I want report 1457 to be implemented, if people still liked it. I would check in once every 4-5 months or so, and each time it was promised to eventually be implemented, but I see now upon checking that it got switched to rejected and asked to be re-envoyed :[
For the administration to put as much effort into working on tradeskills and rp/qol improvements for the game as they have for combat. This especially includes the report (1802) for temporary tattoos to be sellable in shops to be reopened and passed.
A god who is as enthusiastic and interested in roleplaying with me as I am with them.
To see a more fervent effort from the admin to not only seek out new players, but bring old players back who might have been disenchanted with some of the things Lusternia has went through in the last handful of years, leading them to leave the game.
Everiine said: The reason population is low isn't because there are too many orgs. It's because so many facets of the game are outright broken and protected by those who benefit from it being that way. An overabundance of gimmicks (including game-breaking ones), artifacts that destroy any concept of balance, blatant pay-to-win features, and an obsession with convenience that makes few things actually worthwhile all contribute to the game's sad decline.
1. The promised mage rework 2. Order overhaul to make them less dependant on a few people so they don't die of as easy as they do now and to make the ambience of an order more readily available. 3. To remember a lot of people don't frequent the forums or discord aka publish these kinda questions in game too.
I'd like for illself on wonderbrazier to be looked at heavily as I feel it has an immense impact on pvp and prevents most damage kills from being viable. Other wonderitems, too, but that one is the most notorious for imbalance in my opinion.
Aside that, I'd just like to see people enjoying the game and the administration continue to be involved. You guys are great.
I second @shaddus on rp improvements. I would like a way to ESTEEM <player> for an excellent job roleplaying. Instead of going OOC and saying, "Great roleplaying with you." Going OOC to tell any roleplayer anything can throw off their mood (or mojo). Instead having a mechanism that allows players to ESTEEM other players, maybe give them a little experience or esteem (doesn't really matter).
Can be as simple as ESTEEM <player> <reason>. Or they don't have to give a reason for ESTEEM <player>. You can practically call the mechanism whatever you want. Just a way to have players promote role playing with each other. Can only be used once every weave or day, whatever the cap.
I just want a way to acknowledge players for a roleplay done well. This will encourage other players to roleplay when players are promoting other players to get their emotes out there!
Pretty much going to echo Xenthos and Esoneyuna here.
Warriors need their touch ups. Mage/druid needs their rework or at minimum a few solid adjustments to skills. Orders need some adjusting and some long inactive gods have gotta go (looking at you Auseklis and Carakhan). Some more small org focused events would be nice.
Also status updates on archetype six? Is that no longer a thing? Give me a reason to use these lessons!
On a greedy note I'd like to see a Swarm guild request finally get some sort of movement. Been sitting there paid and approved since March.
The Divine voice of Ianir the Anomaly echoes in your head, "You are a ray of sunshine in a sea of
Lesson/credit/another sort of reward for completing guild tasks. Right now personally I feel there's no incentive to do guild quests and move up in a guild.
You are startled as a lemon meringue pie bounces harmlessly off you after being thrown at you by Mysrai.
Lesson/credit/another sort of reward for completing guild tasks. Right now personally I feel there's no incentive to do guild quests and move up in a guild.
Rewards for guild tasks are determined by the guildmaster, whether it be gold, credits and/or points towards increasing your guild rank. A number of tasks in the Sanctifiers yield a credit reward (some can be done multiple times)
Never put passion before principle. Even if you win, you lose.
If olive oil comes from olives, where does baby oil come from?
If vegetarians eat vegetables, what do humanitarians eat?
On a greedy note I'd like to see a Swarm guild request finally get some sort of movement. Been sitting there paid and approved since March.
Also waiting to see this, hoping it become something guilds can do.
Everiine said: The reason population is low isn't because there are too many orgs. It's because so many facets of the game are outright broken and protected by those who benefit from it being that way. An overabundance of gimmicks (including game-breaking ones), artifacts that destroy any concept of balance, blatant pay-to-win features, and an obsession with convenience that makes few things actually worthwhile all contribute to the game's sad decline.
