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Improving Imperian

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  • Can security positions (and their aides) be given a 'skeleton key' power to unlock houses in order to escort guards around?
  • Aakrin said:
    Can we make monolith rooms safe from shrines? Its entirely one sided, and allows people to apply bounties. People no longer want to come fight over monoliths because of shrines, and that's sad.
    I have never declined a monolith fight if there were a shrine in the monolith room. Many of the active combatants will come after you if you're attempting to capture one. They will fight you head on, or disrupt your attempt and try to lure you out of the room first. This is just based on my experience, but I think it's pretty accurate.

    I'm not sure if some or even all of the shrines in the monolith rooms are able to be immune for defile if there can be enough shrines around the monolith room one. If they can be immune for defile, it could be better to have an exception for the monolith rooms that if a sect has a shrine in there, it can always be defiled (in the normal defile window of course), even if there were enough shrines to make the monoliths shrine immune like in normal rooms. Also the shrines would take a slightly increased damage from defile, than the ones in the normal rooms.

    Just an idea.
  • Aakrin said:
    Can security positions (and their aides) be given a 'skeleton key' power to unlock houses in order to escort guards around?
    Just get aided to the chancellor position, seize the house, and remove the lock if it's a big issue. I don't think a "skeleton key" makes sense here where what you really have is a "people want to AFK in their house and therefore wind up as Kryss target points" issue. 
  • IniarIniar Australia
    Aakrin said:
    Can the artifact gem thingie that lets you switch statpacks be changed to once an hour? The aspect perk could upgrade it to change every time you change class.
    This would be really nice @Jeremy, @Garryn.

    Also, classleads soon? :-)
    wit beyond measure is a Sidhe's greatest treasure
  • Could we please make achievement bonuses toggleable? I am out of short achievement bonuses and I hate activating the long ones because I feel it locks me into bashing for their duration, which means that if for whatever reason I can't bash, I'd rather log out altogether than waste precious precious double xp time. Would be much better if I could deactivate it and bank the remainder for later
  • Ailish said:
    Could we please make achievement bonuses toggleable? I am out of short achievement bonuses and I hate activating the long ones because I feel it locks me into bashing for their duration, which means that if for whatever reason I can't bash, I'd rather log out altogether than waste precious precious double xp time. Would be much better if I could deactivate it and bank the remainder for later

    I'd actually like to see them all as 1h bonuses. So when you'd get a 12h bonus you would get 12 1h bonuses. You would then ACHIEVEMENT BONUS ACTIVATE # to get the amount of hours you want of your pool of hours.
  • edited September 2015
    Going back to the obelisks.  People apparently actually don't like obelisk battles, and we certainly don't have them very often, or like... ever.  I guess most people feel they can access anything they don't need through shards, as Eldreth mentioned, although I want to say that this is not the case for demonic yet?  Although I suppose it will be once they complete their shard research?  So, should we just scrap obelisks and make their benefits work through shards only?  I mean, if we're not fighting over them, they really do just feel like a random thing that is supported by daily bashing... AM has the best ones indefinitely, etc... I realize obelisks probably aren't the hugest of concerns, but if no one actually wants to fight over them, they do kind of feel like a big albatross.  I mean, what is the point of the system existing then?

    EDIT:  "scrapping" could certainly just mean "change this enough so it works and people actually want to use it"... that would be the ideal.  
  • Jules said:
    Going back to the obelisks.  People apparently actually don't like obelisk battles, and we certainly don't have them very often, or like... ever.  I guess most people feel they can access anything they don't need through shards, as Eldreth mentioned, although I want to say that this is not the case for demonic yet?  Although I suppose it will be once they complete their shard research?  So, should we just scrap obelisks and make their benefits work through shards only?  I mean, if we're not fighting over them, they really do just feel like a random thing that is supported by daily bashing... AM has the best ones indefinitely, etc... I realize obelisks probably aren't the hugest of concerns, but if no one actually wants to fight over them, they do kind of feel like a big albatross.  I mean, what is the point of the system existing then?

