Unknown2005-08-13 18:54:02
alright i think it's mainly th eplayers but thats just me i mean if most would learn to rp and not just try and pis others off it would be ok.
Shorlen2005-08-13 18:57:48
The game's socio-political meta that the mechanics foster.
I have never seen a game where the characters hate each other so much, their players hate each other. Well, where this was the norm and not the exception.
I have never seen a game where the characters hate each other so much, their players hate each other. Well, where this was the norm and not the exception.
Singollo2005-08-13 18:57:53
The cholesterol! The cholesterol!
Corr2005-08-13 20:26:10
I think most people that leave, or say they are leaving, come back soon enough as another charachter and just stay hidden.
I am seeing too many people from the same IC organization saying the same thing as if its a game wide problem, when the more I hear people both ingame and out, it sounds like a problem that people want to make more of an issue than it is.
I am seeing too many people from the same IC organization saying the same thing as if its a game wide problem, when the more I hear people both ingame and out, it sounds like a problem that people want to make more of an issue than it is.
Aym2005-08-13 20:42:05
QUOTE(Shorlen @ Aug 13 2005, 06:57 PM)
The game's socio-political meta that the mechanics foster.
I have never seen a game where the characters hate each other so much, their players hate each other. Well, where this was the norm and not the exception.
I have never seen a game where the characters hate each other so much, their players hate each other. Well, where this was the norm and not the exception.
166124
See Imperian. There is more hate between players and characters than in all IRE games combined.
Unknown2005-08-13 21:45:21
I think it's not so many people leaving, but the fact it's so widely known and announced due to the forums being so active.
Also, playerbase is small so it's easy to notice people disappearing.
And highly competitive nature of the game might cause quicker burnout, not to mention bigger amounts of frustration which sometimes even extend to this ooc board and players themselves.
Some of the people leaving might come back sooner or later.
Also, playerbase is small so it's easy to notice people disappearing.
And highly competitive nature of the game might cause quicker burnout, not to mention bigger amounts of frustration which sometimes even extend to this ooc board and players themselves.
Some of the people leaving might come back sooner or later.
Terenas2005-08-13 22:17:57
I think the level of conflict in Lusternia is what cause the most frustrations to many people. Some people enjoy the endless conflicts since they came here to just fight, others just want to hunt, make gold, or do other stuffs. In Achaea where there is united purpose or goals for the cities, they just basically do nothing all day. Imperian has a similar situation to Lusternia from what I heard because of the endless fightings in the beginning of the game, just as we had here. Another reason is possibly the existance of the forums since it allows people to communicate directly without fears of IC retributions.
Unknown2005-08-13 22:28:38
Add another option: "Themselves".
People are stupid. The end.
People are stupid. The end.
Ialie2005-08-13 22:47:43
I chose other.
Things are not working out for people in the way that they want them to. Those people do not realize that this game is still young and there are many changes to come and there are many things to fix. If they showed a bit of patience and determination instead of wanting everything RIGHT NOW, then perhaps Lusternia would be a better place.
Things are not working out for people in the way that they want them to. Those people do not realize that this game is still young and there are many changes to come and there are many things to fix. If they showed a bit of patience and determination instead of wanting everything RIGHT NOW, then perhaps Lusternia would be a better place.
Unknown2005-08-14 00:30:02
QUOTE(Temporary_Guido @ Aug 14 2005, 08:28 AM)
Add another option: "Themselves".
People are stupid. The end.
People are stupid. The end.
166208
Unknown2005-08-14 00:43:51
I'm voting for the players, but I think it's something that is forced upon them. Like people have said, there is a lot of conflict which pushes people against each other, creates tension or dislike or hate, and in between that there is a lot of dirty insulting, accusations, fighting, personal attacks, yadda yadda.
People have also advised that when it's becoming too much to take, or if they don't like the conflict, they should just stay away from it. I think some people are taking that advice and doing just that
People have also advised that when it's becoming too much to take, or if they don't like the conflict, they should just stay away from it. I think some people are taking that advice and doing just that
Unknown2005-08-14 00:48:51
The admins can't run events and coddle us every 5 minutes, if we can't keep the world moving in a direction we like then it is our own problem for the most part. But I suspect people leaving is more a matter of spoilt kids not getting their own way, at least for a large portion of them.
Yrael2005-08-14 01:06:54
Just the constant conflict, Celestians because they're being screwed. How about each city/commune gets a village that they *cannot* lose to make things more fun? Still allows them to defend, and all that, they just never go up for Influencing. Heh.
Olan2005-08-14 01:13:43
Actually, Yrael, I've been thinking about that same idea. Each city/commune having a village they can't lose (although I would make them new villages, and they wouldn't really qualify as a 'village' just an extension of the city, possibly somewhat remote...Constant but small comm income, supplementable by quests, etc. I think this is not bad, except then Celest just has more places to defend against raiders...