Rewards for guild tasks are determined by the guildmaster, whether it be gold, credits and/or points towards increasing your guild rank. A number of tasks in the Sanctifiers yield a credit reward (some can be done multiple times)
Half related to this I want to add: having guilds/cities get credits for direct artifact/package buys. The trend of selling packages has been significantly reducing credit input making rewarding players for RP and help in those departments harder.
5
SylandraJoin Queue for Mafia GamesThe Last Mafia Game
"Oh yeah, you're a naughty mayor, aren't you? Misfile that Form MA631-D. Comptroller Shevat's got a nice gemstone disc for you, but yer gonna have to beg for it."
3, the envoy changes to go through so we can start having sit-downs about tradeskills and qol updates without feeling like we're letting down our team
5, something being done with the family system. It's not just a mess, but a hot mess.
6, Better communication lanes in general. (you guys are getting much better about this!)
8, More events that are quick-ish and involve just one or two orgs overall. Maybe some faelings escape from Glomdoring and found a commune (little c) in Ackleberry's outskirts. Maybe baby Sweetpease starts teething and Seren and Glom have to work together to make a pacifier. Maybe an artist from Hallifax wants to paint the Master Ravenwood, and needs an escort and someone to haul a set of crystalline lamps. No need for Basin-shattering revelations every event, but having events that only last a couple days is fun and breaks up the monotony a bit.
I too would love to see some roleplay enhancements, particularly to the family system. I think I've said before, but it's really the people and the rp that keeps my playing.
(I also threw out some ideas for the new player intro in the middle of all the end of year Things going on, so I'm going to bump it again. I think focusing on making the game accessible for the new players we do get is important too https://forums.lusternia.com/discussion/comment/189615/#Comment_189615)
Edited to specify: What I would really like in families is 1) a way for single-parent adoptions if the other parents has been dormant long enough and 2) a way for family heads to bloodbond/bring someone into the family.
I've put a real-life decade into the Shee-Slaugh. I helped Druken develop the original history for the House, and I've poured a lot into it since then. But mechanically, I'm pretty much useless to the House because I can't adopt or re-marry. I'm not the only Shee-Slaugh in this situation. It really dis-incentivizes marrying into a family or investing in a family you've married into.
As a long-time player of a mud, but a new-comer to Lusternia
and the IR philosophy, I have less intricate and nuanced understanding of game
systems, but, I do definitely know what I like and don’t like.
1.
I would like mob combat to be more intricate.
Right now, with autocuring enabled and mobs unable to be afflicted, it
basically comes down to my level, health, and well-timed button mashing.
2.
I would like experience to be gained through
doing tasks. For example, it takes a great deal of time to wander around as a
druid singing to elder trees, and I enjoy doing it, but other than guarding
their bark, I have no real incentive to do it. Similarly, other things like
difficult to accomplish trade skills and various other resource and time
consumptive activities need some sort of experience draw; This would benefit
those who aren’t interested in fighting mobs or PVP, too.
3.
I find the method for introducing new players to
PVP confusing and difficult to track. To be fair, this is a problem in all
muds. Everyone assumes you are a second or third, or if you aren’t, that you’ve
at least played other IR games and know the lingo. The mud I used to play
attempted to overcome this by programing NPCs that fought like real players. This
would allow you to afflict, attack, and be afflicted in-turn to learn the ins
and outs of low to mid-tier combat. While it was imperfect, it definitely
helped, and too the pressure off of elders who either knew little to nothing
about combat, or were too busy or couldn’t be arsed to help out.
One problem that impacts muds are people who can code well. In
the mud I used to play, this created an imbalance the admins tried to adjust
for. The problem is, autocuring systems, random number generation, and
increased speed really only do one thing; it insures that only truly adept
coders can get by, increasing the gap even further. The truth is, coding is
always going to be a thing. I have always felt that the real solution isn’t to
simplify curing to the point where any idiot can do it, but to slow things down
so, yes, a player can still code, but things are slow enough that people can
also rely on good ol’ typing and knowledge to be competent; anything else just
comes down to—see above—button mashing.
