Despite someone's disappointment at the organization (or lackthereof) and someone else's hilariously embarassing whining about "RP," @Aegoth's necro-ritual in the Black Forest was good, clean, family-friendly fun.
Also, I love Bladesuicide, really adds to Blademaster.
Despite someone's disappointment at the organization (or lackthereof) and someone else's hilariously embarassing whining about "RP," @Aegoth's necro-ritual in the Black Forest was good, clean, family-friendly fun.
Also, I love Bladesuicide, really adds to Blademaster.
I think the ritual failed because he didn't sacrifice a goat, or at least I missed that part in all the spam and attacks.
Shoutout to Mhaldor for recognizing Cyrene had 4 adequate defenders at the time and not just crushing us or killing guards to force a rush that would have sucked/not been fun for those involved. Sorry guys. Hopefully next time I can throw a better defense party together, but its what I was working with and I appreciate the consideration of the fun for the players behind the characters and not just roflstomping guards because you could.
That gut wrenching fear when you notice that @Exxia is back and you and half your party are simultaneously like "Oh no!" Great to see you're back again, your honorable griefing was a much missed part of Achaean life.
@Garden, that is one heck of a way to deal with the seemingly never-ending Mhaldorian/Eleusian conflict. Heck, I wonder whom will actually become forestall JUST to do that to Mhaldor Isle or become necromancer just to deal with the forest bit. We may play the game, but you guys keep it awesome to play in! (Yes, some days it is more addicting than chocolate chip cookies fresh from the oven. I also apologize for that bit of heresy.)
As a rule we try to avoid modifying conflict systems while they're being utilised in a protracted engagement, but as it seems likely the current one will be continuing without a concrete end in sight we have decided it is time to make some adjustments to forest conflict. It is our hope that these changes shall make the situation less frustrating for both sides, but we'll likely need to make further adjustments as we see how things pan out.
Firstly, there is now a new ability in GROVES: VIVIFY. This ability may only be performed upon Mhaldor isle and will cause nature to take root upon the blighted soil. This status is similar to extermination (it is a channel, all Mhaldorians will see when it is initiated, and it is visible when LOOKing in a room). The impact vivify has is upon essence regeneration: as Mhaldor Isle grows less blighted, so to will necromancers grow weaker, causing them to regenerate less essence through natural means and exterminations the more rooms are vivified. Exterminate will remove vivification, returning that room to its blighted state.
Secondly, EXTERMINATE has had its base essence cost increased. Both VIVIFY and EXTERMINATE now cost more on consecutive successful uses by the same Necromancy/Groves user. This does reach an unmaintainable point. Exterminating a vivified room still only costs 1% essence: this returns it to its blighted state.
Finally, forest defences will no longer be always active. Instead, once someone begins an extermination, the forest will come to life, attacking any forest enemy that stands within that particular forest.
It is our hope that this should remove some of the more frustrating aspects of the system for both parties while giving both factions ways to go on the offense against one another. However, we acknowledge this is an extremely contravertial topic, so invite discussion at the new thread in the North of Thera section on the forums.
Penned by My hand on the 25th of Miraman, in the year 744 AF.
Roses and ashes, life and death Both to the ground now asunder Darkness to Light and Evil to Right Let men in solitude now wonder
Because the next week the forums would be filled with unsubtle and violent jabs at the players of Eleusian that they cried hard enough the admin tilted.
Actually, this current change is more likely to fill the forums with jabs about admin tilting than just deleting exterm and forest defs entirely.
There are players who would rather be rid of the entire mechanic and demonstrated an expectation that the last few days would lead to it being deleted. This is contrasted by how many Mhaldorian players view this change as a one-sided nerf for their end.
Actually, this current change is more likely to fill the forums with jabs about admin tilting than just deleting exterm and forest defs entirely.
There are players who would rather be rid of the entire mechanic and demonstrated an expectation that the last few days would lead to it being deleted. This is contrasted by how many Mhaldorian players view this change as a one-sided nerf for their end.
To me it seems like it's been turned into just a way to pick a fight. Exterming an entire forest takes as long as rejuvenating it does, excluding replanting. Longer if you get people summoning you. And Eleusis has a way to pick a fight now too beyond defiling/raiding. Seems all good to me.
