So, we've all seen the Eye of Zenos over the last week (? Can't remember exactly when it came up). I'm not sure if it's a matter of people not knowing how to put it down, or that it's too hard to put down, or that the quest is bugged or something. Either way, it seems the Eye is here to stay for a while. Thus my (perhaps somewhat controversial) suggestion: Put a time limit on these quests. Make them go down on their own after, say, a week. That's plenty of time to take advantage of the quest, or to try to put the quest right on your own, before it goes away on its own.
I can think of a number of quests that this would apply to, but I'm sure there are others as well:
- Eye of Zenos
- Tainted Broadcasting Center (even though it tends to be taken down pretty quickly)
- Marani
- Soulforge
- Slaghora'ruin
- Muud (which, granted, I've never actually seen yet)
- Spire of Dionamus
What all these quests have in common is that they have a world-wide effect that's negative in one way or another. While conflict quests can be fun in moderation, them being up possibly permanently isn't that much fun for those affected.
Comments
As for the rest, I like these quests (obviously), and I feel like they give people something to do. Most of them are completed only rarely, and when that happens it spawns an event-like thing that the admin do not have to run, yet which players are engaged in. I would not like to see these things get ignored simply because people know that the effects will eventually fade.
Also, Zenos and Marani are not conflict quests. They're things being done to the world, not targeted at any org/orgs.
Vive l'apostrophe!
If Goloth Maxyenka is raised in Lirangsha, he shouldn't die of a sudden heart attack after a week.
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On conflict quests in general: There are ways to counter these things (sometimes the counter is easier than the raise). There doesn't need to be a timer.
Marani is also part of Mag's epic cycle, while the rest of these are not.
(These are serious questions and not condescending as I honestly don't know): How much is that extra level of regen really going to help you? Assuming no racial regen, Mags have a Level 2 regen in Taint. Would a Level 1 regen in Taint really make you lose a fight every time?
3237h->3573h->3909h->4210h (8% per tick)
With mercy, it did the following:
3237h->3447h->3783h->3993h->4210h (alternating 5% and 8% per tick)
Thus, not racial regen.
WHAT ALWAYS AFFECTS HEALTH REGENERATION
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enchanted items with mercy charges
boost and regeneration abilities
WHAT AFFECTS HEALTH REGENERATION WITHIN LIMITS
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Racial bonus to health regen: 1-3 levels
Mercy enchantment: 1 level
Pain in the ass.
I understand where Ssaliss is getting at, and I kinda agree. I'm over getting my movement hindered by the stupid zenos business. I also understand that we want to encourage doing the counter-quests, but a happy medium between conflict over the quests and being irritated for long periods because someone did a quest would be nice, if it were possible.
Spire, Marani, TBC...I like the way they function and how they require mass cooperation to take down (or put up). It's -hard- to do Spire alone unless you're an artied demigod (and actually know the quest, and can get someone to help you because there -is- a two person required part).
I would say Marani should be considered without enemy territory to keep away the Mag epic grief, but there are similar instances of PvE smobs elsewhere (Cthogglogg, Zenobia). So.
Like hitting all the org's nexus for a massive chunk of power (or their shield (Flame of Glinshari, Drachou etc)).
EDIT: And I mean like all orgs. Meaning, a Celestian can't ninja raise Marani and expect Mag to take care of it; if she gets big enough, she'll hit the Pool of Stars too. Spire of Dionamus would have to be left out of this setup or get a different consequence if left unchecked.
To the admin: I get that quests get bugged. I get that the person who made the quest very possibly may not be around. I get that quest code often doesn't have any easy reset. But, Estarra, when a quest like this breaks, couldn't there be an admin command to just remove the harmful effect?
There still seems to be the need for some way to better communicate broken quests to the Admin. It is frustrating to have a quest broken and not know if the admin is even aware of it. Couldn't we have tags for bugs? And then the tagged bugs be used to generate reports for staff? Either that or a separate Quest bug so players can see if a specific quest has been reported (even if they can't see the report) and add their own findings? That way we might as a group provide the staff with useful information.