It took me a while to finish drafting my report during my free time - so long that another report apparently has been created before mine. Both are pasted here for discussion and suggestions from the wider playerbase other than envoys.
Report #1578
Skillset: Totems Skill: Chopping
Guild: Serenguard Status: Pending
Problem: Elders have been called a "conflict mechanic" for as long as Lusternia has
been open, and by definition this is true. However, mechanically speaking they are
not promoting Conflict as players define it. Instead they promote a grief mentality,
that many players view along the same lines as Fire, Space Rocks(Vines), Hit-Run
on mobs. This is mostly due to the ease at which Elders can be cut down.
Solution #1: Have chopping of Elder Trees act as a channeled action that takes 2
minutes to perform. To show Axelord's proficiency with axes have it take 90 seconds
for them.
Solution #2: As well, as Solution 1 have Elders call out on CT the room location at
the start of chopping, the mid point of the channeled action, and when the tree is
actually felled.
Solution #3: As well as Sol 1 and Sol 2, Hinder mechanics (entangle, stun, paralyse,
etc.) should stop the channeled action.
Player Comments:
---[Enyalida on 12/5 @ 21:28 writes]:
Solution 3. This will help to dissuade all but the most dedicated trolls of
disruptors from chopping totems while people are logged on. It doesn't totally
solve the issue of totems, I still fully support and urge the Furies to revisit
report 1374 as mentioned in their original decision. The discretionary powers do
not touch the fundamental issue inherent in the problem, but the solutions
presented in that report and its comments will.
---[Aeldra on 12/6 @ 10:21 writes]:
I said I would support a report changing the mechanic and I stand by that. I
however would like to see another solution that would include something that
actively alert / record the person chopping. feel-like I'd rather have a denizen
report trees being chopped then the tree itself. Or it could be an ambient 'You
hear the loud sound of axes hitting wood coming from 'at the moonhart mother tree'.
I think if forced movement like gust/beckon/rad/etc breaks the channel, Solution 2
is enough, thus Support for Solution 1 & Solution 2.
---[Enyalida on 12/6 @ 13:54 writes]:
The issue with Solution 2 is the cement socks artifact and other ways to pump your
summon resist. If you get caught right at the beginning of chopping that's one
thing, but it's possible to get absurdly high summon resist and take quite a while
to move.
---[Falmiis on 12/6 @ 19:00 writes]:
I don't think any of these solutions will really "solve" the frustrations communes
have. All it will do is make it even more likely that people will wait for times
with even less people around to go chopping. My preferred solution is to just
remove chopping and power generation of elders/totems as a mechanic. A compromise
if this is not desired would be that elders automatically get ironbark for 24 hours
when they revert. This keeps chopping/power generation as mechanics but gives the
communes a much larger window (that they will know the exact times for) to carve
their totems. Duration can adjusted as needed.
---[Lerad on 12/7 @ 00:36 writes]:
Thanks for making this report to make it more difficult and nerf the act of
chopping. I have created another report as well, 1580, that approaches the problem
from the side of the act of replanting. I support any of the solutions in this
report, with or without the inclusion of any of the solutions in 1580. I am
obviously biased, yes, but I am also fully convinced that implementing solutions
from both reports together is not unreasonable.
Report #1580
Skillset: Skill: None
Guild: Nekotai Status: Pending
Problem: This is a follow up report to #1374. Additionally, I also note the
existence of #1578. This report aims to provde additional options that might
addresses the same problem as #1578 with a different approach (addressing the
effort of replanting rather than the ease of chopping). I personally feel that both
reports can be implemented together, but I understand if only one is chosen. Tree-
chopping as a mechanic has a wildly disproportionate ratio of effort required on
the part of an antagoniser compared to that of the defender/replanter. The solution
from #1374 added a new tool for the defenders to use, but it did not have the
effect of lessening the frustration created from an actual tree-chopping. This
report aims to resolve the problem of the frustration created from this inequality,
which is not sustainable, by drastically reducing the maintainence and effort
required by the defending side of this mechanic, but doing so while also
intentionally avoiding homogenization of cities/communes differentiations, as
directed expressly by the admin. This will be done through reducing the passive
power generation of the trees. Solution 1 eliminates it, but in return lifts the
burden of growing sacred trees entirely (keeping only a flavour token active
aspect) and buffs active power gathering instead. Solution 2 retains the active
tending of the trees, but drastically reduces the effort needed to actively tend
the trees in return for retaining a measure of passive power generation. Solution 3
is an optional extra solution to make things even easier for the communes at
significant cost, and must be paired with either one of the first two solutions.
