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Comments
I already drifted away again, after what, maybe a month trying to play?
Lusternia seems to be very quiet and apathetic. There doesn't seem to be any conflict at all between the factions. Actually, what -are- your factions here? There are no lines drawn between what should be factions, no separation.
When I played, I was never once attacked by the opposition. There were no group battles that I ever saw. In short, there was nothing to hold my interest.
Now, I'm not saying that Lusternia is a bad game. The sheer amount of potential it has is outstanding. But, the potential is not fully used as it should be by the playerbase. Instead of creating ongoing and interesting storylines, everyone seems to strive to get along. This does not provide an engaging atmosphere for newer players. We need to see an active world in which we can get lost in.
Personally, I'd like to see Lusternia somehow foster dynamic conflict that includes a harsh atmosphere. The idea of anything can happen. I am not completely protected and coddled. People should be bashing their enemies' heads in occasionally.
I, though not as experienced in the game as you might be, have to agree. I sense nothing but hugging and such between any given characters. Even in Magnagora, I suppose hugging is the new black? Perhaps if there were more incentive to kill someone besides, "You're on my plane and in a free PK zone." there would be more reasons to be less than friendly. I have already started to develop a somewhat harsh character in hopes to change a little bit at least within Magnagora.
A few ideas people can change this:
- Give city rewards for killing enemy of whatever.
- Less loss from deaths
- Perhaps our admin can instigate some racial tension or give reason for there to be?
I can tell you are correct that everyone gets along as my character has already stimulated some people's irritation from her forward attitude. Would be nice to see more conflict.
Initial Thought
Upon entering Lusternia I thought the introductory tour was brief, it consisted of running through the area finding a spirit and killing it, I would much have liked a short introduction to essentials, or things I have found to be essential such as how Aetherway portals work, How to use a shop efficiently and so on. But when I stepped through the portal I found the community to be fantastic, I was greeted pretty much straight away with open arms and helped through the initial stages, (Including using the help system, which the tour did not help me with at all.) and to learn the basics of what skills are. After that I got to doing tasks and the collegium quests were pretty much awesome in that regard. Ever since then I have just learned from those around me which has been fantastic! And browsing a active forum helps.
The next point to make is that the event I joined in is fantastic, and I have never found myself without anything to do, when the undead are not being killed, the wheel is not moving, revolts and aetherflares are not happening, there is plenty to be getting on with, guild tasks, order tasks, just stuff like ikon collecting, quests, exploration! I hope it continues at this pace!
Gold Sink
Now as for gold sinks, what about offering a way to buy Ikons with gold as well as credits, this way people can sink gold into ikons and in return they can be used up in a game, hence creating the chance to buy more... Or have an open lottery system where people can have a book and hold their own lotteries, so in the system they offer as a reward a million gold for top spot, and set the ticket price to 1000, then the game takes a 100 gold fee per ticket... Not only can you invest 200k to potentially win one million, the game has also taken 20k out of the economy?
Occasionally hold maybe once every two weeks an event which consists of fighters, have a prearranged time. Then open books on the fighters who enter, that way you can bet on one of the fighters, if he loses the FFA you lose your bet. If he wins, you take the odds... benefit to this is if Estarra holds the books... Bookie always wins, or these place would not be open on the high street!
My two coppers.
First, I am always impressed by the amount of work that the Admin put in. Someone said that ChangeLog has really made that apparent, and I agree--a lot goes on behind the scenes to make sure things run smoothly.
I, however, hate the monthly and weekly promotions, along with all the new gimmicks. The focus of work used to be on creating the world we play in, interacting as Divine players with the orgs, and deepening the lore. Once IRE went into its corporatize-everything-mode, so many aspects of Lusternia cropped up that just scream "corporate money grab" (even when no money is involved). I applaud the Admin for working the ploys into the game lore somehow, but no matter how many bows are tied to it, it's still a silly gag. Ikons, curios, the Wheel, the dolls, none of it appeals to me because they serve no purpose and have no overall story that drives them. They simply exist to be gimmicks. Lusternia is better than gimmicks. I have been told, though, that these decisions aren't made by our admins, so nothing can be done about it, but this thread was created, so I voiced my opinion.
