Report 1393

Report #1393
Skillset: Skill: DeathInEnemyTerritory
 Org: Illuminati Status: Completed Nov 2015
Furies' Decision:
Sol. 4: Reduce death costs to 100k, and scale up from there linearly for each
death in enemy territory that occurs within some length of time after the last
death.
Problem: It's time for the 2 million essence penalty for demi+ (and mortal xp
loss, but who cares about them) death in org enemy territory to...die. It's an
unfairly harsh penalty that has proven to discourage conflict and PvP for quite
a number of years. It has also indirectly led to more random ganks, offpeak
(guaranteed wins) raiding, and other unseemly behavior. It's time for a change.
[A: 0 R: 0] Solution #1: Reduce the cost of deaths in enemy territory to 100k
 essence/xp. In exchange, increase the death timer for
 every subsequent death in enemy territory within a
 given IC day. Start with 30s, then 1 minute, then 2,
 then 5, then 10, then 20, then 40, and so on.
[A: 0 R: 0] Solution #2: Reduce the cost of deaths in enemy territory to 100k
 essence/xp. In exchange, decrease the offender's
 universal buffs, resists, and vitals for every
 subsequent death in enemy territory within a given IC
 day. Start with no reduction, then -1, -2, -5, -10,
 -50, and so on. The intent is to make the victim way
 weaker as he/she keeps dying.
[A: 0 R: 0] Solution #3: Reduce the cost of deaths in enemy territory to 100k
 essence/xp. In exchange, add in a nexus power that
 empowers org citizens, giving them +stats, regen,
 defenses, damage buffs, and so forth. Maybe something
 like a TF in addition to that.
Player Comments:
---[Shuyin on 10/21 @ 06:21 writes]:
Alternate solutions instead of xp loss are welcome. I'm also down with changing
the scale to be either more or less fair depending on comments.
---[Raeri on 10/21 @ 09:30 writes]:
Agree with premise, willing to support any of above. I would also like to
venture that essence/xp gain from killing a demi/ascendant should
correspondingly increase, rather than peaking at Titan and becoming suddenly
negligible afterwards. Perhaps a flat value in addition to the current scaling,
if demi or up?
---[Rivius on 10/21 @ 11:49 writes]:
Supported for solution 1 or 3.
---[Lerad on 10/21 @ 15:16 writes]:
Solution 1 seems best at the moment. If I get any other ideas or suggestions,
I'll comment later.
---[Ushaara on 10/21 @ 18:57 writes]:
I'm fine with any of the proposed solutions. Supported.
---[Synkarin on 10/22 @ 03:14 writes]:
Supported 1
---[Shedrin on 10/22 @ 13:08 writes]:
Supported. I prefer Solution 1.
---[Allehnon on 10/22 @ 15:09 writes]:
Solution 1
---[Tanin on 10/26 @ 17:59 writes]:
Solution 1 Supported. Also support Raeri's comment about exp gain from killing
demi/ascendants.
---[Enyalida on 10/26 @ 19:26 writes]:
If solution 1 is chosen, the death timer should NOT be served via the existing
Phoenix cooldown timer, which forces your spirit to linger in the room you died.
It is far preferable to me that the 'jail time' be served either in the PRAYing
messages, the Havens, or in a holding room type place.
---[Shuyin on 10/27 @ 04:38 writes]:
I'm fine with revising the death timer to move everyone into a 'I'm dead and
will sit here' room, too. This is just the bare minimum
---[Thalkros on 10/31 @ 19:17 writes]:
I've got no problem with solution 1. However I also think solution 2 is actually
a pretty decent take on making it easier to kill someone who just pops right
back in over and over. It seems like a neat new style of attrition. To hijack
the report with Raeri:As far as changing the essence/xp gain, I think just a
flat rate of 250k essence for a kill would be fair. No need to worry about
scaling based on their essence total. That's a decent set of bashing in 1 PK,
and you can just scale it for non demi in a manner of 10%/5%/2% for
<80/80+/Titan respectively.
---[Jaamil on 11/1 @ 06:39 writes]:
Whatever works to make the game fun and interesting again... solution 1 though
death timer is a bit too much after two minutes. I'm inclined to those by half.
---[Ryboi on 11/4 @ 14:39 writes]:
Support both but prefer solution 1. I agree with Enyalida, would be better if
Demis had a reforming process that 'holds' them until they reform in the Havens.
Would hate to have to sit in the enemys room for 5+ mins...
---[Kaimanahi on 11/4 @ 20:54 writes]:
Solution 1, with a caveat that the timer should cap at 10 minutes. That is
already the maximum punishment given to Ascendants who elect to wait out
reforming; anything beyond that is unnecessarily cruel. And to be certain, I
hope that the scope of this report is limited to organizational enemy territory,
and not mob territories (e.g., illithoid prison, kephera hives, etc.). It might
also be nice to have a mechanic to offer your own essence to reset the timer
penalty - I am thinking of the impact to smob raids. Something significant,
maybe 3 million essence or whatever.
---[Siam on 11/6 @ 00:08 writes]:
Solution 1
---[Shuyin on 11/7 @ 19:12 writes]:
This report should only be pertinent to org territory. I don't agree that an
expensive way to reset the timer should be put in. You should be able to do your
task within 5 deaths. Else, learn to vitae. To be honest, I think 5 is too
generous, but we can start from there.
---[Silvanus on 11/12 @ 04:54 writes]:
I personally hate modifiers like solution 1/2, I hate having to wait longer to
regenerate, and I hate being less effective when I do. If I had to wait a long
time to recover, I'd probably just get up and start playing a different game. I
would personally go for something that empowers the defenders as opposed to
weakening the attackers. Examples off the top of my head: free
ripple/inspire/liveforest after x amount of deaths/enemies in territory. A
truefavor/strongfavor to every defender on the plane (like, "He is blessed by
Celestia" gives TF perks to Celestians on Celestia) if enemies are around. Those
are just personal preferences, solution 1/2 are both better than what we have
now, but these changes would probably still not inspire me to raid.
---[Shuyin on 11/13 @ 02:41 writes]:
I can agree with that. I added in a solution 3 that asks for something that will
strengthen defenders and not weaken attackers. More suggestions welcome.
---[Lerad on 11/14 @ 02:26 writes]:
Solution 3 looks good to me too, but are we adding Silvanus' suggestion about it
only being castable (by everyone in the org, not just security, please, or it'd
defeat the purpose) after a few deaths? Maybe 10 deaths? Or is that too high?
---[Tanin on 11/20 @ 16:04 writes]:
With the addition of solution 3, either sol 1 or 3 would be fine with me.