Lusternia Activity Levels
Categories
- 4.3K Life in Lusternia
- 474 Announce Posts
- 76 Event Posts
- 1.7K Common Grounds
- 589 Q&A
- 83 Combat Overhaul
- 1.5K World Library
- 86 Combat Logs
- 870 Event Scrolls
- 403 Mechanic's Corner
- 329 Ideas
- 314 Last Chance Trading Post
- 478 Life Outside of Lusternia
- 9 Forum News
- 275 The Real World
- 94 Meet and Greet
- 37 The Funnies
- 63 Mafia Hideout
Comments
Maybe do some minor events that have absolutely nothing to do with the year end event?
We've had a focus on combat reworking for many years now. Meanwhile, our version of fixing the economy was reducing gold drops and increasing comm requirements for items. Can you give an explanation as to why you feel a combat rework is needed more than an economy rework right now?
Alright, small words.
We have been working on making combat better for a very long time. We have not worked on making the economy better very much aside from some small things which didn't help. Doing them more will not help. We need to decide on different things.
theatre due to the snowy weather.
hungering malice.
Front loading trades with generators and preparations would give newer players the ability to run around and get stuff for players further invested in the system, spreading comm generation through the various systems that exist would provide rewards for engaging in them. Working out the conflict mechanic properly could provide a reward for engaging in raiding with some disincentive for unhealthy actions (kick and running) and potentially incentivise shifting alliances by rewarding more successful orgs to target each other rather than working together.
"I stopped playing the game, because everything that interested me mainly, disappeared or stopped being fun, from my god, my guild, and combat in general. There's nothing keeping me coming back to play, because everything that is left just doesn't hook me."
I like some of your ideas, @Saran but:
*Why move trade out of skillflex? Do you mean everyone who should be able to have every tradeskill regardless of class? Or that you can only have one tradeskill ever and have to forget a trade to take a new one?
*I have had experience with games where you mine or otherwise produce comms and I am not a big fan. It is monotonous churn for players (worse than old forging) and encourages AFK scripting.
*I think it'd be disastrous to have a mechanic where orgs can steal comms from other orgs. That's a grief fest waiting to happen.
Shaddus has been trade minister for a while, and it's boring. I think something I'd like to see is a bit more information on comms flowing into my org. Say....
REVLOG MAGNAGORA
Vatul has turned in a rockeater to AngkragRockGuy.
Enough of these may give you
Your vassals gifts of gems has increased due to their hard work!
Whereas "Some thief has stolen the spiders from Angkrag, reducing the donation of silk you have gained." might show up, obviously not naming the sneaky person. Give us some insight into the comms process, as well as who is actually working to further our org .
<a rel="nofollow" href="https://www.lusternia.com/banner/minkahmet.jpg">https://www.lusternia.com/banner/minkahmet.jpg</a>*Why move trade out of skillflex? Do you mean everyone who should be able to have every tradeskill regardless of class? Or that you can only have one tradeskill ever and have to forget a trade to take a new one?
As someone with an AB output large enough to not always be able to see the top of it, skillflexing enables self-sufficiency especially with the relevant artifacts to swap around quickly and for free.
Extra slots aren't as bad without skillflexing because you still can't easily access the majority of trades.
*I have had experience with games where you mine or otherwise produce comms and I am not a big fan. It is monotonous churn for players (worse than old forging) and encourages AFK scripting.
A monotonous churn that encourages afk scripting is basically the description of bashing and influencing that is encouraged through the demipowers system. However, what differentiates the generative systems is the entire experience. Guild Wars 2 and Eve have their buy and sell order systems so you can make a pretty guaranteed profit, almost all of them have some form of market or auction system. It can be incredibly profitable to do that monotony which encourages players to do it.
Similarly, monotony can be easy if everything is too close, but something like FFXIV often sees you trekking across the world to grab stuff from different places. And again, this provides a way for players to turn their time into money by selling comms to players with less time but more money.
*I think it'd be disastrous to have a mechanic where orgs can steal comms from other orgs. That's a grief fest waiting to happen.
The idea I was toying with was that orgs would be able mechanically to launch an attack, resulting in a conflict event. Depending on the outcome of the event you can steal a certain proportion of comms but given (lore reason) you're also risking the defenders "reversing the polarity" and nabbing some of yours instead. With appropriate limitations it'd take a while to actually drain an org to 0 and with mechanics that disincentivise going after weaker orgs, if you're just constantly stomping the same org(s) it'll become less and less worth it over time while it becomes more worth it to go after that bigger org you've been ignoring. (edit: realistically, I imagine the many combatants can probably come up with a way to make this work)
<a rel="nofollow" href="https://www.lusternia.com/banner/minkahmet.jpg">https://www.lusternia.com/banner/minkahmet.jpg</a>As potential examples. Imagine if cold buff enhancements required mats that dropped from creatures in Icewynd, maybe you need stuff from there or snow valley to make cold defence stuff? What if there's a rare comm that could give a stronger buff or maybe even let you craft a weapon with the relevant enchantment damage conversions?