Actually, this current change is more likely to fill the forums with jabs about admin tilting than just deleting exterm and forest defs entirely.
There are players who would rather be rid of the entire mechanic and demonstrated an expectation that the last few days would lead to it being deleted. This is contrasted by how many Mhaldorian players view this change as a one-sided nerf for their end.
To me it seems like it's been turned into just a way to pick a fight. Exterming an entire forest takes as long as rejuvenating it does, excluding replanting. Longer if you get people summoning you. And Eleusis has a way to pick a fight now too beyond defiling/raiding. Seems all good to me.
I am upset I cannot vivify the entire island solo when no one is around. ;p
Actually, this current change is more likely to fill the forums with jabs about admin tilting than just deleting exterm and forest defs entirely.
There are players who would rather be rid of the entire mechanic and demonstrated an expectation that the last few days would lead to it being deleted. This is contrasted by how many Mhaldorian players view this change as a one-sided nerf for their end.
To me it seems like it's been turned into just a way to pick a fight. Exterming an entire forest takes as long as rejuvenating it does, excluding replanting. Longer if you get people summoning you. And Eleusis has a way to pick a fight now too beyond defiling/raiding. Seems all good to me.
I am upset I cannot vivify the entire island solo when no one is around. ;p
Actually, this current change is more likely to fill the forums with jabs about admin tilting than just deleting exterm and forest defs entirely.
There are players who would rather be rid of the entire mechanic and demonstrated an expectation that the last few days would lead to it being deleted. This is contrasted by how many Mhaldorian players view this change as a one-sided nerf for their end.
To me it seems like it's been turned into just a way to pick a fight. Exterming an entire forest takes as long as rejuvenating it does, excluding replanting. Longer if you get people summoning you. And Eleusis has a way to pick a fight now too beyond defiling/raiding. Seems all good to me.
I am upset I cannot vivify the entire island solo when no one is around. ;p
Hey here are some super annoying mechanics that many voices on both sides agree would be delighted to see go...... let's just spread the annoying mechanics to both sides.
If they had just gotten rid of it entirely (since Targossians/ other conflict instigators can't get in on it and have to resort to raid/defiling), it would have been better.
Even just a brief re-awakening played by an Admin of Gaia having a conversation with Artemis would have been brilliant. In turn of the Forest Defenses faltering and fading away, the forests now have the energy to make extermination impossible barring fun large-scale RP events/rituals. Then they go back to being afk gods and now no more Exterms, no more shenanigans of exterming off-plan / off-hours.
If they had just gotten rid of it entirely (since Targossians/ other conflict instigators can't get in on it and have to resort to raid/defiling), it would have been better.
Eastern Reaches can now be Vivified / Exterminated.
New skill in Devotion: PURIFY. Cooldown: 6.00 seconds of equilibrium. Resource: 5% devotion and 1000 mana. The taint of Mhaldor Isle is destructive to Creation; while standing upon the foggy land you may enact a cleansing ritual of Light to drive away the foul mist. Evil's servants will find that as their land becomes purified, so too does their ability to regain necromantic essence weaken.
Additionally- since the forces of Nature see fit to interfere in Creation's business- you may also initiate the ritual in any forestal soil to drive back their presence, reclaiming the land for Creation in much the same way that Exterminations claim the land for the Lord of Evil.
Take note: prolonged use of purification will take a toll on your devotion reserves, and you will find that each subsequent attempt incurs a greater cost in essence than the last to perform. This will also undo any effects of extermination or vivification that has been carried out in the Eastern Reaches.
I was doing well a rampage but mudlet froze when I was c/ping things to go over. I feel like I had a shot at winning it. I also wondered why everything hurt so much and realize I had no ringmail. 100 year old Supernoob
Raves for @Morthif and @Caelan for making it a 2v2! Wish I could stay a little longer, but housework
Yeah, totally found an issue with my curing. Literally spammed my screen. Had to keep disabling triggers and trying to fix and not die manually. What a shitty defence leader I was today. So damn bummed about it because it wasn't like "oh we got bested" it was "my shit's being dumb OH NOES!"
