Slight derail in the quotes thread, and I promised to move it here, so that the quotes thread can continue to do it's thing in peace.
I will try to copy relevant quotes from all interested parties into this thread, so that we can have some context, and continue our discussion.
Please note, this is a serious thread in the Dais. Let's all please be responsible in discussion. As
@Delphinus said in the mentioned thread, the point is interaction, not complete destruction of one side or the other.
ETA: I don't think that we will come to any solid conclusions in this thread, but it might be handy to have an ongoing place for discussion, and maybe small ideas or a general direction can be gleaned from our efforts.
Comments
Make forests just like any other room, i.e. delete exterminate.
Note, I'm biased, but I don't think it's exactly fair that I have to spend 2-3 RL years Open-PK and attacked in the forests for 15-30 minutes of exterminating Zanzibaar. Especially given that I've been trying for over half that time to get unenemied and it requires moving mountains just to get a reply on what I have to do.
With alchemy, I think there should be a similar relationship between forestals and Eleusis that necromancers and Mhaldor have or devotionists and Shallam have.
Holocaust wasn't, doesn't, didn't. There's no windup, no interrupting it. No period of risk and challenge followed by victory or defeat. You just lay a holo, run away after 5s, and the forest is dead 10s later. This isn't conflict, it's vandalism followed by cleaning up.
Holocaust was not made the way it was for "conflict". It was made to burn forests because after the sylvan class was lazily slapped together, someone realised, oh damn, holo in a grove with a totem is OP. The change meant you couldn't holo your grove without losing your grove. Mhaldor never originally had a mage guild and obviously wouldn't have been expected to use holocaust like that. Historically the only mages in Mhaldor were a couple of total outcasts who forsook all of Crystalism and Enchantment, because they lacked a MC or enchanting room.
Forest conflict has, honestly, never been properly designed. It just grew out of a few cracks, like mould. If it had been designed, the vulnerable territory forestals are expected to defend wouldn't consist of two environment types across hundreds of areas, multiple planes, islands, etc. Looking at other groups, their defendable territories are far more sane. Cities have their city, one area. Orders have their shrines, and orders can choose to place as many or as few as they want, in vulnerable or protected locations. As well, if it had been designed, it would likely be an activity that both sides could win, rather than presenting one side with abilities to attack and no vulnerabilities, and the other only with an endless defense.
IMO if you want to make forest conflict a legitimate, non-BS activity, it needs a total redesign. It needs actual design. For someone to sit down and redo it from the ground up as an activity where two sides compete, and both have opportunities to aggress and defend, and there are sometimes clear victories to be won. I don't believe this is possible with simple tweaks to the current mechanics - they lack too much.
For as long as the game's been online it has been everybody else's responsibility to give the Nature faction relevance. Fix that and people might have some good faith regarding removing exterminate - because for now the obligation to defend nature is genuinely seen as the only thing keeping you from Cyrene/Hashan status.
Further, any variation of "maybe we'd actively seek to roleplay other conflicts, we just can't because Oakstone takes up all of our time/it's impossible to justify other conflicts or expansions of our role because extermination" is exactly the attitude which reinforces the above.
tl;dr: I'll campaign beside you for a removal of the forest conflict mechanisms when they no longer define your faction.
They get it. No sense in hand-wringing on the forums about it anymore. At least until the changes go in, and then you can come post on the forums about how much you hate them.
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Mark.
The red fog, the island itself, the stalagmite, Blackrock etc are all in the same geographical area. In addition to the issue of having them all accessed through the same restrictive choke-points, having them all clustered around Mhaldor makes the activity seem like a glorified city raid.
I thought about inventing some new necromancy-affiliated assets for Oakstone to attack - as necromancers can attack the major forests, which are geographically widespread - but I don't know if it's unreasonable to expect people to care about something you've just presented to them. That was one of the problems with Icons, "Here's this thing! Defend it!"
Your point about Mhaldor's current numbers is a good one. But I think Mhaldor has always been a hardcore, underdog organisation, and this has been a large part of its appeal for the people who join. If they got a cool new conflict system that would probably serve to reignite that appeal. I also don't think you can design a system like this around too rigid an assumption of one side's strength/weakness or playerbase size, when a factor like that is so variable.
So long as a Nature-style priority target exists, it will be used and abused as constant leverage. An attack on literal, pure ideology should rest -- as it does with Shallam and Ashtan, to great effect -- on the pillars of god-sustained events.
(This thread is good background for the uninformed, but otherwise, it's kind of irrelevant. As @Aerek said, the planned solution needs to make it off the whiteboard before we can bring it to the message board.
If a new form of conflict were introduced for forestals, it certainly would not be balanced around mhaldor being small. That's something that you need to take care of in game.
Also @Blujixapug totf was your idea iirc.
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Greg!
I suck, too. That might have something to do with it.