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Comments
Response rates are going to be higher if you're doing it as close as possible to when the player is disengaging from the game. (I.e the ideal time would be as soon as a flag comes up that they're disengaging)
Also, just retirees would only really get a specific proportion of the player base (i.e the people that have spent more than the minimum that would actually want to transfer that to a different game) while excluding the rest (like newbies who don't stick around or people who are maintaining their character in the hope that the game improves)
The flags I'd suggest (all account based rather than character based) are effectively any combination of trackable things that indicate the player's engagement has dropped:
* Retirement without creating a new character after
* Vote weights have dropped to 1 or 2 after being above 4 or 5
* Average daily play time for a week or fortnight is like less than 5-10 minutes (i.e people who are just logging in, grabbing quick daily things, maybe checking news)
* Cancelling an elite sub.
* Inactive character deletion (especially where this removes their last character but not where the other flags haven't been triggered)
Also, the goal would not be to necessarily reengage those players with that campaign. It's really just a way to gather data to inform the admin of what the real reasons for people leaving are. (for some general stats it's like 90% of people won't ever complain to a company and like 90% of that group will just leave)
For example, the data could justify maintaining the focus on combat, however, you could also find that the focus on combat is actually the cause of the issue.
If you track responses individually you can also compare things such as "if we resolve x complaints the majority of inactive players might return" where "the majority of people complaining about y are retirees who went to a different game so it'll be harder to get them back".
In the same vein, if you sort players into different groups based on their responses you can target your emails to reengage them more effectively.
The example here being disengaged players who are unhappy with the focus on combat would likely have a negative reaction to an email about combat fixes, so don't send it to them. Meanwhile the players who've left cause of the combat stuff would probably really like emails about that.
Tonight amidst the mountaintops
And endless starless night
Singing how the wind was lost
Before an earthly flight
EDIT: You could loop in just everyone, but only if you're tracking all the triggers as well because you need to be able to differentiate between engaged and disengaged players as... well there's probably a reason for the engaged players not leaving the game.
I'm not sure how you would be able to measure participation on a weighted scale. I know this doesn't seem like I have everything down pat about this idea.
theatre due to the snowy weather.
hungering malice.
<a rel="nofollow" href="https://www.lusternia.com/banner/minkahmet.jpg">https://www.lusternia.com/banner/minkahmet.jpg</a>With villages, while their "player comm" generation would stop, they'd still have a function as generators of "org comms" to build/maintain constructs as well as other potential bonuses or expansions to your org. This could also potentially introduce some more considerations to government styles as more comm gen focused ones could let you maintain more constructs with less villages while conquest might require more villages for the same in return for the conquest pool.
Similarly, it provides the possibility for introducing alternate methods for generating them, likely in small quantities, so if your org's having a bad time with PVP lately you can work around it. Or over time we could see other benefits introduced, such as org comm refinements to give different benefits or perhaps merging benefits. (Like, maybe merging knowledge and beauty gives you diplomacy which gives both org buffs with a slightly lessened cost on both pools)
Hm, I suppose I feel like tying it into villages doesn't necessarily add much for me? Having general refinement be something that orgs just have the equipment for and can do is simpler while still introducing the new mechanics. It also doesn't involve introduce reworking village influencing into the mix. Also my expectation would be that everything has at least all three steps gathering > refinement > crafting. Some special materials might skip refinement and some others might require multiple refinement (refining herbs into an alchemical concoction that a smith type uses while refining ores to some end)
I think it'd be perfectly fine if there was just like... each village has a special workbench that can produce a specific special comm that's usable by their pledged orgs. Which functions as a bonus (in turn incentive) for claiming villages, which again goes back to potential aspects of alliance arrangements and the like.
But this also functions across the board, so you could have workbenches or special vendors that are only available to people who have completed an honours quest or while the area is in a certain state (the veil is raised in hifarae, for example)
I kinda thing adding a unique crafting minigame for each refinement would add a decent amount of work and potential bugs into the mix.
What I was thinking was that refinement involves abilities that you gain in skills which enable you to generically refine things at a workbench, special workbenches could enable a special ability that changes the output, or they could even just substitute specified outputs for special comms. Similarly, you could build in the ability to tag certain materials as restricted for refinement requiring that the workbench specifically is set to allow them to be refined using it.
