A measure of interest

by Unknown

Back to The Polling Place.

Unknown2005-08-29 02:22:12
I wondered what the main focus of the players was on at this point in time. Obviously, there is a new skill and libraries coming out soon, but after that, what do you think the admin should focus their attention on?

There are always a lot of suggestions and complaints on these forums, but perhaps trying to prioritize things could clearly indicate what the majority of players are concerned or interested with.

I've tried to give as many options as possible, but if you have one that doesn't fit into any of these categories, maybe we can add it.

Personally, I would choose Skills and Abilities, because I really think Lusternia would benefit from fewer combat skills and more interaction skills. After that would probably come Influence.
Unknown2005-08-29 02:48:33
If we're talking pure coding.. I'd like to see a change to debating in the distant future (Don't use it enough to need it immediately). I'll love Lisaera when she does the karma/essence for influencing too.

As for interaction.. I think trades and roleplay should do that enough. Players just need to take it upon themselves to be more open and interactive, and to stop hiding in their manses. Character development, no matter the field, should yield more roleplay overall.

Uhm.. I'll edit my post when I look at the huge vote list.

Edit: I'd like to see a big quest system implemented that reflected how organizations felt about you. Maybe, in a way, that'd help support more roleplay towards these areas and them not just being bashing grounds (Though the roleplay would make them being bashing grounds more valid).
Unknown2005-08-29 11:32:57
Ok, and third would definitely be more influencing areas (that aren't as headache-inducing as tocha!).

We need more Miakoda-level beings! wub.gif
Ceres2005-08-29 13:35:47
Combat balancing.
Shiri2005-08-29 13:39:34
I'm in the Skills and Abilities crowd. I just can't wait to see the rest of the design doc as it comes out. Obnoxiously it will probably be mostly choice based and as such I won't have access to any of it, but still. dry.gif
Jitwix2005-08-29 13:48:18
QUOTE(Shiri @ Aug 29 2005, 03:39 PM)
I'm in the Skills and Abilities crowd.


Me too. Especially seeing as new skills and abilities are normally made into worldwide events and rp as well.
Thorgal2005-08-29 14:03:09
Skills.
Daevos2005-08-29 14:06:45
Just reiterating, but fix Pureblade, all other considerations are secondary to me.
Unknown2005-08-29 14:08:27
I'd like to see them finish up the design doc, as well. Since it's not really an option, and in fact all of them probably fall under that category, I'll refrain from voting.
Rauros2005-08-29 14:14:15
I'd like to see more places to bash, both on Prime and off-plane. Hopefully, they will be open to all organizations, and not tied directly to just one (Catacombs for instance). And more influencing areas too. biggrin.gif
Unknown2005-08-29 23:11:30
QUOTE(Avaer @ Aug 29 2005, 07:32 AM)
Ok, and third would definitely be more influencing areas (that aren't as headache-inducing as tocha!).

We need more Miakoda-level beings! wub.gif
175110



Can you beat her? I've done Quettle easily, but not Miakoda.

Slightly off topic, but does Influence-skill help your ability to influence or just SuperEgo and the three skills for each influence type?

And.. yeah, I guess I'm interested in the completed skill doc. If a sneaky class were to come out I might end up shifting my entire roleplay. Now if only Roark and Estarra could figure a way to run on roofs like they planned in the beginning. dribble.gif

Jack2005-08-29 23:14:06
I'd like to see more archtypes.

A bard's guild would be nice, but a thief/ninja guild would have me sinking 1000+ credits into a new character. wub.gif
Unknown2005-08-29 23:14:25
Aye, Miakoda is tough but doable.

Edit: I'm also sort of asking what areas you'd like the admin to focus on besides what they already have planned. I'm hoping the rest of the design doc is great too, but there are particular aspects of current gameplay I'd like to see expanded before others.
Terenas2005-08-29 23:25:31
I'd love to see an archetype completely unique to an organization, with no counterparts elsewhere. Perhaps a Ranger type for Seren, an Assassin type for Magnagora, it's be so much nicer than the huge similarities shared among the various archetypes at the moment.
Unknown2005-08-29 23:34:41
QUOTE(terenas @ Aug 29 2005, 07:25 PM)
I'd love to see an archetype completely unique to an organization, with no counterparts elsewhere. Perhaps a Ranger type for Seren, an Assassin type for Magnagora, it's be so much nicer than the huge similarities shared among the various archetypes at the moment.
175426



Ditto.
Exarius2005-08-30 01:54:51
QUOTE(Jack @ Aug 29 2005, 06:14 PM)
A bard's guild would be nice, but a thief/ninja guild would have me sinking 1000+ credits into a new character.  wub.gif
175421



We hatessss thievesses. Yesss we do, my Preciousss. Hatessss them! Forever! ranting.gif

Thieves are always the most unbalanced archetype in any MUD without permadeath, because the cost of thievery never outweighs the benefits.

To make matters worse, thieving attacks are more emotionally devestating to players than murderous attacks ("Who cares if I lost 25% experience?! He took the necklace Significant Other gave me when we started dating!"), yet admins and non-victimized players alike almost always treat them as less devestating. ("Hey, it's only a necklace.")

And thieving archetypes are always primarily (if not exclusively) designed to prey on other players. They're a purely predatory griefing class that no one can ever truly get even with or get rid of. They're just there, causing hurt feelings and mayhem, for as long as the player behind them takes joy in wrecking the fun of others.

Thieves and thievery destroyed Achaea for me (with the help a bunch of myopic admins), and Yrael's bad enough here with the tool's he's got at his disposal now. If an actual thief archetype ever gets introduced to Lusternia, I honestly don't know how long I'll stick around.
Shamarah2005-08-30 01:57:05
Exarius hit the nail right on the head. Thieves are bad!
Shiri2005-08-30 02:02:56
I think when people talk about that sort of thing they're generally talking about rogues rather than thieves. Possibly without the thievery things.

EDIT: Er...D&D rogues. With...traps, and sneaking, and stuff. Rather than IRE rogues. doh.gif Stupid words with multiple meanings. Although we already have dozy mages for spies so that wouldn't even work. Let's have more magicky guilds people! Originality!