Best Of
Re: I'm done
Re: I'm done
tbh, as an outsider who pokes their head in from time to time, it's pretty easy to read some of the replies/reacts on this as passive-aggressive/aggressive. Which is backed up by, as suggested, looking at certain comment histories and the "complaining about complaining" (which is a silly behaviour that only breeds negativity where there could have been little to none.)Woodro said:I hate that you think quitting is your only option. I hate that this post is even been made on the forums cause a point has to be made! We are a new MUD looking for players. Driving them away is not what we wanna do so I have already reported this post for how it devolved into accusations that have been proven false with facts.
Re: Interdict
I think this is the entire point of them. You (hypothetical person) have been enemied, presumably for good reasons. You are now not allowed to be [wherever]. If you could easily kill the guards and just go there anyway, then what's the point of the enemy mechanic at all? So it should be a challenge.
Now, you might also say right now, that there is no reason to go to the effort to kill the guards to go to [wherever] because there is no reward for doing so, which is also currently more or less correct. But, at least to me, that's separate from whether or not the guards function as intended.
I think the costs proposed by @Ilyos are more than fair, and certainly a good place to start.
As for raid mechanics, I'm extremely ambivalent. They can be fun sure, but I've also been on the receiving end when it was very much "Oh, hell. Not this again." over and over and over. I like that we are not currently 3 armed camps, with every member of the opposing factions enemied the minute they leave the tutorial. I sincerely hope that doesn't change no matter what mechanics are put in place.
Re: Starmourn: Year 2 Incoming!
Re: Interdict
Keeping this in mind, I feel like we should adopt a different process for guard employment. When we hire them, we should also sign them up for HETE treatments. This means that when they die, they'll reclone and return to their post - eventually. I'm not sure what a fair timer is for this, but I'm sure it can be sussed out. This would be bundled with some kind of appropriately increased upkeep cost, so that you're still paying good money to keep your areas protected, but it's not a repeated lump sum every time a group of raiders wants through your stack.
Once we have a system where guards are no longer a chore to replace and become a less prohibitively expensive obstacle for interested parties to overcome/stir shit, then I feel like it will be easier to talk about what's fair with regards to how strong/weak they are.
Re: Interdict
So, short answer, I will look at this but would rather make guards smarter than nerf certain abilities
Re: Interdict
Re: Interdict
I mean, outburst has a channel, so no, fury wouldn't be able to separate them. And nanos were pretty clearly not meant to use interdict like this, so, I have no sympathy.Soza said:Yeah, lets take away nanoseers ability to kill guards very slowly, and give fury a way to seperate them and single them off easily!Azlyn said:Agree with the problem. I'd maybe suggest that guard and boss mobs have like an AoE interrupt effect with each attack. (Then you can give us outburst moving mobs back )