There... aren't really curing priorities in Lusternia in the form you'd be used to from Achaea. The only thing is focusing cures, which lets you spend some resource (power, beast balance, or a longer cure balance) to ensure curing one particular aff…
Where can I find mudlet crash logs? For a long time my mudlet has crashed any time I go to save profile - after saving the profile. This was sort of managable, but now that mudlet autosaves it just crashes immediately on opening the editing panels, …
Allowing bonds to be trained using the beastmastery skill wouldn't suddenly expand the BOND syntax, which is what allows using (some) bond effects at range. There are beasts we have that can be ordered to move around…
Wouldn't be that OP, there are several ways to get a beast to do beast things independently of you already. Beast abilities.... already have a same room only clause in them, I don't understand anything about your post.
Changing things so that the upper end (of everything) still holds an edge but doesn't skyrocket up through compounding buffs is great overall for the game in multiple ways. Good change, kudos.
VAs just... existing isn't even in my top 10, not even for my top 10 just about raiding or combat. I think that Aeldra does a pretty good job in the OP of outlining the issue for me: Raiders have no lose condition (defenders have no win).
This thread has spiraled WAAAAY out past the topic, and there are a few specific culprits, all of whom appear to be on the side of "don't change anything" even though they aren't actually en…
I'm not a fan of random windows, personally. I mostly agree that being locked to a randomly or semi-randomly occuring window would suck for a few reasons.
Defenders lose the time it takes to defend the raid plus the time it takes to repair the damage from the raid (if any). [Almost] All of the value in a game like Lusternia comes down to time.
I agree that Smobs should be invulnerable unless you do a quest. Then, you could make them require fewer people to kill and be less frustrating to fight/defend, as they wouldn't need to be so powerful: they're invulnerable by fiat unless the conditi…
On the topic of attacker timing advantage, it'll always be an element but it can probably be mitigated somewhat. For instance, give smob raids a pretty long windup that requires planning but ends up with an attack window with some warning. In other …
Like, I don't personally raid other orgs because why? I get nothing out of it, and risk having to spend boring time grinding back up my essence to avoid losing demigod. I don't participate in many raid defenses because it's very boring in outcome: w…
I agree, which is why I'm not and never have advocated for disallowing raids. In fact, everything I've suggested is likely to result in more PvP and less enemy-plane PvE! I think there should be structure to raids, so that they're more interesting f…
Like, if what you enjoy is fighting other players, why argue to perpetuate a system in which those other players win by avoiding you and logging off? Wouldn't you want a system where they have incentives to participate in the raid, and there are rea…
The thing with time limits is that the most frustrating and demoralizing thing about defending against raids is how incessant they can get. People just staying forever whether or not you kill them is grinding and monotonous. Having to decide between…
Yes, and we could also improve the mechanics of raiding so that it doesn't actively support trolling behavior. I dunno, is your response to bullying writ large "toughen up princess"? This isn't a matter of individual animus or drive (as Karlach poin…
I don't think it supports a very cohesive roleplay environment when the key intervention for dealing with raiders is to ignore them or pretend they dont exist. Sure, that will always be a thing to some extent, particularly for insults etc., the kind…
Locking people out of a territory is a decent partial solution, though attaching that to dying doesn't necessarily work perfectly. It's something that I've advocated in different forms, however...
That would be neat, but it's an intervention that doesn't change any of the underlying decisions: the core calculation is the same, there's just more factors in the con side of the table. We've been through swings of that, where there were NO raids…
Raids need a lose condition, and if you win or lose a raid you should be forced to go away for a while. That way, even if you stomp through you win and stop monopolizing defender's time. If they're interested in still fighting they can come f…