Many have opined that the proliferation of veils has had negative repercussions for balance. That's probably true, but I think, for the most part, individuals with veils are a minor problem.
The bigger problem seems, to me, to be that this proliferation has lead to a somewhat novel phenomenon of raiding parties that are entirely veiled. In the past, you'd have a few veiled people in a raiding party, but could follow the bulk of the party by tracking the ones without veils.
The only real solution we have right now is to rely on people on our side who have veils. It's already happened a few times since I came back from dormancy that we've had a fully-veiled enemy group raiding the city and no veiled citymates around, which leads to tremendously silly situations where half a dozen people are raiding our city and we can't do anything about it without combing every room of the city by hand (in which case they just pop over to a new location and try again). The alternative, when there are veils present, is usually for citymates to act as automatic radar stations, triggering to repeat locations to channels at regular intervals or, worse, offering automatic replies with locations to tells in certain forms (this latter one seems to be common among veil owners now). Worse yet, both of these can and are done while AFK, making the "radar station" metaphor even more unfortunately apt. I think there's general agreement that this is precisely the sort of automation that's sort of distasteful from an immersion perspective.
The suggestion then, is to make veils stop working when the veil owner is being followed. It makes a sort of sense, since their location is, in an abstract sense, being constantly "revealed" to someone. More importantly, it means we can't end up with entirely-invisible raiding groups nearly so easily. Better yet, it affords defenders an active defence against veils - the more sneaky defenders can try to follow veil users in order to negate their veil.
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Site: https://github.com/trevize-achaea/scripts/releases
Thread: http://forums.achaea.com/discussion/4064/trevizes-scripts
Latest update: 9/26/2015 better character name handling in GoldTracker, separation of script and settings, addition of gold report and gold distribute aliases.
Site: https://github.com/trevize-achaea/scripts/releases
Thread: http://forums.achaea.com/discussion/4064/trevizes-scripts
Latest update: 9/26/2015 better character name handling in GoldTracker, separation of script and settings, addition of gold report and gold distribute aliases.
As is, most veil users combine veil and gem to create a 'not logged in at all' illusion until they feel like killing someone/something.
Alternatively, you could nerf the veil a bit by making its protection not 100% foolproof, so that it's possible to see them, but you just have to keep trying.
I personally feel like a lot of these arties could come with a 90% success rate instead of 100%.
Personally I'd be ok with veils not working (to hide your location?) inside cities and order temples if you're enemied to that organisation, but I can't see any reason for them not to work elsewhere.
Results of disembowel testing | Knight limb counter | GMCP AB files
So to that effect, what scenarios exactly do you feel are so extremely imbalanced by veils? If it's raids, perhaps summoning a spark should announce to the city that a spark is being summoned in a particular room (similar to totem smudging). Guards already cry out when they're being attacked.
No, it wouldn't help for border raids or exterminations, but if they're raiding your border, you know about where they are, and exterminations are a whole different can of worms.
Make it two edged, like the Orb of Confinement, so citizens' veils wouldn't work in-city either, if it was left on.
Everybody has been complaining about veils for years upon years. Nobody likes them, but at this point they're an evil in Achaea that's probably never going to go away. With the current state of the game, there's simply no way for the administration to remove veils even if they wanted to. What do you want them to do? Offer a cash refund to everyone who has a veil? So far, noone in this thread has offered any decent alternative, and that's because there isn't one. People have been complaining about this for years and nothing has changed because there's nothing that can really be done. Veils are too much a part of the game.
You might as well go ahead and get out your checkbook and write a check for ~$550, or just learn to cope.
1. Offer LV2 veils
2. Profit
The IRE games are based inherently around interaction, with friends and foes alike. Having no chance of finding people - or people having any chance of finding you - just makes interaction impossible. Most muds do their best to bring people together, not to keep them apart. I mean, you're not always interested in fighting or roleplaying or whatever, but like I already said: sometimes your actions are meant to have consequences. Also, people paying 2,000 credits doesn't necessarily mean that the artefact itself contributes to the well-being of the game. Delete it, offer full refunds (as has been for other artefacts in other IRE games), and have a better game than you had before.
Site: https://github.com/trevize-achaea/scripts/releases
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→My Mudlet Scripts
o.O
Have an item sold in cities that can be tossed into the city's font to fire a big flare. When it fires, it gives an area-wide message of a big magic flare going off, and then 10 seconds afterward veils stop working in the city for a few minutes. Make the item cost a reasonable amount so it can't just be spammed.
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Darkly evil, cruel infernal.
Necromanctic to the core,Dance with death forever more.
Site: https://github.com/trevize-achaea/scripts/releases
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Latest update: 9/26/2015 better character name handling in GoldTracker, separation of script and settings, addition of gold report and gold distribute aliases.
Just as a counterpoint, artefacts that detract from other players' experience are awful.
Examples of this include:
The fact that these artefacts exist is, in my opinion, a disservice to the player-base at large, and a reduction of Achaea's value as a game. I personally won't support pay-for-perk things (I like pay-for-cool-things, and might be okay with pay-for-convenience things, but I hate things that cost money for a mechanical edge on other people), but if they never affected me, I probably wouldn't care that much. However, they often do, and the above examples are particularly blatant about it.