    EDIT:  "scrapping" could certainly just mean "change this enough so it works and people actually want to use it"... that would be the ideal.  
    I actually think its fine to leave old pvp mechanics in.  perhaps one day in the past they will be fought again for when the circle balance changes. I would be in favour for eliminating the required corpses to generator, and just the regular energy monthly without corpses. That way you don't feel required to feed into an old pvp mechanic but still leaves the options to use them later if you decide to. 
  • edited September 2015
    Oh, I think that's the ONLY way they'd end up fought again as things stand - and that's part of my problem with it.  With a system that allows you to entrench so deeply, the dominant circle is going to hold the "best" obelisks for a very long time, which is kind of terrible.  They're already dominant based on numbers/combat leadership etc... and then on top of that we let them control a game perk for pretty much the entire time they're on top.  So, a system that was intended to generate combat pretty much just sits there doing nothing but giving us the absolute best version of the perk until and unless Septus and Khizan go magick or demonic >.>.  

    EDIT:  For the corpses suggestion, I was secretly hoping we'd "forget" to fill the generator, and Khizan would be forced to lead his herd of cat warriors into battle.  It did work for a few days :P  
  • You guys have been pushing the whole no penalty for death for a while. but there still is one. 

    Please remove dropping gold death. It is something that happens sometimes and just leaves you hating yourself for having the gold out. I do not know why this is still a thing, and makes no sense from an RP standpoint. Nothing else but corpses drops out when you die. Riftables automatically go into your rift. At the -very- least allow the money pouch to automatically put your gold into it upon death.
  • It's because we love to laugh at people.

    Just joking, I will look into that.

  • IniarIniar Australia
    Pls to animate more mobiles. Pls to be hiring more volunteers. Pls to be -interactive-.
    wit beyond measure is a Sidhe's greatest treasure
  • Jeremy said:
    It's because we love to laugh at people.

    Just joking, I will look into that.
    I tend to support anything and everything like this, and that's why I like your game so much (because your design style absolutely caters to what I am looking for in a game), but, assuming you fix this, people will still be carrying huge amounts of gold in their HANDS in a game that, while I have never actually seen it happen, considers theft perfectly within the rules.  I realize it's not a problem currently (because of how the players view/handle it), but honestly, neither is dropping gold for the most part, because people are mostly so incredibly nice they'll go out of their way to return it if it's any significant amount (except for Khizan of course, because he's horrible).  Also, you do this after Shou goes dormant.  Poor guy.  
  • Jules said:
    Jeremy said:
    It's because we love to laugh at people.

    Just joking, I will look into that.
    I tend to support anything and everything like this, and that's why I like your game so much (because your design style absolutely caters to what I am looking for in a game), but, assuming you fix this, people will still be carrying huge amounts of gold in their HANDS in a game that, while I have never actually seen it happen, considers theft perfectly within the rules.  I realize it's not a problem currently (because of how the players view/handle it), but honestly, neither is dropping gold for the most part, because people are mostly so incredibly nice they'll go out of their way to return it if it's any significant amount (except for Khizan of course, because he's horrible).  Also, you do this after Shou goes dormant.  Poor guy.  
    Theft use to be a bigger thing. Especially theft from inventory, as it was far easier than stealing a single item from a pack(auto-closing and stuff). This was, until they changed the rules about theft(Sorry guys), so that you had to actively have PK cause on the person you are trying to steal from.
  • edited September 2015
    Yeah, by all accounts Imperian went through a period (which I luckily missed) that seems to be best described as "train wreck".  I mean... even in Achaea, where theft has always been part of the player culture, for most players, it's somewhat limited by the fact that those players absolutely positively do not ever give any kind of PK cause (partly because of fear of theft in many cases, actually).  But, at least there is some order to how things are handled.  Imperian was apparently a Wild West, and as I understand it, that almost killed the game, and we're still recovering from that time.  With probability based weapons gone, that would relieve some of the pressure in all games for people to avoid PK (and thus also avoid the most severe/effective modes of theft) at any and all costs, but as I understand it, for many players, the thing that's really holding theft back here (and in some of the other IRE games) is simply that most players don't approve of most theft, and would tend to put a huge amount of pressure (not necessarily just PK pressure since that doesn't do much, per se) on anyone who called themselves "thief" and took actions consistent with being a "thief".  But really, the rules still totally legitimize theft on anyone who DOES take part in PK regularly, and that's a lot of people because this game is very PK oriented.  And I love that we're PK oriented, and don't ever want to see people "held back" because of a fear that they could take serious, real losses.  That sort of thing held me back from PK for well over a decade, and that's why I feel pretty strongly about it (and worry about it "too much").  I mean, at this point, if something like that ever became an issue, I'd just have to quit playing, because I certainly couldn't go back to sitting around shopping and bashing, which would of course suck because I enjoy playing, and have spent thousands of dollars on the game.  
  • It was a marvelously fun train wreck while it lasted.
    無駄だ!無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄!ザ・ワールド!時よ止まれ!くらえ!そして、時は動き出す。
    image
  • Please update HELP CUSTOM PROMPT with the token for Berserker Rage. It's "*g".