Your bashing isn't just bashing then, it's hunting down that comm to make something for yourself, to make those items, or to just sell for profit. It's clearing out aggressive mobs that are preventing you from gathering the comms you need. Wanna get fire damage on your weapon, if you make org stuff maybe gaudiguch citizens have something that lets them just make those buffs from fire plane drops.
Want to add in monetisation, you can drop in denizens similar to XIVs retainers who you can send out to different areas and that return with some gathered comms, with the right time frames for those task lengths you'd be encouraging people, even without elite, to log in every day to see what they've received.
Obviously with limitations to prevent the previous issues and it's not going to replace what a player could do on their own (would supplement dedicated gatherers though). Though you could even make it a small gold sink by tying stuff back into manses (maybe each of those npcs needs their own room, maybe you can improve their functionality by putting artisan stuff in there)
Personally, what usually tends to lead to my giving up on Lusternia (temporarily) is feeling burned out. For example:
- I get lured in by the random promotion of the month and then realise just how much investment is required to get the thing I want most out of the RNG machine (or the NEXT thing if I were just to spend a little bit more maybe...), then can't believe I've committed more money in a month to a game with 30 average players than I would in a year to a multi-million dollar AAA graphical game with hundreds of thousands of players. Despite all my (frankly ridiculous) paid advantages, I still look at the endless lists of artifacts and wonder items and upgrades and so on and see the deficiencies in what I don't have, can't do or do worse than others. And every month it feels like I will just get that little bit further 'behind' if I don't keep up the spend.
- I want to enjoy the RP atmosphere of a city or guild, but then get worn out spending RL weeks trying to find someone to induct, satisfying a stream of written assignments, essays and interviews to progress, and then feeling like there's a daily commitment to various unfun tasks just to be a good team player. Instead of enjoying the thrill of occasionally discovering a little piece of lore or getting to meet another interesting character, I end up concentrating on city conflict systems that need to be managed, requirements to be met and intricately time-based quests (seriously, 7+ hours continuous playtime to complete something is just irresponsible).
- I start down the path of trying a new tradeskill or collectible trading system, then quickly find that in order to make a difference in an overheated economy that is vastly over-supplied I am going to have to make infinitesimal markups at best, if not losses, and still likely always be behind the artifact advantage curve (which doesn't stop me trying to go down the artifact path anyway). The same goes for any of the interesting 'world' systems that are not directly combat related - they all seem to require huge amounts of investment and dedication but deliver a fraction of the value/engagement that just being an ace PvP/basher would give.
- I start to identify something that I feel is clearly an issue or a system that's not working well, and want to contribute towards coming up with solutions or fixed or improvements. I write up forum essays (the fun kind for a change!), and have pointless arguments about fine details of an idea, but then there's almost always no appetite for actually seeing an implementation. Unless it has a direct impact on the PvP viability of a particular class or nation, it's likely to get a 'maybe one day' response at best, if anything, and all those ideas languish and disappear (unless they become an artifact for sale). Then I get frustrated at having spent energy on things that most likely won't change for years, if ever.
- I start trying to code/understand some sort of combat system, then realise just how big a task that really is for someone who doesn't really get PvP anyway.
As a result, I can easily end up lurking in a manse not really knowing what I actually want to do other than minor dailies, and often I'm doing nothing other than reading forums or looking at helpfiles.Honestly, there's a lot in all this that could be solved solely by a change in mindset and behaviour on my part. So maybe this isn't that helpful from a game design point of view. But I do think there's a way that Lusternia's design could be adjusted:
- So that it much more readily gives the impression of being a fun experience for casual players and casual play sessions.
- So that cash investment is still rewarded with convenience and utility and moderate upgrades, but the economic model is weighted heavily towards horizontal accumulation of more alternate character advantages rather than never-ending vertical accumulation of compounding power/advantages.
- So that all of these amazingly intricate, complex systems and economies and conflict mechanics are balanced with simple, low buy-in aspects which are solidly rooted in character role-centric, worldly activities that can still be fun in and of themselves.
- So that players of all foci (PvPers, crafters, achievers, roleplayers, etc) can *see* that they have some attention being directed to improving their experience over every development cycle - not just being offered new toys to buy once a month, and a massive rework of combat once a year.
Anyway. I'm not near that point of burn out right now, and am trying to focus on enjoying the little systems that I am still having fun with and exploring. So hopefully that continues, and there are positive changes to come to the Basin of Life outside of the usual (and endless) combat balancing.