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Saran

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Saran
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  • (Quote) Aet does this and it seems to work. I don't think it'd be a clean split for us but we'd probably need to shuffle generic necessities and the like into "profit".

    Like... the buff from origami (reworked into a generic comm),…
  • (Quote) It goes against the stated goals with a minimum 2-3 commands a day that you could alias (track to crafting room, switch trade, craft item). For context, I also have nearly all the trades which I got because of excess lessons and conve…
  • (Quote) I'm kinda wondering if those bonuses could actually be migrated to guilds somehow, might be with a guild skin but could be a neat way to repurpose stuff.
  • (Quote) Sure, kirigami and wetfold both look like more effort than they're worth to stock when they appear to be quite readily available. Seeing a similar look with curatives, some of the shops I'm popping into are individuals variety shops t…
  • (Quote) That looks like it would let you maintain 12 trades with a single slot as long as you switch one per day and craft one thing from each of them once you do so? In theory, with a second slot you'd be able to maintain all 16 we'd have af…
  • (Quote) There's kinda another question around like... people stocking multiple trades and how things will work. Which is like... how much do individuals covering multiple trades make it harder for other people to actually get into things?
  • (Quote) It's rather clearly not actually the nerf in a vacuum, and this is why looking at things in a vacuum is kinda useless, it's visibility in the context of Lusternia where it's stupidly easy to scry people.

    That ease makes it…
  • (Quote) Those snips personally highlight another potential reason our online count looks lower, particularly given they're blocks of text where numbers will naturally stick out.
    Aet and Achaea seem to be reporting total player counts, w…
  • (Quote) I'd disagree with the last bit about people not realising it. In some ways being an experienced player can make it worse because I look at the outputs from like CWHO or GWHO and tend to automatically expect that all the "X on other pl…
  • (Quote)
    It basically sounds like there is an existing tool that is the solution to this issue and the simplest thing seems to be to just replace WHO with EWHO and replace the mirror effect or offer refunds because realistically any chan…
  • I'd nix 1.a, include GWHO/CWHO/etc in the range increase, and ensure privacy gems hide you from all of them.

    It'd just increase the visibility, make things consistent across the board, and narrow that "I don't want to be seen" to the ver…
  • (Quote) Seems like it just depends on individual perspective?
    The same phrasing can easily be applied to the demipowers/levels changes if you consider grinding to be menial busywork. Similarly, conflict stuff can be argued as creating th…
  • (Quote) You have the bolded the wrong way around.

    The fact that players are willing to come here and give their input about the game is a ridiculously valuable tool to the admin. Players doing so, regardless of how they phrase it, …
  • (Quote) Input is a broad term realistically, if the admin wanted only the issues they could have just said that but ideas are also input. Further, the bit you didn't bold about what players would "like to see" is similarly quite open and incl…
  • More on the future implementation side, I think the ic drivers for this are why I lean more towards slightly more specific/atomised currencies/materials/comms/etc.

    Fairly sure I've mentioned the idea already, but it just seems simpler ove…
  • (Quote) I've been told from players that it's unfeasible for Serenwilde, even with all the villages IHC have been holding for ages now, to fund just the 3k comms a year needed for research maintenance and if we did it's projected we would qui…
  • (Quote) Sure, but unless there's going to be a push in the other direction and nix ooc stuff in-game it seems better to aim to make them work in the healthiest way they can and for those who don't want to participate they can just... turn the…
  • Illusions are a super handy resource for enhancing rp but are also locked to specific skill choices and their combat utility leads to illusion detection, it'd neat if we could make this more widely available in a way tuned to this particular use.
    in Simple Ideas Comment by Saran March 2021
  • (Quote) Yeah, that would be pretty cool too, though I don't think it's an "or".

    Achaea does something like that and it's pretty neat but there is also other stuff that everyone who plays Lusternia, or everyone in one org/of one cla…
  • One idea I've been mulling over is whether collegiums should be expanded a bit?

    We've gone from guilds taking care of the whole novice experience, to collegiums handling a bit and guilds handling the rest, to now where it's kinda the same…
  • One thing that's come up recently in  is the impotance of certain clans and getting people into them. Maybe a basic set of ooc resources that are built into orgs could help.

    For example: 
    COT/COHELP - Or some other variation, which i…
  • (Quote) It'd be really neat if this can be set up in a way that enables guild specific skins as well as the previously mentioned org ones.

    Mechanically the same obviously, but like maybe guilds can request a full skin like demicho…
  • Would there be any changes for how this would work in unpeaced revolts?
    Wondering whether you'd see strategies in those such as teams starting debates then having their allies force the targets out of the room to give themselves an auto-win, w…
  • (Quote) My reading of this is more using existing designs as skins rather than customisation which really should be more for things you can't reasonably achieve within the design system.
  • (Quote) When you look at something like Fiber in the context of a multiplayer game it's also an example of where loot drops/incidental generation are pretty useful and just why people trade things at all.

    It's something you end up …
  • (Quote)
    Unfortunately, you're conflating issues with Villages with issues with Scarcity as an element of game design and seemingly overlooking that what scarcity means can look different depending on the implementation.

    Stard…
  • (Quote)
    It's pretty straight forward though, if you're generating enough to not affect player functionality then there's not really much reason to engage for more. (Which is bad, needing and wanting things are drivers for engaging with …
  • (Quote) So to point out... an economy where comms fluctuate based on player activity is basically scarcity-based because you're driving player activity with the threat that if your org doesn't participate you'll get less comms. If you were lo…
  • (Quote)
    The other IREs are the most directly comparable games to Lusternia so we don't really need to speculate.
    If something was amazing or critical to the player experience then you would expect the other games to replicate it, …
  • (Quote) Thanks ^_^

    Closer to Seren I think.
    Kinda breaks down as... Sar-an. The first part is like "Far", with the "a" the same sound as the one in the musical notes "Fa" and "La" (I now have in Announce Post #3123: Q&A Livestream Comment by Saran February 2021