Just wanted to start an informal discussion on what players think about the current mechanics for chopping down commune trees. Is it fair as-is? Should there be more limits to very aggressive choppers? Some other mechanic to prevent constant morale-destroying chopping (limit when chopping can occur, capping how much can be chopped, etc.)?
Respectful discussion encouraged!
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The big problem is that the mechanic seems designed to encourage and empower hit-and-run attacks, made at times and in situations where there is zero chance of reprisal. Indeed, because the cities have no equivalent target, there is nothing that can be done short of teeth gnashing to respond or react IC or mechanically to totem chopping.
Firstly, chopping trees, there are 2 kinds:
- Chopping a normal tree, which results in an area-message of a tree falling
- Chopping an elder tree, which results in a cry out on CT to alert members.
Frankly it comes down to the idea of why the communes should first care, mechanically, about it. Trees give power, remove that aspect (as well as the crying out on CT), and most wouldnt even care nor complain about it.
That aside, I'd like to point out that with current fixed stats, it takes 2 swings to cut down a mature or elder tree, each swing costing 6 seconds of balance. Axelords get a much faster chop which lets them rush through a forest.
Should Totem carving become a copy of statue mechanics? I personally dont think it should. Statues are simply not Totems. Totems have always been considered a 'sacred' concept for forests, and the idea of a druid bonding to a totem always representing a deeper connection. Statues are simply...a tool used. Communes were never suppose to be cities, and unique mechanics for each represent this. The idea of 'free range of travel' in a forest always, to me, represented how they opted for a more open and wild lifestyle, rather than the cities which are fortified up. Also dont forget that while communes can not 'statue up' each of their rooms, most of their members are in fact able to instantly travel and appear before any enemy in the area via the Flow ability which, when mixed with following guards, can be quite lethal.
For changes, I'd suggest removing the current passive power concept of having trees, and making the growth of an elder tree more centralized around a druid wanting a totem to bond with.
I have personally suffered the consequences of that 6 second balance loss, wherein I chop, someone flows with guards, and im dead.
That aside, some things to consider about totems/trees/elders in general.
Forests currently gain roughly 3000 passive power from totems and trees in their forest. Even the passive power quest of each city and commune doesnt give this much, which is 1000 power. Even if we consider essence on elemental, even with sands, and empowering cosmic beings, that still wont add up to this large gain unless we are repeatedly harvesting these sources.
So the fact it is somewhat 'easy' to cut down an elder (which truth be told, it isnt since you have to wait for the totem to revert to begin with), balances out the fact of the very easy method of passively obtaining such a large amount of power.
Were you chopping or mulching? Because I believe mulch is instant
1) Essence mobs need to spawn on Ethereal regardless of whether or not fae were collected.
2) Totem chopping needs to be a channeled action that takes as long as statue destruction. This will work regardless of whether or not they have been carved, but will not work if bonded (because skills are gated off of that).
3) All totems need to function regardless of whether or not they are bonded (crow/stag users will still need to bond for skill purposes).
Easiest solution is to just make it a channeled action ala statue destruction. Can destroy one, if not caught beforehand. If caught, being attacked and curing will end the destruction.
It depends on whether you want the entire picture to mimic statues (the first solution) or just minimize tree griefing (second solution will do that just fine).
Second solution does not mean that the power generation needs to remain as it is, but hitting it heavily (or removing it entirely) highlights / exacerbates other balance issues.
Statues are instant to make, take a while to enchant, take a while to tear down. Totems take a while to make (irl days, if griefers don't get to them), don't require enchanting, and are easy to tear down.
So why don't we do the following:
Make totem chopping a channeled action like statue removing. Have both announce to the org when the channeled action starts.
Leave the power generation alone, or only tag it to totems that are bonded. Thus, the forests will only really be bound by RP reasons to keep totems that aren't at entry and exit choke points.
Moon beam is also an awful mechanic for chasing, you're really barking up the wrong tree in several ways here. The reason you see a lot of moonbeams is because for most people it's literally the only way to tell if you're even in the area when you're veiled.