I'd like to see a lot of the anomalous event stuff that's still hanging around cleaned up. It's immersion breaking. I'd like to see a lot more people playing Ikon battles, but that's not really on the devs.
On the note of ikons. I'd love to see a complete list of ikons available released. A checklist of sorts. You have a lot of 'completionists' who would love another reason to play and would engage in the task of checking off an official 'collect me' list. There are a few quests that would build up quite a lot of lost knowledge in regards to quests and those niche areas. Even villages too!
I've only been playing MUD's for maybe the past three years. I've tried pretty much every MUD on tmc/mudconnector, and nothing compares to the IRE collection, however, on that note none of them really come close to the depth of lore and sense of wonder I get from Lusternia. I waited a long time for Starmourn, and was very let down by it. Then picked this up recently. I've been voting every day on it, I've noticed it's gone up from rank 14 to 11. Starmourn releasing has done a lot to pick up people's interest in the other IRE muds and there was a huge influx into it, but watching TMC, I've noticed a trickle down from it into others such as this one.
I'd say this is really the prime moment to harness that influx and bring people in, especially to a MUD that I feel is most deserving of the IRE group.
So on that note, I think the older players have a duty here in the forum to try to push aside any resentment they have towards the administration and game itself, I can tell you it is a huge turn off to browse through the forums for information and see so much negativity. I understand where yall are coming from as people who have invested so much time and money into something, and even yourselves really, but it really only works to deterr potential newbies. If I hadn't started playing the game first before going to the forums, I probably wouldn't of bothered.
Secondly, on the newbie tutorial. I tried 4 times to do the mage towers quest. First time was the night I started, took me two hours to get the machine powered, and even then the puzzle was a bit confusing and it was 1am, so went to sleep to figure it out in morning. Woke up and realized I had to start over. Okay not a big deal I guess, do it again and it reset at the end. Finally another player shows up, I ask them if they'd like to work together, they agree and we power through it. I let her go ahead and do the puzzle because I noticed at a part earlier after I gave the last stone to an arch mage only I could beckon them. So she works on puzzle, gets it, blast of light and goes through. Asks if I made it, tell her no it reset but not to worry it was no problem. So finally ask if I can skip it all together. I'm not sure how long the quest is on the murky side but if the stone requirement could be lowered from 10 to 5 I feel it would help tremendously. Another reason I ask for it to be lowered is because I had gained so much xp from influencing I actually got kicked out of Newton caverns mid quest ahaha. I know most of that can be attributed to utter newbieness but it was frustrating. (I'm also playing on a phone so that doesn't help eh?)
Also would agree with the first part and third of Jashiri's statement. I love the influencing part of the game, it is unique and one of the things that draws you in. The pvp aspect seems very exciting, but a bit inaccessible. If there were a way to allow our combat skills effect npc's that'd be awesome! If not maybe create like a fighting dummy that has autocuring and great amount of health that can be afflicted, wounded, thrown, etc. with a quick respawn. I'm not sure if something like that exists already in game but if not it would really help to allow people to understand their class more and help with immersion. Maybe even make it a whole town specifically for pvp training.
Okay that's it, sorry if any of this is redundant or just an echo of others. Really though, I'd love to see Lusternia keep rising up. It truly deserves to.
I'd like to see a lot of the anomalous event stuff that's still hanging around cleaned up. It's immersion breaking. I'd like to see a lot more people playing Ikon battles, but that's not really on the devs.
I'm actually interested in ikon battles but don't know where to begin.
You are startled as a lemon meringue pie bounces harmlessly off you after being thrown at you by Mysrai.
Your gestalt is your arrangement of ikons for the battles, yeah. A gestalt gives you some resistance to influencing damage the higher the quality (and a good psychodrama gestalt won't give you a good buff, "legendaries" are mostly not all that good for battles). I keep two gestalts, one for influencing and one for ikon duels. I have an alias to swap between them.