I'd like to see more Divine interaction to go along with the Admin interaction we've had on the OOC side of things. Divine action, without being forceful, can significantly spice up the game, encourage change and discourage stagnation.
o No more buffs. This just makes it a little bit harder for new players to get everything together. Someone mentioned more things like the Manse throne, but Lusternia has far more than enough of these.
o Complete the affliction lines and consider defence lines. This goes a long way towards understanding Lusternian combat for a newbie or a transfer.
o Consider a command for regular, non-Power aide citizens to view their own power input. Power is tough enough to figure out on newbies and this should only help.
o I'm guessing this is a no-go, but you might consider simplifying the silly Avechna system. I really get what it attempts to do, but it results in some humorous Prime combat situations. In my opinion, it would be better to just scrap it, but I suppose you put the system in to deal with less issues. I would say the best solution is just to split it up into soldiers (pkers) and civilians (non-comms), with the former receiving perks for being open PK and the latter keeping the Avechna system. You would have to work out any exploits, but it could allow for more Prime fun.
o Add "corpse" as a keyword to dead things. I don't know about Achaea, but Aetolia and Imperian did it so it must be possible to rework things within Rapture.
o I know you can just use triggers, but some kind of auto-feedbag would be nice. Someone mentioned making it a silly dingbat feedbag and that would still be awesome.
And I'm spent. I love Lusternia! You guys are great
And yes some of these additions will be 'gimmicks', but it would be frankly disingenuous to call them all gimmicks. Ikons certainly aren't, unless Zvoltz was secretly being ordered to add a cardgame into the game as some gimmick. And they're not without lore or flavour, certainly not if you play them and see how they act in a battle. And what counts as a needless gimmick anyway? Does Vengeance? Does designing? Do certain skills and guilds if the eternal cries can lead someone to believe? Worth is subjective, interest doubly so.
What I -would- like to see is improving the immersion and introduction of new players into this horridly complex and wonderful world we've all built. The middle and end have been progressing for years, but the start is almost comically behind. And I'm not personally equipped to offer wonderfully thought out answers [particularly at 2am], though I do think Svorai's got the right start of it. There is something for everyone in Lusternia, somewhere for everyone, and it would be nice if we could show them what 8 years of work has wrought.
And here's to hoping what I wrote was vaguely on topic when I re-read it tomorrow.
NARF!
Regarding the intro, I think you do learn how to use a shop. I really, really don't want players to spend too much time in the intro. It hits a few key points (movement, communication, shops, fighting) but we really want players out of the intro as soon as possible to get into the game.
Anyway, one thing that I really liked about curios and ikons is that I have always wanted to have more quest rewards besides gold, especially for the larger honor quests. I never liked the idea of item or comm drops so thought this would be a really great addition.
Vengeance is a year old now and it was an idea by some of the volunteers whose excitement for it was really contagious. It turned out to be one of our favorite and most popular additions! I certainly can't promise we won't do more of the same if it comes up, but again don't think that means we're not doing anything else!
Regarding impale lines (or any other lines), you should start a separate thread on specifics as I don't exactly what you mean. I've certainly never heard of that complaint before but maybe it's something the envoys can pick up.
I'd be interested in making the collegiums more of a community, if possible. Keep in mind adding new quests for each collegium is a bit of work. There are honours of sorts for collegiums insofar as you see where you've graduated. Maybe some other reward or achievement, though.
Still, I'm very happy with these threads and the transparency they display. It makes it fun to get involved.
That's true, but in some ways newbies struggle to understand how they can contribute in their first few weeks with us. As well as this, I think the important thing to note is that newbies aren't learning enough in the Collegiums before they're thrust into guilds.
- How to hunt things and how to cure (and some newbies are freaked out just by that -- collegium curing involves only a few of the dozens of cures that they'll eventually require)
- How to find certain areas in the org (like the bank, stage, etc... but it doesn't show them how to use them, or how they could contribute by using them. While it might be ambitious to suggest, I see the collegiums showing newbies how to use the stage -- at least watch a production and be told that they can write their own, and use the library -- at least read a short story [maybe about the lore of their org?] and tell them that they can write books too)
- How to influence (yay, pretty simple)
- How to contribute power (this one is also pretty good -- newbies learn how to be useful in these early days)
- Learn some history (there's always room for this to be expanded, but instead of making it a collegium expansion, maybe provide mini quests in Newton, or in other neutral areas where newbies can ask denizens about history, races, gods, etc... In fact, this could be an area for everyone, even the Great Library. Imagine mini-quests where you can go up to a trill of Hallifax resting in the Library and request a lecture on the city.)