Unknown2005-08-14 01:34:53
QUOTE(Yrael @ Aug 14 2005, 01:06 AM)
Just the constant conflict, Celestians because they're being screwed. How about each city/commune gets a village that they *cannot* lose to make things more fun? Still allows them to defend, and all that, they just never go up for Influencing. Heh.
166256
How would that help? It wouldn't reduce a conflict at all. I think.
Each fraction except New Celest has more than one and they still struggle. New Celest, in order to back away from fighting (I suppose), resigned from having any village anyway. So having one permament wouldn't change anything.
Or maybe even make it worse since they'd have to defend it (if it was available for raiding), or ignore the raids (which is bad too).
I decided to vote Little of Both. Players could try to go about things more diplomatically perhaps, but the game could encourage such approach more too. Always being in conflicts (or actual war) causes too much stress.
Yrael2005-08-14 01:57:37
If it only had one entrance that you couldn't fly through, along with a totem, it'd help, somewhat. It's a suggestion, not a be all and end all.
Unknown2005-08-14 04:15:36
The reason people are leaving is because of the conflict, and the never ending amount of it. There's also the fact when people are screaming for a break, the opposing parties wave their 'rp' flag and continue the slaughter.
Instead of the every organization should get a village they can never lose, which wouldn't make any sense beside Angkrag-Magnagora and Gaudi-Dairuchi, instead the organizations should produce comms for their location as such, Magnagora and Celest, should both produce fish, poultry, meat, Wood and Leather, as a village would. The communes would product, Fruit, Vegetables, Wood, Grain, Milk, Eggs and Rope. Gaudi-Halli would produce Iron, steel, coal, marble, gems, platinum, gold and silver, as a mining village would.
Instead of the every organization should get a village they can never lose, which wouldn't make any sense beside Angkrag-Magnagora and Gaudi-Dairuchi, instead the organizations should produce comms for their location as such, Magnagora and Celest, should both produce fish, poultry, meat, Wood and Leather, as a village would. The communes would product, Fruit, Vegetables, Wood, Grain, Milk, Eggs and Rope. Gaudi-Halli would produce Iron, steel, coal, marble, gems, platinum, gold and silver, as a mining village would.
Syrienne2005-08-14 04:30:48
I dont think we're losing any people at any alarming rate. It's been open almost year and so some people who're pre-beta folks like me have stepped out, most of the time for RL issues, which is understandable. A whole year on one MUD is a long time no matter what MUD it is, in a smaller pbase you're bound to not have as many people who hang around for year+
Shiri2005-08-14 04:34:30
I can only really say how many people I associate with are leaving compared to new people I find I want to associate with joining, but at least as far as that goes the balance has recently been more in favour of the latter.
Murphy2005-08-14 06:06:00
I think is because of the playerbase.
As it stands, for me, there are only a fes select people who I can tie with or lose to, and the ones i lose to (narsrim mainly) employ tactics that are whorish and based around aeon and sleep and web. I almost never lose to mages, and other warriors are pretty much a joke except for daevos and terenas and thorgal, even then I usually tie with them.
I'd really love to see a few more actual affliction classes, such as someone with curses or an evileye type thing, no setting up just get in there and start with the afflictions. It seems all guardian combat revolves around aeon, all warrior combat revolves around deepwounds (with venoms only as a bonus) and mage combat is demesne only. Even a serpent type class would be fine.
After spending a little time in achaea, I think the answer in lusternia is to relook at pvp combat and afflictions. Have less hidden afflictions and more afflictions with a specific message, maybe even MORE ARCHETYPES (i know i'm asking a lot) but i think if the mages and guardians and warriors, instead of putting work into having different variants of classes, that they make a few more totally different archetypes. Thats just my opinion after taking a look at it.
After looking at the healing of most afflictions, lusternia has pipes salves and herbs AND potions which cure a lot of afflictions. Curing here has that 3rd aspect which makes things easier to cure.
I don't have the answer, this is my point of view only
As it stands, for me, there are only a fes select people who I can tie with or lose to, and the ones i lose to (narsrim mainly) employ tactics that are whorish and based around aeon and sleep and web. I almost never lose to mages, and other warriors are pretty much a joke except for daevos and terenas and thorgal, even then I usually tie with them.
I'd really love to see a few more actual affliction classes, such as someone with curses or an evileye type thing, no setting up just get in there and start with the afflictions. It seems all guardian combat revolves around aeon, all warrior combat revolves around deepwounds (with venoms only as a bonus) and mage combat is demesne only. Even a serpent type class would be fine.
After spending a little time in achaea, I think the answer in lusternia is to relook at pvp combat and afflictions. Have less hidden afflictions and more afflictions with a specific message, maybe even MORE ARCHETYPES (i know i'm asking a lot) but i think if the mages and guardians and warriors, instead of putting work into having different variants of classes, that they make a few more totally different archetypes. Thats just my opinion after taking a look at it.
After looking at the healing of most afflictions, lusternia has pipes salves and herbs AND potions which cure a lot of afflictions. Curing here has that 3rd aspect which makes things easier to cure.
I don't have the answer, this is my point of view only