To echo previous comments, I would love to see Arts/Bards return! From other IRE experience on the back end, I know that judging them can be difficult and time-consuming for all involved. (I really enjoyed it, but I'm also a bit of a masochist.) It gave people a means to be competitive and gain prestige for their character, and also to help share their vision of the realm and its history, and demonstrate how invested they are. It was genuinely inspiring and exciting not only to participate in the contests here, but to see what other people were creating and their unique perspective of the world we're all shaping and inhabiting together.
3, the envoy changes to go through so we can start having sit-downs about tradeskills and qol updates without feeling like we're letting down our team
5, something being done with the family system. It's not just a mess, but a hot mess.
6, Better communication lanes in general. (you guys are getting much better about this!)
8, More events that are quick-ish and involve just one or two orgs overall. Maybe some faelings escape from Glomdoring and found a commune (little c) in Ackleberry's outskirts. Maybe baby Sweetpease starts teething and Seren and Glom have to work together to make a pacifier. Maybe an artist from Hallifax wants to paint the Master Ravenwood, and needs an escort and someone to haul a set of crystalline lamps. No need for Basin-shattering revelations every event, but having events that only last a couple days is fun and breaks up the monotony a bit.
I will have to agree with point number one and three, except in my case, more Celestians both new and old. I've been eyeing that since Orael brought up the upcoming change in how envoys are to work soon. Things within that sphere need attention by those who actively have time and energy, rather than just a representative look on HELP -org-. Also, so as to not to get the impression that ideas being sent over are being ignored. Personally, on my side of things, I'd like to see about some TLC/improvements to Celestine in the current era of pvp in Lusternia. (I know, some are looking at it with an eye-roll, but whatever.) Thing is, I can't help but to get the feeling that perhaps many of these responses aren't being taken to heart. On the same token, one of the requests I can think of from the top of my head can be for the most part governed or controlled by players. That element can only be governed so much by the player base that the majority of the work has to come from the admin side as they have the most access to everything imaginable to make it work and control. We only have our basic communications such as emotes/says/tells/news board/clans etc... Other than that, I am still optimistic about what might be coming to Lusternia as a boon
Comments
For the administration to put as much effort into working on tradeskills and rp/qol improvements for the game as they have for combat. This especially includes the report (1802) for temporary tattoos to be sellable in shops to be reopened and passed.
A god who is as enthusiastic and interested in roleplaying with me as I am with them.
To see a more fervent effort from the admin to not only seek out new players, but bring old players back who might have been disenchanted with some of the things Lusternia has went through in the last handful of years, leading them to leave the game.
2. Order overhaul to make them less dependant on a few people so they don't die of as easy as they do now and to make the ambience of an order more readily available.
3. To remember a lot of people don't frequent the forums or discord aka publish these kinda questions in game too.
Aside that, I'd just like to see people enjoying the game and the administration continue to be involved. You guys are great.
Can be as simple as ESTEEM <player> <reason>. Or they don't have to give a reason for ESTEEM <player>. You can practically call the mechanism whatever you want. Just a way to have players promote role playing with each other. Can only be used once every weave or day, whatever the cap.
I just want a way to acknowledge players for a roleplay done well. This will encourage other players to roleplay when players are promoting other players to get their emotes out there!
Warriors need their touch ups. Mage/druid needs their rework or at minimum a few solid adjustments to skills. Orders need some adjusting and some long inactive gods have gotta go (looking at you Auseklis and Carakhan). Some more small org focused events would be nice.
Also status updates on archetype six? Is that no longer a thing? Give me a reason to use these lessons!
On a greedy note I'd like to see a Swarm guild request finally get some sort of movement. Been sitting there paid and approved since March.
Rewards for guild tasks are determined by the guildmaster, whether it be gold, credits and/or points towards increasing your guild rank. A number of tasks in the Sanctifiers yield a credit reward (some can be done multiple times)
If olive oil comes from olives, where does baby oil come from?
If vegetarians eat vegetables, what do humanitarians eat?