This could enable something like Gaudiguch's workbench being able to craft some fire type materials while everyone else might need to get access to one in Zoaka for the same.
Similarly, if there's a bug in refinement it'd mean that it's in that centralised system rather than on a single workbench, which also inversely means that refinements should just work if the system is hopefully making it simpler for the admin.
At some point IRE will have to consider if the monthly promos create enough fatigue that in the long run they harm their business long term.
It probably wouldn't be the worse idea for say January to be IRE's no promo month.
I found this current promo to be a bit problematic. Too many things can cause the buyer to feel like they can't possibly keep up and why bother.
You had genies, maps, and poteens on top of a new curio. For myself I would have very close to the same amount if it had only been only one type offered of the three. Leaving you to offer the others in following months where I would have brought more.
https://forums.lusternia.com/discussion/3476/old-guilds-titles#latest
I went through news posts. going to go through them again a bit later after some sleep, but majority (if not all) are correct!
I'm new to the game. Less than 10 hours in. I played Gemstone and Dragonrealms about 15 years ago and dabbled a bit in Achaea and recently got the itch to play MUDs again. Came across Lusternia and it seemed interesting--I'm not super interested in combat, more interested in playing a writer/researcher type, and I liked the bit about making books, publishing them, getting them in libraries. Persuasion and debate as a viable alternative to fighting.
Anyway, this thread has been a scary read. I've started asking myself if it's worth investing time into--is the game dying? Should I bother?
I plan on sticking with the game for a bit. I'm still learning the ropes, trying to do my Collegium quests, get a feel for the geography, lingering in rooms reading the descriptions. Even though I'm new, I'd like to participate in this conversation to the extent I'm able. I think I can provide a newbie's perspective that might be missing.
For starters, the introduction to the game is pretty challenging. I came straight to the site and jumped right in with character creation in order to get into the game and get a taste of things. Boy was that a mistake. Character creation is overwhelming, to be honest. I had to pick a city, a race, a guild, a class. That's a lot of reading off the bat, before I even get to experience anything. I wasn't at first clear what my choices meant, and I wanted to rush through to get into the game itself. I got in and played for a very short time before realising I need to start over completely. I think Lusternia takes a lot more investment to get started than other MUDs I remember playing. The game is so ambitious! There's so much to learn about! This is attractive to someone like me
So I spent some time on the site, reading about the lore, the classes, and so on. The most useful thing I read was Falaeron's forum post, "Midkemians: Getting Started and Other Useful Information." Excellent summary of things which helped organize and contextualise all the information coming at me. Helped me narrow my character concept and what I wanted to play: a Lucidian living in Hallifax, member of the Consortium, Institute class. OK.
So I start playing again and end up on Avechna's Peak and get lost. Is Avechna's Peak supposed to be a newbie area? I felt like I was wandering around with no direction and had no idea what to do or where to go. I think there was a message about Newton's Grove, but I couldn't find it. I get it from an in-game IC perspective but I think the opening stages of the game, especially for one so complex as Lusternia, need some explicit OOC hand-holding at first. As for Newton's Grove, I almost don't see the point of it. Sure, it's a place to kill stuff for XP, but why? I can kill pigeons in Hallifax. I should get XP for completing Collegium quests to get me some levels. I don't get the relationship between Newton's Grove and learning about the world, Guilds, etc.
Another thing that irked me was the quests. I'm in Newton's Grove, trying to help the Gnomes find their lost explorers, but I had to log out when my wife got home and do RL stuff. When I came back later, I meet and explorer, and GIVE RIVET TO GNOME...only to discover I don't have any rivets anymore. ALL my stuff pertaining to the quest disappeared. WOW....so you have to do quests in one go? I had to go back to Newton's Grove, pick up bent rivets again, but also had to get the portal back open. So kill finks, get widgets, give them to Clanky, open the portal etc. all over again.
I'm not sure I'll bother with quests.
I did notice a few grammatical and spelling mistakes here and there in the text of the game. And I can't remember what it was, but one or two of the commands the game tells me I'm supposed to use don't actually work. It's as if some portions of the game have been revised or something. I do know that the LIBRARY commands are a mess, or I can't really figure them out. I was excited when I walked into a library and tried browsing, searching...it was very clunky. CHECKIN didn't work as a command, so I was stuck with the two books I did pull to read (they decayed to dust when I logged out, I hope I don't get fined!).
