs makes
- up for a perceived protection by Ladies/Daughters. If there is still concern, the number of essence
- creatures could be somewhat below that of cities (25 instead of 30+, for instance).
- ---[Viynain on 8/13 @ 04:26 writes]:
- I definitely agree with the premise of this report. My only suggestion, however, is an ammendment to
- the 2nd solution. Currently, only the enchanter of a statue is able to affix runes to a statue. This
- means that if the enchanter goes dormant or switches organizations, those same statues must be taken
- down, resculpted, and re-enchanted by a new caretaker - who is likewise then subject to the problem
- of possibly leaving again. The proposed currently avoids this conundrum for commune druids, and I
- would like to apply something similar to city statues so that both org-types may benefit. For
- statues/totems on org territory, allow any runist aided to <x-ministry, maybe Steward or Power> to
- affix runes to their statue/totem rather than just limiting it to the enchanter/caretaker of that
- statue/totem. This prevents griefing (since current proposal means enemy druids can rune your own
- totem), but also loosens up the requirements for city statues. I've enchanted all of Gaudiguch twice
- now - I want to avoid a third time.
- ---[Jaamil on 8/13 @ 05:59 writes]:
- I would strongly suggest solution 2 rather. Though solution 3 is just as good rp-wise for my tastes
- and the closeness to the realness of how nature can work imaginatively.
- ---[Siam on 8/13 @ 13:51 writes]:
- If we want to make totems as duplicates of statues to address the harassment going on, I'm
- supporting solution 2+1.
- ---[Lerad on 8/14 @ 10:30 writes]:
- Solution 2 updated as per Viynain's suggestion. Please continue to give your comments regarding
- Enyalida's and Marcella's comments about power generation via essence dropping mobs. I'm currently
- leaning toward the simpler solution (Marcella's) which is to leave fae-gathering as the power
- mechanic and not add anymore essence mobs into the Commune territories.
- ---[Siam on 8/14 @ 14:44 writes]:
- If we're removing essence mobs in Ethereal Glom/Seren, then we need to increase the fae mobs we can
- influence in Faethorn. There are already new fae types released in-game. I suppose the admins can
- work their magical transportation to Faethorn.
- ---[Marcella on 8/14 @ 15:22 writes]:
- Fae-gathering as power mechanic also biases communes towards influencing when everyone else gathers
- power through death - might be intended, might not be - but also the fact that you have to influence
- in what amounts to a warzone. I'm just concerned about the mobs on OWNED ethereal planes being
- guarded by ladies/daughters, and the fact that adding more essence mobs to the game maeks it even
- easier to raise avatars/pots/spheres/supernals/DLs when, I believe, the amount needed has still
- stayed the same even through gaudi-halli being released and two new planes full of essence being
- available to raise them with. It'd be even less of a pain, then. And I like them dying being a pain.
- ---[Enyalida on 8/14 @ 20:32 writes]:
- There would need to be more fae, as well as each fae being worth more based on sands to be
- equivalent. I really don't feel that's the simpler option here, as there already are essence mobs in
- the Ethereal territories. The simpler option would be to -remove- the code that makes them variable
- and just spawn some more. If the extra essence upsets smob balancing, make each smob require
- equivalently more essence to restore. If we set each ethereal area to... 28 essence, divide 56 by
- how many smobs you have and make each one cost that much more to raise. DLs would require 11 extra
- essence each, Avatars would require ~19 more and so on.
- ---[Lerad on 8/15 @ 02:26 writes]:
- There are 27 fae in faethorn, and each gives 2p when turned in. That gives a total of 54 power per
- run. That's more than the essence (37 max) on a single elemental plane. Of course, with full sands,
- elemental planes give more than 150 power per run, and are more safe (thanks to discretionaries)
- than faethorn. Of course, city orgs can also influence their cosmic mobs for more power. Essence
- dropping creatures on ethereal glom/seren also only appear after gathering fae, and in less numbers
- that what normally respawns on the elemental planes, but that also means the cities don't get access
- to them, even if they manage to kill the Daughters/Ladies guarding the creatures. In summary:
- Communes don't get sands boosting for their fae, and take more risk competing for fae, but at the
- same time, get to keep their essence-dropping creatures to themselves due to a combination of
- Daughter/Ladies + fae mechanics. Therefore taking into account all of the above as well as both
- Marcella and Enyalida's arguments, I think these give-and-takes strike a good enough balance, and
- that we can stay with the current status quo for active power gathering via fae, for now. If an
- imbalance is later seen, I will make a follow up report to directly address active power generation.
- ---[Enyalida on 8/15 @ 17:43 writes]:
- Even assuming a single sand (like the one that spawns in org territory), city essence provides a
- greater quantity of power that is more dependable and safe. You're counting 27 fae combined for both
- forests compared to 30+ essence per plane here as well. So that's a total of 54 for -one of the
- forests- while each city potentially gets 30+ all on their own, assuming that none of the cities are
- stealing fae away too. This is also ignoring the cosmic methods of power generation that run
- parallel to fae gathering. Fae as they are do not measure up alone to the variety of power
- generation options each city has. Make the forest essence creatures respawn normally (like elemental
- essence creatures) with a lower total number AND leave in fae power (and potentially fae essence
- creature generation) for a more even equivalence. Something like half the number of stable essence
- creatures (~15), up to the regular amount (~30) for an org that regularly captures ALL fae, which is
- not a given by any means.
- ---[Tanin on 8/17 @ 21:31 writes]:
- It has been suggested that carving be made the same time as enchanting a statue, since growing
- elders are no longer going to be an issue. Additionally, if the idea of making elder trees
- indestructible doesnt fly, then simply change it that growing an elder requires 1 nut that will grow,
- rather than the whole current hassle, and then chopping an elder would require the same time as
- destroying a statue.
- ---[Enyalida on 8/18 @ 19:38 writes]:
- Why would growing elder trees no longer be an issue?
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