
No binding to hostile rift shards.
- AggieDan
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But that breaks one of the rules of Neversummer by effectively letting you camp a shard for any poor soul that is bound to it. Sure, you *COULD* let him go, but let's say that "poor soul" is a max level mage. You'd certainly not want to let him go after that.Flailer wrote:Or, and this gets a bit pie in the sky, a bind point in an enemy territory can be touched by a raiding party which temporarily allows members of that raiding faction to bind there. They can keep respawning there until a member of the raided city touches that bind point and returns control of it to the city being raided. That would add the twist of not only raiding an enemy faction, but also possibly leaving behind a guard contingent for the bind point to maintain it's control...
I really don't think that player characters should have that much control over the shards. The shards, like the rest of the world, are what they are. I see it purely as a power struggle between other forces manifesting as shards. And we are simply pawns.
Admittedly, this is a PW-Action server. But, an underlying story is needed in order to make some of those less attractive aspects of it make sense. Admittedly, the lack of a safe bind point for server 2 factions is an irritant. It's a good thing that the majority of my characters are with the Ancient Ones or Northern Coalition.
Also, I use the bind points outside of my city. Krallusk is VERY useful as a bind point. And so is the bind point that is closer to the Northern Coalition area of influence.
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I agree with putting a neutral shard anyone can bind to in the goblin hut in Dark Woods, if just temporary until the trasition problems between servers are fixed. The mountain trail is so often broken from people binding in Avendell or somewhere else on server 2, logging onto server 1 and dying on the mountain. This is frustrating to a lot of people. However, once the problem of broken spawns are fixed, the shard can be either removed entirely, or at least altered in some way so that it no longer automatically allows binding (but could as some sort of quest reward.)
I don't think people should be allowed to bind at enemy shards, in my mind it defeats the whole idea of enemy territory, and it would also make raiding easier than it should be. However, what I think would be good, would be a bunch of neutral shards scattered throughout the map that people can't automatically bind to by default, but could earn the right to bind to through a quest. This would also give players something more to do than just sit back and level up characters. The quests could range in difficulty from easy quests to shards in easy to get to low level areas, to moree difficult quests for shards in strategic areas that are fairly close to a popular xping spot.
I've learned that the neutral shards besides Avendell can only be used by certain factions it seems; the shard on the Western Slope is also unusable by LA, but I was able to bind to it with a character from MA. I'd rather see all of these shards to be "hostile" by default to any character, and have those characters earn the right to bind to the shards by completing quests. These shards should be in neutral territory not claimed by factions or at least on the furthest reaches of a faction's territorial claims; this would keep faction raiding more difficult than xping in a more neutral location.
For example, there's a neutral shard in Li' norala. I don't know who can bind there, but I do know that LA characters can't (I suspect that The Circle might be able to bind there). It would make a good binding point for people who want to xp in Haddon Mirk or by fighting gnolls. However, since both locations are very popular xp destinations, it should be a relatively difficult quest to complete because of the advantages it would confer.
I don't think people should be allowed to bind at enemy shards, in my mind it defeats the whole idea of enemy territory, and it would also make raiding easier than it should be. However, what I think would be good, would be a bunch of neutral shards scattered throughout the map that people can't automatically bind to by default, but could earn the right to bind to through a quest. This would also give players something more to do than just sit back and level up characters. The quests could range in difficulty from easy quests to shards in easy to get to low level areas, to moree difficult quests for shards in strategic areas that are fairly close to a popular xping spot.
I've learned that the neutral shards besides Avendell can only be used by certain factions it seems; the shard on the Western Slope is also unusable by LA, but I was able to bind to it with a character from MA. I'd rather see all of these shards to be "hostile" by default to any character, and have those characters earn the right to bind to the shards by completing quests. These shards should be in neutral territory not claimed by factions or at least on the furthest reaches of a faction's territorial claims; this would keep faction raiding more difficult than xping in a more neutral location.
For example, there's a neutral shard in Li' norala. I don't know who can bind there, but I do know that LA characters can't (I suspect that The Circle might be able to bind there). It would make a good binding point for people who want to xp in Haddon Mirk or by fighting gnolls. However, since both locations are very popular xp destinations, it should be a relatively difficult quest to complete because of the advantages it would confer.
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- deathdearler1
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if a shard is put in the goblin hut it is treated like every other bind point. no pking at the spawn points. which means in a sense you can rest and rebuff before you step out into the hot zone, as opposed to the spawning into the server unbuffed and ready to die as it is now. on a side note.........whoa someone actually agreed with something i said!!!!!
when death comes for you and you are not afraid, if he asks why tell him you met me
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Everyone cares. They care so much, they cry any time they're PKed by an enemy faction. Forget the fact that the death is completly free. It's harassment. Plain and simple.VagaStorm wrote:Mod parent upthat would make the world allot more dynamic. Maybe all but the main city shards cold be taken over... It wold also make sure the wars between the fractions ment some things... Now ppl don't seem to care...
If I ever walk out of my lvl 1 spawn room, and stroll right by an enemy raiding party, and stand between them and my guards... If I die, those guys had better be slayed by a DM.
And if they arn't, and I respawn and walk RIGHT back to that spot and die again... omg! They are clearly harassing me!