I'm starting to ramble, and I don't mean to hate on the game. There's a lot of interesting stuff here, but it actually feels rough and unfinished in places, at least mechanically. The helpfiles don't seem complete and still leave me with a ton of unanswered questions, and, as I implied above, seem in places to refer to things that don't exist anymore.
Maybe everything I've written is just the ignorance of a new player, so I hope no one takes anything I've said too seriously. These are just general impressions based on very limited play time. I hope to get my bearings, fall in with the right crowd, and start producing works of literature to enhance the cultural prestige of Hallifax.
@Lesgle,
I used to be a GM in Dragonrealms a bit before you played and if you need any comparisons feel free to message me.
Influencing is an alternative to hunting or bashing. Debate is a far more rare alternative to combat, generally only done during village revolts and even then pretty much only when those revolts are peaced. Really good debaters are few and far inbetween.
Lusternia is more geared towards player interaction and lore while I would say Dragonrealms really catered to having interactive environmental effects. It is far easier for a player to leave a mark in Lusternia then it would have been to in Dragonrealms when I was involved there.
Not to be overly factious, but MUDs have been dying since the 1990’s. Hallifax appears to be coming off of one of its all time lows and I’d be a bit surprised if it didn’t have somewhat of resurgence once the new skill changes go live.
>>>Anyway, this thread has been a scary read. I've started asking myself if it's worth investing time into--is the game dying? Should I bother?
The game is old. Older games lose players. The game is unlikely to die unless the admin panic and just start making random changes (since with any change you risk loosing players).
RE: Game intro. We’re told there is another one in the works.
>>Another thing that irked me was the quests. I'm in Newton's Grove, trying to help the Gnomes find their lost explorers, but I had to log out when my wife got home and do RL stuff. When I came back later, I meet and explorer, and GIVE RIVET TO GNOME...only to discover I don't have any rivets anymore. ALL my stuff pertaining to the quest disappeared. WOW....so you have to do quests in one go? I had to go back to Newton's Grove, pick up bent rivets again, but also had to get the portal back open. So kill finks, get widgets, give them to Clanky, open the portal etc. all over again.
I’m not sure after all these years of playing, but it does seem that one of the design intention is that quests are designed to contain some frustration. Many people seem to have to do quests more than once to figure them out.
That said I avoided quests for many years and at some point found myself with the correct mindset to start completing them. In other words there is a bit of a learning curve, but once you get that under your belt you can get things to fall into place.
>>>I'm starting to ramble, and I don't mean to hate on the game. There's a lot of interesting stuff here, but it actually feels rough and unfinished in places, at least mechanically. The helpfiles don't seem complete and still leave me with a ton of unanswered questions, and, as I implied above, seem in places to refer to things that don't exist anymore.
I think this is due in large part to a conscious desire on the part of the designers to leave large sections of the game as word of mouth. You have probably noticed that the game is not designed for newbies to enter the world and be able to make their way on their own. Instead, they’re expected to announce themselves and ask for help. That works better with a larger population. However, they have in the last few years minimized a lot of this. Newbie starter items and the ability to suggest changes to help files.
For your own org’s files speak to the Minister of Education and if you can’t track them down, message the city leader with suggested changes.
>>Maybe everything I've written is just the igniorance of a new player, so I hope no one takes anything I've said too seriously. These are just general impressions based on very limited play time. I hope to get my bearings, fall in with the right crowd, and start producing works of literature to enhance the cultural prestige of Hallifax.
Before I forget, do look into the theater system. It is pretty unique to MUDs. I think the best advice I can give you is to enjoy the game for what it actually delivers and not stress too much over the other aspects. As an analogy, it doesn’t really matter that Taco Bell doesn’t make a good burger.
Edited to try to fix font size.
Trust me there's no better endgame content you can provide than roleplay. It's the golden carrot you offer to people in 2018. About our really unique action packed combat? It's fun but I've bad news for you, there's Fortnite and a million other multiplayer alternatives where you can best others with your eye-hand coordination skills. Instead in a MUD there's the possibility to live the life of someone that isn't you, that will never be you, that should never be you or that can never be you. Let people explore that and even, push them in that direction.