This is because the status quo is not sustainable or acceptable, and solution 3
does not address current mechanics. The first solution is the preferred one.
Solution #1: Change the power provided by Commune sacred trees to 0. In return,
remove the ability to cut sacred trees at all stages EXCEPT at the Elder Tree stage.
Every new/full moon, the following happens: Every location without any sacred tree
grows a sapling. Every location with an existing sapling will have it turn into a
mature tree. Every location with an existing mature will turn into an Elder.
Carving into a totem still requires an active action. Finally, make the
shadowbeasts (and the Seren equivalent) in ethereal respawn automatically.
Solution #2: Change the power provided by Commune sacred trees to 10 for every 1%
of eligible locations that has a Totem in it, rounded down. Meaning, a commune that
has 88.8% of their eligible locations planted with a Totem will generate 880 (not
888) power every in-game month. ONLY Totems (not elder trees, not saplings etc)
will count toward this. In return, remove the ability to cut sacred trees at all
stages EXCEPT at the Elder Tree stage. Increase the amount of nuts generated by
shadows/pixies to be 1 nut every 2 shadow/pixie, and keep all other existing
mechanics.
Solution #3: In addition to either solution 1 or 2, delete the Ironbark
discretionary, and create a new discretionary for communes called "Glory of the
Forest". This discretionary will cost 2000 power to cast, and can only be done on a
day of a new/fullmoon. When cast, every eligible location in the forest that does
not have either an Elder tree or a Totem will immediately grow an Elder tree. If
one or more saplings/mature trees exist in that location, they will be removed.
Player Comments:
---[Lerad on 12/7 @ 00:34 writes]:
All of the solutions allow elder trees to continue to be cut down, but drastically
reduces the effort needed to replant them. In all cases, vigilance is not needed at
all (eliminating the tension and stress of guarding growing trees) until the elder
is restored either passively (sol 1), or actively (sol 2) - with the latter no
longer requiring ridiculous amounts of waiting for respawns. The rest of the
solutions are tweaks to the passive power generation and active power generation
capabilities of the communes to reflect a new balance with the reduced burden of
the trees - no burden at all means no passive power - this is naturally the
preferred solution. The second solution is to pre-empt concerns that solution 1
dilutes the flavour of the communes to resemble cities too much - a sentiment I
disagree with, but will not fruitlessly argue against if the admin mandate
otherwise.
Comments
Communes currently have access to (as native only to their org): shadows/pixies, nexus world mobs, and whatever few ethereal beasts are left over from someone previously gathering fae (which again, do not respawn). Fae gathering/scholars/bards/essence/cone/WhateverTheCityEquivalentToConeIs can be done by any org.
This still does not touch the admittedly less important problem that only bonded totems are able to strike out against enemies. Communes already have more entrances than cities. We have far fewer choke points to put guards up. Having all totems able to hit enemies as statues do (which again, is still not THAT great a deterrent) would at least slow people down from doing whatever they were up to in this Post-Elder Utopia.
Have the first one be their primary (but with an appropriate name) which is what any totems skills relates to, but the others still get to be active. If it works like demesnes, in that you have to have contiguous lines, could make it if the "grove" or whatever would break because of a reversion a random other totem reverts.
Still dependent on numbers, but might help us cover more area
That should answer all your questions Falmiis.
The eye of Dylara materialises in your hands and flings itself around your neck, tightening incomprehensibly until it is irremovable.
Perfectly clean, this eyeball has been wrenched from the socket of Dylara. It has been animated by some unusual force, constantly looking around itself as if in shock or fear. It is bathed in a light covering of white flames that roll endlessly over its surface. A single chain of empyreal metal pierces either side of the eye, allowing it to be worn around the neck.
Our active power generation has been made specifically lesser to balance cities vs communes due to passive generation. Bringing them into line does not just mean that communes get nerfed, they should actually be brought into line with each other.
