From my announce:
One of our envoy reports recommended to remove tree chopping
conflicts and power generation of commune trees. I was loathe to remove yet
another conflict system but I totally understand how morale busting it can be
to have enemies chopping your trees and running away and I understand how it
didn't seem fair that communes had an advantage with power that cities may not.
In other words, I get why players want this but, again, I would prefer not to
throw the baby out with the bathwater. Also, communes would basically get free
wood without any risk or cost whatsoever.
Therefore, I'd like to try an experiment. To keep,
everything operating as-is but to give commune druids an additional discretionary
power.
NEXUS IRONBARK - available to commune druids security. For
250 power, will prevent trees from being chopped in any manner EXCEPT that a
druid of the same commune as the tree may mulch it. This power can be stackable
up to 24 hours.
Therefore, druids can basically protect trees 24/7 IF they
want to spend the power to do so. In other words, yes, communes can still get power
from trees but they also need to spend power to protect it. Commune druids will
need to weigh when to protect trees (or constantly protect trees) depending on
how much they want trees to generate power.
Also, not having anything to do with trees, we've added
another discretionary power to help deal with forest fires.
NEXUS STORM - available to any security member of the
commune. This will change the weather patterns throughout the entire commune, causing
rainstorms strong enough to put out forest fires. (We've also adjusted weather
code slightly so stronger rainstorms have a better chance of putting out fires--and
the summoned rainstorm is very strong.) Weather will eventually revert back to
its seasonable norm, though in the meantime shamans will get the benefit of potentially
manipulating the stormy weather.
Again, all of this is experimental and if it doesn't work,
we may reconsider the envoy report. However, until then, I hope you will give
this new system a try!
(We've also discussed potential other discretionary powers
to help defend home orgs but for now we are seeing how this goes.)
Let me know what you think! We can tweak the above if necessary so give suggestions. Also, feel free to brainstorm any other discretionary power ideas.
Comments
Raves for getting your cake and eating it too.
I dont get it...is there some secret channel where you can whine and get things done? We're missing out on this magical mechanic in Mag...need secret chan plz.
- Would like Marani to be able to be fed to Necromentate even when alive
- Would like Sea of Despair to not have waves please (tainted water)
- Would like Nihilists to not be broken
- Would like Sea battle to not be the last epic for Mag and prefer something more thematic to Mag itself (we dont -care- about Ladantine. Honest).
Please and thank you
I really don't believe communes generate 10k power from trees. I think that is either a gross exaggeration or you are misinformed. Someone can correct me if I'm wrong though I did look at some logs.
Anyway, we'll see how it works, though I hope you will give it some time rather than taking a let's spite Estarra approach!
In spirit and effect, this is not what was asked for.
@Malarious, your numbers are very wrong. If this defense lasts only an hour, keeping it up 24 hours will cost 6000 power a month, which is approximately twice the number usually generated (~3000 per month). This means that your first point is correct: it makes far more sense to allow a few totems to be chopped down, as the power lost over the course of the three to four days those few totems are down will be less than the 250 power cost to protect "all" of the trees for one hour. Why is "All" in scare quotes? Because in any given hour, there is only likely to be one or two trees at risk anyways!
This is a different kind of 'not worth it' than flat making trees unchoppable but generate zero power, even if the power cost was adjusted to make it equivalent. It relies on predicting when enemies will want to chop trees and being able to activate this power ahead of time. If we could do that, this wouldn't be a problem in the first place! What this does is make druids feel guilty for using it (250 power burned for what?) and guilty for having not used it the time someone DOES come in to chop. Yikes.
Sorry, it lasts 1 hour but is stackable up to 24 hours. Celina and I were just talking about possible tweaking of numbers, i.e., it could last for longer chunks of time or be cheaper or even be stackable for longer.
Even that is leaving aside yet another thing: a saavy enemy can come in and scout for elder trees while the power is up and return after it turns off to chop down all of those trees. So, unless you use it enough to wait those people out during off-peak times, you use up the power on the discretionary... and still get the trees chopped down.
1) It doesn't resolve the stated problems in the report:
That of power generation and defense disparity. Passive power generation disparity still exists by virtue of Communes still getting an extra 2k power from trees over cities every (approximately) RL day. Whatever the costs of the discretionary, they literally still generate PASSIVE POWER from a source that no city will ever have access to.
On the other hand, if the communes decide to "get their cake and eat it too", the disparity swings the OTHER WAY.
To make trees be unchoppable, communes need to spend 3600 power a RL day to maintain the discretionary - 1600 more than cities now. At the same time, TOTEMS STILL CANNOT BE RUNED unless they are bonded, providing LESS defensive benefit than statues. To achieve power parity with cities, you can protect trees around 13-14 hours a day - leaving 10-11 hours of vulnerability AND WITHOUT the runed defenses of totems.
And worst of all, the actual mechanic behind the griefing STILL EXISTS. It has not been removed, which means it is still possible for others to create a lot of busywork for communes for little effort.
All the disparities that were stated in the envoy report literally still exist, with new disparities added on and without addressing the underlying mechanic that causes stress for the players: RL days of effort to replant a single chopped tree.
2) It increases the burden on druid players to log in: not to have fun and play the game, but to stand guard.
Druids already face a huge amount of pressure to log in and "guard" trees currently. Of course, as a player, I make it a point to let them know they are appreciated as well as making sure they know that it's fine to slack off their duties - it is a game. However, the implicit pressure created due to the inevitable fuss when trees are chopped (ie. when they lapse) can never be addressed without removing the mechanic. This new discretionary creates a new "strategical" dimension to Druids planning for their hours - now they can cover for the time periods when they can't be online! Yay... except that the pressure now shifts to them planning their log in times as though being around when the discretionaries are down is the only reason why they should be logged in.
This kind of implicit pressure is, of course, self-made and psychological, created from a misplaced sense of responsibility that other players can help to alleviate through encouragement and friendships. However, it can never be eliminated, no matter how supportive the org is - it is IMPLICIT in the system. The system is DESIGNED to create these forms of planning cycles.
This is OVER AND ON TOP of the need to carve and protect, and replant trees when they are chopped.
And chopped they will be - because literally, the griefers are now given YET another reason to say, "YOU HAVE PROTECTIONS, THIS IS FAIR." when it is inherently unfair to any group of players to have to deal with this kind of stress over the long term in a game. This is nothing against you or your team who brainstormed this "solution", @Estarra, but this "solution" really is ridiculous.
In the other thread which you started to discuss this issue, Estarra, there were plenty of posts that explained the stress created by these mechanics, and how they are NOT "conflict mechanics" because of the kind of pressures they generated on druid players. Did you read those posts? This is an honest question, because I cannot understand why you would be "loathe" to throw out such a flawed mechanism that STIFLES CONFLICT, as explained by those posts, if your goal is to maintain it. This solution doesn't preserve, or improve, any kind of conflict generated by the tree-chopping and replanting system - not because there is none, but because the mechanics that encourage the OPPOSITE behavior still exist despite the changes.
Please reconsider the envoy report solutions. These will not resolve anything, will continue to make all the parties feel unfairly treated (cities feeling like they are getting shortchanged on power, and communes feeling like they are forced to deal with an unhealthy mechanic) and worse still, create even more unpleasantness for druids by creating unwanted pressure on their role in the game.
Arcanisrandom people from cutting down a tree to make people waste 150 power, and then just running away for an hour and returning to do it again?