Phase 1 of secret Hashani project got submitted - thanks @Regi@Chris@Ireth for the support! Feels good when it's not just you that thinks an idea's fun, and I look forward to the feedback/criticisms.
Comments
Also, I love Bladesuicide, really adds to Blademaster.
The Lord of Darkness isn't resting!
@Garden, that is one heck of a way to deal with the seemingly never-ending Mhaldorian/Eleusian conflict. Heck, I wonder whom will actually become forestall JUST to do that to Mhaldor Isle or become necromancer just to deal with the forest bit. We may play the game, but you guys keep it awesome to play in! (Yes, some days it is more addicting than chocolate chip cookies fresh from the oven. I also apologize for that bit of heresy.)
RE:
ANNOUNCE NEWS #4768 (06/10/2017 at 00:26)
From : Makarios, the Meticulous
To : Everyone
Subject: Nature Conflict
-------------------------------------------------------------------------------
As a rule we try to avoid modifying conflict systems while they're being utilised in a protracted engagement, but as it seems likely the current one will be continuing without a concrete end in sight we have decided it is time to make some adjustments to forest conflict. It is our hope that these changes shall make the situation less frustrating for both sides, but we'll likely need to make further adjustments as we see how things pan out.
Firstly, there is now a new ability in GROVES: VIVIFY. This ability may only be performed upon Mhaldor isle and will cause nature to take root upon the blighted soil. This status is similar to extermination (it is a channel, all Mhaldorians will see when it is initiated, and it is visible when LOOKing in a room). The impact vivify has is upon essence regeneration: as Mhaldor Isle grows less blighted, so to will necromancers grow weaker, causing them to regenerate less essence through natural means and exterminations the more rooms are vivified. Exterminate will remove vivification, returning that room to its blighted state.
Secondly, EXTERMINATE has had its base essence cost increased. Both VIVIFY and EXTERMINATE now cost more on consecutive successful uses by the same Necromancy/Groves user. This does reach an unmaintainable point. Exterminating a vivified room still only costs 1% essence: this returns it to its blighted state.
Finally, forest defences will no longer be always active. Instead, once someone begins an extermination, the forest will come to life, attacking any forest enemy that stands within that particular forest.
It is our hope that this should remove some of the more frustrating aspects of the system for both parties while giving both factions ways to go on the offense against one another. However, we acknowledge this is an extremely contravertial topic, so invite discussion at the new thread in the North of Thera section on the forums.
Penned by My hand on the 25th of Miraman, in the year 744 AF.
Both to the ground now asunder
Darkness to Light and Evil to Right
Let men in solitude now wonder
There are players who would rather be rid of the entire mechanic and demonstrated an expectation that the last few days would lead to it being deleted. This is contrasted by how many Mhaldorian players view this change as a one-sided nerf for their end.
Um. Okay.
If they had just gotten rid of it entirely (since Targossians/ other conflict instigators can't get in on it and have to resort to raid/defiling), it would have been better.
Even just a brief re-awakening played by an Admin of Gaia having a conversation with Artemis would have been brilliant. In turn of the Forest Defenses faltering and fading away, the forests now have the energy to make extermination impossible barring fun large-scale RP events/rituals. Then they go back to being afk gods and now no more Exterms, no more shenanigans of exterming off-plan / off-hours.
New skill in Devotion: PURIFY.
Cooldown: 6.00 seconds of equilibrium.
Resource: 5% devotion and 1000 mana.
The taint of Mhaldor Isle is destructive to Creation; while standing upon the foggy land you may enact a cleansing ritual of Light to drive away the foul mist. Evil's servants will find that as their land becomes purified, so too does their ability to regain necromantic essence weaken.
Additionally- since the forces of Nature see fit to interfere in Creation's business- you may also initiate the ritual in any forestal soil to drive back their presence, reclaiming the land for Creation in much the same way that Exterminations claim the land for the Lord of Evil.
Take note: prolonged use of purification will take a toll on your devotion reserves, and you will find that each subsequent attempt incurs a greater cost in essence than the last to perform. This will also undo any effects of extermination or vivification that has been carried out in the Eastern Reaches.
--
Go forth and spread/partake in the dickery!
100 year old Supernoob
Next time I won't let you bash so peacefully