Just look at two seasoned roleplayers Everiine and Rancoura for quick examples and how many times they got commended on forums by other players. Because their motivation to reach that point of immersion is self-driven, without the game actually rewarding it. Do you see them ragequitting because combat is broken? No. Because economy is wonky? Not sure. Because the game doesn't offer enough people interested in roleplaying with? What would they do when it came to that?
Basic idea
Midkemia used to do that and despite that game fell into pieces at many other fronts, the RP was never a concern till the very end. Credibility system might not be the only reason for that, but I've worked really hard to reach that extreme credibility back then and it was always satisfying to hit that milestone. If it's a concern disconnect experience gain from credibility levels, but make sure there's a decent prize at the end of the day/week/month. At least as juicy as group bashing to keep it alluring. So the system can actually incentivize people to take time, spend effort, learn to emote to the point where they finally want do it better than the last time.
(Yes, this system 'can' be abused but there are ways to counter it with bringing dimishing returns to trading esteems between same characters, et cetera. There're also better answers to be found for all of these, of course.)
On a final note, reading an esteem in detail to see someone's heartfelt praise to your roleplaying skills or simply that they enjoyed a fine session. That itself can be a decent reward for people.
And personally, despite I imagine Lusternia as an ex-girlfriend that left me with many scars over the years, my fondest memories were always the RP moments. The story we wrote with Neftarys before even starting the game about our characters' past within Caoimhe Dell was the catch for me to give this game a chance. Or that one time I managed to gather 20ish people in Serenwilde for an impromptu feast which Charune even attended, it was so cool despite it blew up in my face for different reasons afterwards. My GL interaction with guild's tutor was also very fine. But what tops it all was our RP arc with Foehn, it never got 'that' deep but it was the best RP I ever had on this game. We even abused a bug that made so much sense IC and fit perfectly to the RP we were having. It was a great enabler that mixed so well with my player reputation, haha. Thank you for everything, if you are reading this.
And the fact that I, don't have more than what, 20 fond RP memories I still cherish? With just a couple of them being logged in my old computer in 2 and a half years? This tells more about the game than it does about me. This game always felt mechanical and a bit dull. Even if your squad isn't chatting about superbowl on an astralbash, the immersion still felt very fragile.
However you do it, that doesn't really matter, just encourage your players to roleplay.
-Kilian
Over time, though, that sense of immersion was gradually lost -- one of my personal gripes is the growth of OOC channels. I know some existed back then, but I found that over the years, people would take their interactions more and more to the OOC mediums instead of roleplaying them through their characters IC. (Why this growth happened/is happening could probably be put up for debate.)
That said, I definitely support some sort of system to encourage more RP. Something that encourages people to have conversations "out loud" that others can jump in to. If we want to build up our RP environment again, which I'm sure for many has been one of the greatest attractions of this game, I'd venture to say we need it (without kicking up the old "more divine interaction to encourage RP" storm again).
Tonight amidst the mountaintops
And endless starless night
Singing how the wind was lost
Before an earthly flight
Now? There's so many OOC clans for orgs, guilds, and whatnot. Some of this is because it's so much easier to convey your thoughts OOCly than to RP them, and I get that impulse, but it hits a point where entire orgs can determine their politics on OOC clans and Discord channels. And if you're someone who doesn't like much OOC conversation in your game, then what do you do?
I'm not as much of a social butterfly when I log in these days, but I do remember once feeling like if I bumped into a character in Lusternia, we'd talk in character before we'd chat in an OOC clan. Now, it feels like I meet people OOCly before I meet their character ICly, and if I talk to someone when I log in, the odds are that it's an OOC conversation.
I don't know how this trend started or whether or not there's a good way to combat it, besides ICly playing the sort of character you'd like to encounter in Lusternia.
Some people don't fit in the neatly stacked communes/cities established.
Have an independent village/city that gives its own communication. A refuge for those wanting to escape the politics/hierachy of the cities/communes and they can keep their class they trained so hard to obtain.
"THE DEMON LORDS CAN NEVER TRULY BE KILLED - GREAT IS THEIR POWER."
You shock a platinum-coloured geomycus with tales of terror bestowed on villages who don't follow Magnagora.
A platinum-coloured geomycus slaps her knee and declares that, by the gods, Ptoma Hive should follow the Grand Empire of Magnagora after all!
Shouts rise up from Ptoma Hive, as its denizens loudly pledge themselves to the Grand Empire of Magnagora.