Miq Posted October 9, 2013 Report Posted October 9, 2013 Ave, Simple thing about this new skill. I think you should not gain any on your homeland. Most members have zero visc. in their homeland and if not they soon will. Miq Jubaris, Rophs and Clock Master 3 Quote
Syrian Posted October 9, 2013 Report Posted October 9, 2013 i agree that its easier for people with loyalty to gain volition, and maybe this is a bit too easy and would warrant a change, but volition is about bringing a location further back into reality after it has become withdrawn and forgotten, using your will, this to me, would make sense to be easier if you have loyalty to the land as you are more familiar with it, and familiarity would make it easier to remember, and exert your will on bringing it back into reality. Sy Fang Archbane, Ivorak and Eara Meraia 3 Quote
Root Admin Muratus del Mur Posted October 9, 2013 Root Admin Report Posted October 9, 2013 volition increases when viscosity in that scene drops, i can't remember, people that have zero viscosity due to land loyalty, still lower it? Quote
Root Admin Chewett Posted October 9, 2013 Root Admin Report Posted October 9, 2013 Yes Sir Blut and MRAlyon 1 1 Quote
Root Admin Muratus del Mur Posted October 9, 2013 Root Admin Report Posted October 9, 2013 ok, i changed how it works, it will not increase volition if it doesn't consume ap..makes sense. Its based on ap cost not landloyalty or anything else, so if there are actions that require zero ap , it won't increase volition either, regardless of land. ( i will announce it now) Thanks for the suggestion! Quote
Root Admin Chewett Posted October 9, 2013 Root Admin Report Posted October 9, 2013 ok, i changed how it works, it will not increase volition if it doesn't consume ap..makes sense. Its based on ap cost not landloyalty or anything else, so if there are actions that require zero ap , it won't increase volition either, regardless of land. ( i will announce it now) Thanks for the suggestion! All actions require at least 1 AP, does it work on this value in the system (meaning that all actions always give you volition) or does it work it out separately (meaning it works as intended)? MRAlyon and Sir Blut 1 1 Quote
Miq Posted October 10, 2013 Author Report Posted October 10, 2013 Ave, Yeah i still cained 1.04 voalition by walking trough GG once. maybe just remove the max visc bonus in homeland? Miq Quote
MRAlyon Posted October 10, 2013 Report Posted October 10, 2013 (edited) For me you should get always volition stat when you drop viscosity in a place also if is your homeland... maybe you could let get less volition stat in homeland, instead out of it you will get more volition... because one that have got more land loyalty scores wil not able to gain volition in more different lands... example...in GG I will get 0.04 of volition when I will drop max viscosity, instead out GG I will get 0.08 when I will drop max viscosity... a suggestion... for me there could be achivements on volition stats that later could be used for let you create different range of items.... example... you use a wishpoint for create items using also volition stat.... if you have got first achivement of volition you will be able to create a type of item, instead if you will have also second achivement you will be able to create another type of item in plus etc... naturally when you create an item you will lose some volition stat according to the type of item that you are creating... Edited October 10, 2013 by MRAlyon Quote
Tom Pouce Posted October 10, 2013 Report Posted October 10, 2013 i am not sure how much its implement yet but if one dont have land loyalty it cost an 40 ap most of time to just change 1 scene it need to be balance compare to other that can walk with an cost off only 1 ap to change of one scene .... its an 40 tol 1 ratio ... Quote
Fang Archbane Posted October 10, 2013 Report Posted October 10, 2013 I have to agree with Sy here, i think that even if its your homeland you should still get Volition in regular dosages. Loyalty equals memory, and memory equals an easier time remember something. Some place. Some plant. Some rock. dst and Dragual 1 1 Quote
Root Admin Muratus del Mur Posted October 10, 2013 Root Admin Report Posted October 10, 2013 volition should be related to the lowered visc, not anytjing else like land loyalty, ap or whatever. someone please test and confirm if its working as i announced it should. thank you. use of volition will be special, it will be a skill that drops when used, like a resource so to say. What it will be used exactly it is to early to discuss Quote
Ackshan Bemunah Posted October 10, 2013 Report Posted October 10, 2013 There's something to volition being easier in the homeland. My father taught me that the weak outsider tends to get the management position. Couple things at play here, but volition is one. Quote
Pipstickz Posted October 11, 2013 Report Posted October 11, 2013 In No Man's Land when visc was +40, I gained 0.08 volition per step. In Tribunal (land loyalty 552) when visc was at +40, I still gained 0.08 volition per step. In Marind Bell (land loyalty 59) when visc was at +40 (location cost was 1 + 40 - 59 AP), I still gained 0.08 volition per step. In short, still not working as intended. Quote
Miq Posted October 11, 2013 Author Report Posted October 11, 2013 Ave, I undrestand that you gain volition when you drop visc and you do so also in your homeland but in the current implementation there is huge balance issue and citizens of LotE, NV, GG, UG, LR have noticeable advantage over the rest. It might not be anything if the future usage does not need huge amounts. Miq Chewett and Ackshan Bemunah 2 Quote
MRAlyon Posted October 11, 2013 Report Posted October 11, 2013 (edited) no Miq... because others can move easily in no man's land... the problem is when a player have got more than 2 loyalty score.... Edited October 11, 2013 by MRAlyon Fang Archbane, Eon, Chewett and 1 other 4 Quote