- How to find your way around planes (pretty good as is)
Why should it be the guild's issue to teach newbies how to use banks, the post office, join clans and cartels, learn about designs, set their description, find suitable clothes, find and use enchantments, origami, figurines, gain essence and offer to gods at shrines? These things have (mostly) nothing to do with guild skills or guild lore. Shouldn't a newbie know about villages and that they revolt from time to time, that we fight heatedly over aetherbubbles, and they will have the opportunity to be part of that?As an example, Hallifax's geography quest has you visit the following locations:
The Matrix and Corrections Institute are good locations for a novice to know, so I'd keep those (though unless the novice greets Lafu in the Corrections Institute, or reads our CGHELP GEOGRAPHY file, there's no overt connection to 'Hey, this is where you can sell pigeons for easy gold!')
The next two locations though are pretty much as good as random locations in the initial maze that is Hallifax to a novice and really, nothing aside from 'Oh, the city has research labs/an art gallery' is learned when they find the room.
The last location is a bit better in that it is at least relevant to the city's power quest, but there's no connection to that location for the novice until they are doing the city power quest.
For an improved geography quest in Hallifax, I'd suggest:
When a novice "action verb" 's their geography item in each room, it could trigger a reaction to highlight why the room is important. Something like:
Corrections Institute:
Exasperated, Lafu Longplume says to you, "Pigeons! They're everywhere, man! When you're finished tuning that instrument for Ambassador Horotep, I'll gladly pay you for their corpses."
Auditorium of the Grand Hallifaxian Opera House:
Taking a quick break from rehearsals, a young trill ingenue says to you, "Ah, here on Ambassador Horotep's behalf? Pass on my regards, and let him know that our next play will soon be ready for his viewing!"
The reaction in the Portals room could capture the busy airport feel/'Catch Me If You Can' image of an aetherpilot surrounded by beautiful aether-air hostesses etc.
The wiki currently lists publicly available systems: http://wiki.lusternia.com/Systems
One of the ideas involve the construction of a psionic echolocator. Should I write up a book on the theory behind the project, go raise and pester one of the Kepheran Queens until a god comes around to possess and discuss the issue, or should I pray to Zvoltz and ask if he sees anything glaringly faulty with the project.
I suppose my main worry is putting in several hours of research and writing, and then be told "silly ferret. Psionics doesn't use wave theory", and then have to scrap all and start over.
One thing I really want to see, and will be a huge benefit to envoys and equalizing the roller coaster that is balance, is more transparency as far as damage vs mobs goes. Something (I know, citing another IRE is bad but it's immensely useful) Aetolia does is show damage done to mobs. We already know damage types, but what we don't know is exact dps, or what percentages the various mob weaknesses represent. So what we end up with is this gaping expanse of bashing disparity between classes, and a big gray area in between the extremes of Paladin and Shadowdancer/Nihilist. Things don't have to be the exact same, I'm not asking for complete DPS equality, but....kind of close or at least everyone being competitive would be nice, and what's more, it should be that way simply for the benefit of the players and the game. I won't go into the myriad of reasons, but I can't help but think one of the reasons we are seeing a boom in Celest and drop off in guilds like the SDs is because the disparity is absolutely massive. People don't want to pick an uphill essence grind when they can have the huge benefits of warrior with divinus or staves that can be tuned and ignore damage resistances. I'm about as endgame bashing I can get....I've milked every damage boost I can get my hands on, and I even use a non guild specific bashing skill exclusive to only Ascendants....and you can put be up against Xenthos or Kelly and I get annihilated. Not like...slightly outpaced which would be okay. Absolutley bulldozed.
Personally I have some guild specific ideas (no idea if they'll fly) to kind of bring bashing up to par, but it would be nice to see the game addressed as a whole, rather than report and a prayer that they are creative/not too complicated enough to get approved.
Bashing fae would be awesome. I'M JUST SAYING.