    "On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."

  • For minor help file and ability file errors, please file a TYPO report. That is not the purpose of this thread.

    (It has been fixed)
    Like what we're doing? Why not take a second to vote? Vote for Imperian at http://www.imperian.com/vote
  • edited September 2015
    Lacking an outlet for your rage, you smash yourself furiously against a nearby tree.
    Your concentration ruined, you stop unearthing the shard.
    Damage Taken: 19 blunt, physical (raw damage: 36)
    H:618/637 M:447/449 B:1 <eb pp> <db> K:0 R:0


    This is really really irritating. Can it please stop doing that? :(

    EDIT: Yes, I could turn it off, but monks don't have to turn off Kai Trance, Summoners don't have to turn off their ability to gain taint, etc. If "turn it off" is the solution please make turning it on not take balance so that I don't have to drop a primary combat defense to harvest and then have to spend balance in combat to turn it back on to fight.

    "On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."

  • edited September 2015
    Any chance you could modify highfavour so that you could perform it again while it is already up to stack onto its existing duration? While the balance-free nature of it makes that mostly trivial for those of us with the ability to highfavour, it would make it a little easier to help keep lowbies(and other people without the capability to self-highfavour) highfavoured while they're making the long trek to Aspect or going about bashing up belief for the Sect.
    image
  • I tend to be all for that because my initial reaction is "great, yeah, QoL etc...".  The only question/thing I'd like to ask/address first is this - We're at the point where most people are wearing favours most of the time - and the concern I have about that, is that it could very likely mean things will end up balanced around the assumption of a favour, and at that point, the favour isn't really a buff anymore, it's just "one more thing I have to maintain", and typically of my fellow Imperianites (and one of the many reasons I like you), I am lazy and do not like maintaining things for the sheer hell of it.  So yeah, where is this favour thing going to end up?  Where are we now?  
  • That's exactly what it already is, except that if you have a favour/highfavour, you're excluded from having the same favour (or a highfavour if the target is favoured, etc.) topped off. Before that, it was the benevolence favour ritual. These have already become part of the assumed buff composition, for the most part.


  • Yeah :/  That being the case, I'd prefer something like... highfavours to have a cooldown or something (and aren't "assumed" as part of the basic "we balance around this stuff" numbers), so I could slap one on occasionally for a big fight where we're way outnumbered or something.  Once something like that is assumed, it really is just "thing that must be maintained".  
  • If I can slap on on occasionally, you have to balance around it anyways. Always up can be balanced around. Occasionally up cannot.

    "On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."

  • edited September 2015
    Wait though... I mean, are there not at least two kinds of balance points?  Like, "if you're not Aspect gtfo".  That is something that is definitely assumed here.  It's like a "central balance point" I guess maybe you could call it.  But, artifacts (at least in theory) are "something extra".  They have to be limited in some way, but I don't think that admin is saying "yeah, this is the center" (I mean, I hope not).  I am just saying, if we're assuming that everyone has TF up at all times, and it's factored directly into admin's "yeah, this is the average player's build we assume as a starting point" (as opposed to "well, this IS a buff, but sure, of course we can't let it totally break the game") what is the point?  

    EDIT:  at that point I basically feel like we're all bashing just to be the new "normal" >.>.  
  • There's no reason for anyone who is serious about combat to not have +1 stats at all times. It's completely ubiquitous
  • edited September 2015
    Sure, totally - but at that point why not just factor it into our builds and call it good? Which I would also be fine with, and then just dispense with the increase stats through favour system entirely.  What I don't want is something that is now essentially required/assumed, but was originally supposed to be a bit of a buff and has the costs/restrictions those kinds of things tend to have - oh gotta be in a sect (not that I mind being in a sect, at least not as things are currently) and gotta spend faith on it, gotta go bash now...  
  • What's wrong with having it be a buff that requires input and upkeep? Incentivizing joining sects is a good thing, and highfavours aren't free - the bashing part is marginal, but still significant. This seems like a complete non-problem.


  • It is a complete non-problem. 

    "On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."

  • Yup. It takes 5 minutes to bash up the belief that highfavor takes, and due to nature of belief it's not only time shiftable but also player shiftable
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