Miq Posted October 11, 2013 Author Report Posted October 11, 2013 No mans is rarely max visc. thats where the diffrence comes. Maybe remove the max drop bonus completely. dst, Fang Archbane and Chewett 3 Quote
Root Admin Chewett Posted October 11, 2013 Root Admin Report Posted October 11, 2013 (edited) No mans is rarely max visc. thats where the diffrence comes. Maybe remove the max drop bonus completely. Odd, someone not being greedy for once. Many respect for you. Edited October 11, 2013 by Chewett dst, Fang Archbane and MRAlyon 2 1 Quote
Zyrxae Posted October 12, 2013 Report Posted October 12, 2013 A major issue with volition as it stands now is that the bonus for moving through max visc discourages people from walking in teams. Conceptually, a group working together to 'remember' a place does so more effectively than can an individual (like how groups often develop transactive memory, meaning roughly that their members can cue each other to remember ideas that they would have more difficulty recalling without the group's help.) To fit this principle, and also to encourage group expeditions to the Archives or the East, how about giving a bonus to volition for groups of people combating viscosity together? - The larger the group, the more volition gained (at most +.01 volition per step per extra person on the scene/adjacent scene) - The greater the viscosity, the more volition gained (for example, +.04 volition for 40 visc, +.032 for 32 visc...+.008 for 8 visc..etc.) - Walking alone through viscosity in areas where you have plenty of loyalty would not increase your volition, but walking in a group on those same areas would increase volition a little. (A long-time Golemian wouldn't gain volition just walking through their homeland, but they would gain a little volition while leading a tour through GG.) [log='Conceptual question:']One of these statements more accurately reflects the concept of volition than the other, but I'm not sure which: - Working in a group allows people to effect more change than they could alone—>working in a group should give you more volition, because volition is about how you can use your will to greatest effect. - It takes less effort for an individual to effect a given amount of change as part of a group than alone—>working alone should give you more volition, because volition is about how much effort you put in.[/log] Quote
Kyphis the Bard Posted October 12, 2013 Report Posted October 12, 2013 (edited) You could probably do this if you made volition gains take into account the highest point viscosity has been at in the last say 10 minutes, and how many times it has been decreased within that time. Although it will probably be buggy trying to retroactively give volition to whoever turned up first from people turning up. Might be possible to avoid by also granting people a small volition increase for people entering the scene for the first 10 minutes they are in the scene. Although then you need to do something about people who have just come out of idle, ie make it so the 10 minutes does not apply if you just exited idle. Edited October 13, 2013 by Kyphis the Bard Quote
Zyrxae Posted October 13, 2013 Report Posted October 13, 2013 Why not just: If you take a step through viscosity and there are non-idle people your scene or in an adjacent one, you gain volition according to how many people there are and the amount of visc on your scene? Members of an expedition group would each face a tradeoff at each scene: "Should I take the first step and lose a lot of AP but gain more volition, or should I wait for others to clear the way and get less volition?" which they could work out among themselves. Kyphis the Bard 1 Quote
Rophs Posted October 13, 2013 Report Posted October 13, 2013 Perhaps every time you lower viscosity in a location containing non-idle players or traces of players you and each of those players gain a predetermined amount of volition. Might be a bit too powerful though... Quote
Root Admin Muratus del Mur Posted October 13, 2013 Root Admin Report Posted October 13, 2013 first of all there is nothing to define "a group" of this sort, so i can't apply any group based effects. pip are you saying you gain same volition regardless where you walk? i am more interested to hear how its currently working that to hear some fancy suggestions of how it should. i didn't managed to test it fully and my acc stata are messed anyway, so i would like to see how it is working for some of you with different situations. I understand currently people with land loyalty have a huge advantage over over people with no land loyalty? Or i understood that wrong? once i understand how it works i can either modify it or adapt the way it will be used. Quote
Root Admin Chewett Posted October 13, 2013 Root Admin Report Posted October 13, 2013 I understand currently people with land loyalty have a huge advantage over over people with no land loyalty? Or i understood that wrong?This is correct, also some more obscure lands have a large advantage, such as tribunal loyalty. Quote
rikstar Posted October 13, 2013 Report Posted October 13, 2013 (edited) I don't know if this is intended, but Chewett mentioned it earlier. I still get 0,01 volition when I enter a scene with a vicocity of -80. I suppose that isn't the way it's meant to be. EDIT: Strange it acts how it should again. Edited October 13, 2013 by rikstar Quote
Zyrxae Posted October 14, 2013 Report Posted October 14, 2013 (edited) How it seems to work currently: - Walking through +40 visc gives .08 volition - Walking through a scene with between +38 and -78 visc gives .02 volition if your step lowers the viscosity in the scene (that is, if you haven't walked in the scene in the past hour). If you have walked there too recently, you gain no volition. - Walking through -80 visc gives .01 volition no matter how recently you have walked in the scene. This holds true no matter your land loyalty or whether you're walking through your homeland, giving an advantage to people with loyalty in large, rarely traveled lands. Edited October 14, 2013 by Zyrxae lashtal and No one 2 Quote
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