Problem with the new Illusion faction

While mr_g put is so idioticly and disrespectfully, he did bring up a valid point somewhere in his sarcastic rant...


What is the point of all these changes?
 
To give illusions both positive and negative effects, where before they had only positive?

This isn't exactly untraveled ground here...
 
But why do illusions need negative effects? For the most part their effects are either well balanced (ie the lich spells) or trivial (the vision changes, speed increases etc). Also if you are refering to live, I didn't play much live so I can't really argue about it, but I don't think it has any place in this arguement.
 
alright, i might have been a tiny little bit too sarcastic at first... so here's the less sarcastic version of my post:

I think this is a bad idea, I don't see what it hopes to accomplish, and it's just going to annoy people. and dear necros: sorry for mentioning your pets in this context. blame me if your pets are gonna be kos soon ;(
 
Personally, I think everything that is good somewhere should be bad somewhere else. For every positive aspect of something, there needs to be a counter balance.
I think it's possible that the team is working towards creating a more dichotomous player invironment, in which you pay for what you do and what you choose to be.
Evil or good race? evil or good class? this faction OR that faction? Could be interesting to see what happens. It always bugged me from an RP standpoint to see a HE cleric healing a troll warrior in a group. I mean really, how do woodelves and iksars go together in a group from a story point of view?
Ah well, rambling, sorry.
Im happy to see balances like this, but I'm kinda wierd like that. Most people just want to point and click and have easy fun. I like things to be a bit more complicated.
 
First of all, there was a huge issue with how illusions were inheretly only positive before. For example skeleton would be +/- 0 faction everywhere, which just plain makes no sense.

The pet thing will only apply to cities where, IC-wise, necromancy is illegal. You can still run around with a necro pet in Grobb, but Newport, Underhill etc, actively persecute necromancers.
 
Wiz said:
The pet thing will only apply to cities where, IC-wise, necromancy is illegal. You can still run around with a necro pet in Grobb, but Newport, Underhill etc, actively persecute necromancers.
I think this is pretty cool.
Doesn't make me feel so bad about ruining my newport faction with my SK, too :p
 
If guards could tell the difference between an illusioned PC and the real thing, then illusions would not logically give faction adjustments, and could no longer be used to do quests or to fool other NPCs (e.g. skelly illusion/lich would no longer make you non-KOS to undead). That would make illusions nothing more than eye-candy, which would be a much less desirable alternative.

From an RP perspective (coming mostly from D&D), while city-folk know of the existence of magic and such, they are not comfortable with it. Most towns and cities have rules against open display of magic. Likewise, they usually have rules against walking around town wielding your weapons, so be glad you don't have to put those away before running into town too. ;)

Seems like most folks don't like the change, but I think it adds to the immersion.
 
I see a lot of dead newbie Necromancers in our future. It will become a rite of passage, like Bards learning the hard way that this song is an area effect damage.

I don't suppose it's possible for the guards to simply destroy the pet and not aggro on the pet's owner, since they don't know it's a pet which is why they are attacking it?

On the other hand, if they're attacking the pet because the city hates Necromancers and Shadow Knights, will the act of raising faction with the city halt the attempts to destroy the pet? "Oh hey guy, sorry about that. Can't take too many chances, ya know."
 
This could be a move to start a more RP environment. Evil city vs Good city.
Make grouping adn guilding more difficult between evil and good races, moving that RP aspect along even more quickly. If they ever make a PvP server, this is the right step to take. Just conjecture, though.
 
I still don't understand why illusions need an out of combat drawback, since they clearly don't have an out of combat benefit. This decision would make sense if it was possible to use illusions to a benefit in a town, but since that ablility has been removed, why give them an out of balance drawback?
 
antihelei said:
I still don't understand why illusions need an out of combat drawback, since they clearly don't have an out of combat benefit. This decision would make sense if it was possible to use illusions to a benefit in a town, but since that ablility has been removed, why give them an out of balance drawback?

I haven't checked this recently but in the Erudin int-caster mantle quests, you had to illusion erudin in order to have the quest giver give you step 2 of the quest i believe. This may have changed but I know when I did this on my chanter a long time ago it was this way (and I believe I remember reading someone else had to do this as well). So while rare, there is an example of illusions benifiting in town (if it still exists).
 
dbum said:
antihelei said:
I still don't understand why illusions need an out of combat drawback, since they clearly don't have an out of combat benefit. This decision would make sense if it was possible to use illusions to a benefit in a town, but since that ablility has been removed, why give them an out of balance drawback?

I haven't checked this recently but in the Erudin int-caster mantle quests, you had to illusion erudin in order to have the quest giver give you step 2 of the quest i believe. This may have changed but I know when I did this on my chanter a long time ago it was this way (and I believe I remember reading someone else had to do this as well). So while rare, there is an example of illusions benifiting in town (if it still exists).

I don't know much about enchanters, but speaking from a necro point of view, the illusions did not benefit us in anyway in town and out of combat, in fact they killed us, and even if there were just a few benefits to out of combat enchanter illusions, I still think it doesn't warrent a huge drawback on then enitre genre of spells.
 
I used werefrog illusion + alliance to top off my newport necklace quest a long time ago. Of course this was back when you had to farm gnoll ears. After about 4 days of solid farming I was willing to cut a few corners.
 
Nuncio said:
This could be a move to start a more RP environment. Evil city vs Good city.
Make grouping adn guilding more difficult between evil and good races, moving that RP aspect along even more quickly. If they ever make a PvP server, this is the right step to take. Just conjecture, though.

"Evil races" and "good races" make no sense. It's up to the individual character to decide their allegiance. Yeah, if you try to become accepted among humans as an Iksar, you'll need to do some leg work, but that's got nothing to do with either good or evil and everything to do with the fact that humans and iksar are not the best of friends :p
 
zodium said:
Nuncio said:
This could be a move to start a more RP environment. Evil city vs Good city.
Make grouping adn guilding more difficult between evil and good races, moving that RP aspect along even more quickly. If they ever make a PvP server, this is the right step to take. Just conjecture, though.

"Evil races" and "good races" make no sense. It's up to the individual character to decide their allegiance. Yeah, if you try to become accepted among humans as an Iksar, you'll need to do some leg work, but that's got nothing to do with either good or evil and everything to do with the fact that humans and iksar are not the best of friends :p
Of course.
 
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