As a long-time player of a mud, but a new-comer to Lusternia and the IR philosophy, I have less intricate and nuanced understanding of game systems, but, I do definitely know what I like and don’t like.
1. I would like mob combat to be more intricate. Right now, with autocuring enabled and mobs unable to be afflicted, it basically comes down to my level, health, and well-timed button mashing.
2. I would like experience to be gained through doing tasks. For example, it takes a great deal of time to wander around as a druid singing to elder trees, and I enjoy doing it, but other than guarding their bark, I have no real incentive to do it. Similarly, other things like difficult to accomplish trade skills and various other resource and time consumptive activities need some sort of experience draw; This would benefit those who aren’t interested in fighting mobs or PVP, too.
3. I find the method for introducing new players to PVP confusing and difficult to track. To be fair, this is a problem in all muds. Everyone assumes you are a second or third, or if you aren’t, that you’ve at least played other IR games and know the lingo. The mud I used to play attempted to overcome this by programing NPCs that fought like real players. This would allow you to afflict, attack, and be afflicted in-turn to learn the ins and outs of low to mid-tier combat. While it was imperfect, it definitely helped, and too the pressure off of elders who either knew little to nothing about combat, or were too busy or couldn’t be arsed to help out.
One problem that impacts muds are people who can code well. In the mud I used to play, this created an imbalance the admins tried to adjust for. The problem is, autocuring systems, random number generation, and increased speed really only do one thing; it insures that only truly adept coders can get by, increasing the gap even further. The truth is, coding is always going to be a thing. I have always felt that the real solution isn’t to simplify curing to the point where any idiot can do it, but to slow things down so, yes, a player can still code, but things are slow enough that people can also rely on good ol’ typing and knowledge to be competent; anything else just comes down to—see above—button mashing.
Humbly,
Jashiri
I'd like to see a lot more people playing Ikon battles, but that's not really on the devs.
I'd say this is really the prime moment to harness that influx and bring people in, especially to a MUD that I feel is most deserving of the IRE group.
So on that note, I think the older players have a duty here in the forum to try to push aside any resentment they have towards the administration and game itself, I can tell you it is a huge turn off to browse through the forums for information and see so much negativity. I understand where yall are coming from as people who have invested so much time and money into something, and even yourselves really, but it really only works to deterr potential newbies. If I hadn't started playing the game first before going to the forums, I probably wouldn't of bothered.
Secondly, on the newbie tutorial. I tried 4 times to do the mage towers quest. First time was the night I started, took me two hours to get the machine powered, and even then the puzzle was a bit confusing and it was 1am, so went to sleep to figure it out in morning. Woke up and realized I had to start over. Okay not a big deal I guess, do it again and it reset at the end. Finally another player shows up, I ask them if they'd like to work together, they agree and we power through it. I let her go ahead and do the puzzle because I noticed at a part earlier after I gave the last stone to an arch mage only I could beckon them. So she works on puzzle, gets it, blast of light and goes through. Asks if I made it, tell her no it reset but not to worry it was no problem. So finally ask if I can skip it all together. I'm not sure how long the quest is on the murky side but if the stone requirement could be lowered from 10 to 5 I feel it would help tremendously. Another reason I ask for it to be lowered is because I had gained so much xp from influencing I actually got kicked out of Newton caverns mid quest ahaha. I know most of that can be attributed to utter newbieness but it was frustrating. (I'm also playing on a phone so that doesn't help eh?)
Also would agree with the first part and third of Jashiri's statement. I love the influencing part of the game, it is unique and one of the things that draws you in. The pvp aspect seems very exciting, but a bit inaccessible. If there were a way to allow our combat skills effect npc's that'd be awesome! If not maybe create like a fighting dummy that has autocuring and great amount of health that can be afflicted, wounded, thrown, etc. with a quick respawn. I'm not sure if something like that exists already in game but if not it would really help to allow people to understand their class more and help with immersion. Maybe even make it a whole town specifically for pvp training.
Okay that's it, sorry if any of this is redundant or just an echo of others. Really though, I'd love to see Lusternia keep rising up. It truly deserves to.
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