I'm on vacation and it's been awhile since I wrote up a rant on the state of combat in IRE muds so here we go. I'm putting this in ideas because while dabbling with Lusternia, I actually had an idea that I don't think I've suggested before. If you'll bear with me, I'd like to establish a couple points before putting up that idea.
The first issue of course is the high buy-in. Without actually getting into the fundamentals of that debate I would question whether we even have enough low-might, artifact free PvP players left in the IRE games for us to honestly assess this question. Does that say something?
The second issue is activity. When I played a lot several years ago, someone would die on deathsight/sense every 10-15 minutes. To me, the lack of people engaging in PvP should be conclusive evidence that there are some major problems with the PvP game since it used to be different.
The third issue is that while the combat overhaul strikes me as a good idea because it streamlines a really complex system, I don't see it addressing the fundamental problem in Lusternia. The fundamental problem isn't the buy-in: that could be fixed within a couple days if people wanted it done. The fundamental problem is that everyone who cares by now knows the affliction-stacking, limb damage, hidden offs metagame like the back of their hand. The overhaul will make things more accessible but it won't add spice for experienced players (which is practically all of them in PvP right now).
So why is team combat almost the only combat? Even though some people have this hermetic conception of 1v1 combat as having no random factors, team combat maintains its appeal because it is unpredictable and that's not so far from having randomness. The unpredictable nature is what makes it exciting.
To finally get to my idea, one way to increase the unpredictability of a PvP game is to have each side select a "load out" before going into PvP. As applied to Lusternia, journeying to a plane is mostly an act of typing in TRANSVERSE EARTHQUAKEPLACE. Instead, the idea I'd like to suggest is that people prepare for their planar journey by donning an "astronaut suit" which includes a PvP load out that modifies their class. Some load outs have advantages over others and might include consumable weapons.
An example: players A and B meet on an astrosphere. They fight. Being Lusternia players, as soon as A realizes that B's load out has an advantage over him, he tries to run for it. But if the astrosphere is locked in, there's hostile mobs running around and people can't discern someone's load out until partway through their fight with them, he can't just bail as soon as he knows the other guy's load out. If you give them some "grenades" to throw into the mix against teams and/or clouds of mobs I think that would be cool and worth trying to seek out the elusive spontaneous 1v1 macho fight.
In conclusion, it's something of a paradox that people in fantasy games tend to want 1v1, yet they want the 1v1 to be spontaneous and not a pre-arranged spar or duel. IRE used to have that kind of romance but for a long time now I've felt this sense of defeatism; people say they don't even want it anymore, I'm not sure I believe them. If Lusternia isn't going to think positive, 5 cities is way too many. It's primarily a social game right now but I can't readily interact with 4/5ths of the player base. Everyone could be in 1 city and the nexus could be a religion or something; there'd still be planar group combat but the rest of the time we could talk to each other.
If you read all that, thanks
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Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
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Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.