So, after all the changes to hunting/denizens, there also have been tremendous impact on Shrines as they work.
When the essence was upped for denizens, it made dropping/raising a shrine extremely easy to do. In an effort to fix this, I think it would also be a good time to discuss what we can do to make Shrines more of a fun mechanic for everyone involved.
I personally would like to see a system of Influence, which has certain benefits based upon your Order Influence which you can build by raising shrines. The more shrines you have, the stronger the boosts can become. Possibly have options, so that you could select a boost that is Order members only, or you could do one that is City wide. This would obviously give benefit to having a large shrine network, and also give benefit to the player to actively try to ensure that shrines aren't being tossed out. I think removing the Essence count from players will help alleviate some of the issue with dying during shrine defense/offense. Also with this, I would think we could remove some of the things that we have now (Worldburn, the lesser damage one, the travel one, etc) that people rarely use except to grief other players (hi worldburn).
Also, we could have a "cap" of Influence. Meaning if you go to raise a shrine, but the cap has been reached, then you cannot raise that shrine until you have defiled one. This can make it so that if you really want to make your Diety the most Influential, then you have to actively combat the other Order for their Influence. I think reducing the amount of people that -only- hunt for their Diety is a good thing. IMO if you are devoting yourself to that Diety, then any other Diety is an affront to your entire lifestyle and RP-wise you should want to destroy them as quickly as possible.
Anyway, just an idea that I had. If you have one, or would like to add to this one please do so! Thanks for reading.
Comments
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
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- (Eleusian Ranger Techs): Savira says, "Most of the hard stuff seem to have this built in code like: If adventurer_hitting_me = "Sarathai" then send("terminate and selfdestruct")."
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Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Honourable, knight eternal,
Darkly evil, cruel infernal.
Necromanctic to the core,Dance with death forever more.
Katzchen that was a coordinated group
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
This is entirely the point of my suggestion. Shrines are 100% a mode of conflict at current, and I would like to see that change somewhat. You -should- have to fight for your shrine network if you want to be the biggest ones around. You shouldn't also -only- fight for them.
I used to play a game that was a nation that you created, and leveled up. As you leveled up, in order to get stronger you had to get resources that were on the map. To get them, you had to go to them and situate a block of land on them, and fortify it or whatever. Other nations who wanted that resource could at any time, come and try to take it from you. Coordinated efforts to steal an entire resource set from a nation was a common thing, called res raping. If your team wasn't strong enough to stop this from happening, then you could log in at half the power you were before. You would then have to work harder to get them back from the now-stronger nation.
Anyway, my point is this: Shrines aren't guaranteed, and you shouldn't think they are. There needs to be a system in place that rewards the continued efforts of a city that consistently works on their shrine network, versus having the same things that an Order that has 1 shrine has access to.
In regards to the dual deity issue, sure I get that. You could halve the Influence per shrine generated of those deities, leading to them wanting to put out more. For the Order based stuff, these reduced values can be adjusted to allow that Order access to the 10 Influence ability at 5, which is the same as Mhaldor having 10 Influence. For the City-based stuff, they would require the full Influence but both deities count towards it. If your city has 1 Patron, you get 1 source of Influence. If you city has 2, then you have 2 sources and can reap those benefits. Truly, you could have each Order do a separate City wide effect and have more of an effect than a 1 deity city in that respect.
Anyway, it's just an idea. If it won't work that's fine, but the system as it is isn't exactly fun or engaging for anyone involved - unless you only hunt for essence continually I guess.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Wooow, Restraint vs. Let's use this as much as we can now because we know it's going to get nerfed after this.
My suggestion will always be the old suggestions of something that requires presence in the room for X amount of time to drop/raise a shrine. Five minutes or so, allowing defenders to group and respond.
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
Would stop the problem with random nobodies who have vendettas and make it a more organized event. If it takes one to raise a shrine, should take one to drop a shrine.
also would stop the random alt-defiliers.
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
Honourable, knight eternal,
Darkly evil, cruel infernal.
Necromanctic to the core,Dance with death forever more.
Similarly, if someone gets branded a traitor to an order and wants to RP a phase of finding a new path to walk/a new set of teachings to follow, but still wants to take revenge on said order because he feels that he has been wronged, same point as my previous.
Sure, you -could- hire people to drop shrines for you, ..which'd work, I suppose, but that's not in everyone's style of handling conflicts.
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
But I'd rather have the option to fight my own battle against an Order without having to find round-about ways of doing it.
I agree that it'd be awesome of we gained something from putting the effort in to maintain a shrine network.
Currently I don't think there's any point in making shrines harder to drop as they're not exactly hard to raise and honestly they uh, don't really do anything. I can agree though that if some material benefit was added to actually having a network, dropping them should probably be harder as well.
Perhaps some kind of tick benefit, so at the end of every month, the City/Order gains something based one the amount of shrines standing at that point?
I like what Tibitia's idea was... It'd be really cool if each Divine chose a day during the year and that day was their Holy Day. And that'd be when that tick happened and gave benefits to the Order members based on their shrine influence at the time. That way each Order had their own influence ebb and flow and the conflict would get more intense the closer to that Holy Day they got. Enemies would try to cut down their shrines, they'd be trying to get more influence.
Prior to changes, this is correct. However since the changes they also upped the essence that each denizen brings, while not altering how much it takes to raise/defile.
Meaning, Sidhe can drop 5 shrines versus the previous 2 or whatever that equation was/is.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
If the reduced the willpower cost and increased the offer balance, you could bring it closer to workable again, but that might bring other problems. It needs a proper rework. Currently it is completely broken.
I'd say that people not of faith should ever feel entitled to attack an object of faith.
Here's the fix. Order members can remove the defensive buffer on shrines, allowing it to be sanctified or defiled for a specific amount of time. Other than that, order members can always sanctify/defile through the buffer thingy.
There ya go, causes teamwork, sets goals, and makes it so one solo dragon without a care in the world mess up everyones day.
While I agree it should probably be looked at based on what you said, it probably shouldnt be a linear increase.
For example if a pirate was 1000 essence before and took 20s to kill, I assume currently if it's health has been increased by 50% and now takes 30s to kill, they've upped it to around 1500 essence.
While in isolation this seems fair they probably should consider the fact that it allows you to drop shrines faster as well as the fact there's just suddenly more essence available.
(It's still not AS broken as you're making it out to be. Acquiring that amount of essence still took the same time/effort. You guys just got hit by a large coordinated group of people who really wanted to bash).
Tl;Dr I agree they should probably be increased but the increase shouldnt be linear with the drop increase.
Shrines have been broken lot longer than this recent release of changes though.
You said it yourself, shrines do -nothing- in any practical sense of the game. They give no buffs, you get nothing for having a lot/a little/none of them. You have no reason to really defend them other than RP, and you have no reason to raise them (see: Babel).
These things need to be addressed, and now is as good a time as any to begin brainstorming on ideas, given that there are -more- issues at the moment
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
Developers would better spend their time fleshing out a new cool daily conflict mechanism (maybe new icon thingy) that doesn't require a player to initiate it. I get tired of logging in for conflict, creating that conflict, and getting verbally berated for being an inconvenience... Let's take some of this out of the player's hands plz.