---------------------------
On more constructive discussion:
1580 is made with the explicit intention to do nothing about the defense discrepancy of statues versus totems. An attempt to do so in 1374 was rejected - whether it was the primary reason for rejecting or not, I chose to refrain from providing the same solution. In return, I took the opportunity to ask for entirely passive replanting - without the need for statue upkeep, there's no need for statue defense.
I did toy with the idea of trying to achieve statue/totem defense parity when drafting, but ultimately decided to discard that aspect to focus on replanting.
Regarding active power generation, solution 1 certainly does put communes at a distinct disadvantage, and lacking parity, for active power generation as compared to cities (on top of the other differences I elected not to touch, of course), and I'm amenable to adding more essence creating creatures - within whatever limit people discuss and agree upon. Naturally, I will change the solutions as discussion and suggestions pop up. If there is no agreement within the timeframe until the report has to be finalised (23 days from now) then I'd rather push through the change and tackle it at a later date.
Can we stop with the pointless strawman arguments, if you're not trolling and petty point scoring with this, you're either being intellectually dishonest or failing at reading comprehension.
Either way it's about as productive as talking to a brick wall.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
But a "grove" maintains some differences between the two, and maybe could have some neat rp about it I guess.
EDIT: oh and like, not expecting it as part of this change. Just like, a maybe this is something that can happen in the future thing.
Perhaps when people stop tilting at windmills, we might get somewhere?
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
I may have a small gripe about that quest, as adorable as Margie is.
There's other parts, which I know came up in the tweetsfest.
The eye of Dylara materialises in your hands and flings itself around your neck, tightening incomprehensibly until it is irremovable.
Perfectly clean, this eyeball has been wrenched from the socket of Dylara. It has been animated by some unusual force, constantly looking around itself as if in shock or fear. It is bathed in a light covering of white flames that roll endlessly over its surface. A single chain of empyreal metal pierces either side of the eye, allowing it to be worn around the neck.
There are more fae than there are cosmic creatures - again, I think, but competed between two forests. I'm not sure how many cosmic creatures there are, but there are 27 fae. I'm not sure if Hallifax/Gaudi cosmic creatures can be influenced for power like Celest/Mag creatures can.
The differences between the nexus quests should be negligible. Pretty sure they were tweaked to be comparatively and acceptably similar.
Essence generating mobs are the main difference, especially with the effect of sands.
Are there others I have just never known about?
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Equivalence would just be making the ethereal critters respawn, upping their numbers slightly. And adding in the ability to influence the daughters/ladies for power though the numbers would be fiddly(I think cosmic tends to have five variations rather than three), probably also making them respawn in set numbers too.
Yeah ok. How about you go read report 1374? Or go back to the tweets thread for quotes like Karlach's "And we've constantly said (and envoyed) that we don't give a damn about the power generation."
I didn't list that because I just thought it'd be the same as gathering fae (and yes I know that got nerfed with the new skunk quest recently and I'm totally on board with reverting that).
I mean if all you guys want is more essence mobs that respawn sure. I have never said I'm against it.
There is 180 power for Nil in empowering I believe Fae is at 210 but unsure on that one.
I think parity is a good thing but I also believe in uniqueness, there is a way to find a balance I believe, the process required to upkeep trees has outweighed the cost, especially with a dwindling playerbase. And the only thing that has prevented it from collapsing is because of the no chopping agreement between forests.
There are temporary solutions I think that can play out like allowing Druids to put runes on all totems, or allowing a construct to have access to upkeeping totems, but these are simply bandaids that do not resolve the crux of the issue of the time invested into the upkeep and how easy it would be to disrupt that.
A semblance of parity, with continued inequalities in hard numbers balanced by unquantifiable adavantages and differences (passive replanting, inability to cut saplings/mature trees) is the purpose of the report. I'm not going to count how much power is available to each org and make them equal.
EDIT: You can flag this as spam but you can't make the argument for parity without addressing the disparity in the history of the mechanics.
== Professional Girl Gamer ==
Yes I play games
Yes I'm a girl
get over it
Look just give both communes 50 respawning essence mobs. I'll just bash them all for more power for myself.