Lusternia's Future Direction

by Estarra

Back to Common Grounds.

Thorgal2004-12-22 15:06:07
Based on the people that try raising them...you're wasting forum space with silly questions Iggy, just take my words as facts and you'll be alright... whip.gif
Unknown2004-12-22 15:09:16
No.
Auseklis2004-12-22 15:19:07
Heh. I think you'd probably find there was just as much if not increased conflict if a new city came in. After all, an unorganised place with new guilds is a very easy target for someone like Magnagora...

EDIT: and nice to see so many people asking for more quests/areas. We're working on it smile.gif
Unknown2004-12-22 16:52:36
I voted for three, Id like to see housing go in but with a twist. Instead of just being able to buy rooms for your house allow players to make fields or pastures or mines on specific land types within the subdivision and have a whole set of skills devoted to mantaining and growing the land type which would give the player a steady personal supply of their own comms or raw materiels.

You would buy the estate then add the terrain types within it, instead of buyin a room, youd buy an apple orchard, or a herd of cows and pasture or begin a mining area etc and youd be able to use your skills within these rooms tend your estate.

Allow players to hire workers, more you have the greater the comm output. Make them pay the workers in game gold on a in game monthly bases, if they dont pay the helpers they leave. Same with horses or farm tools, etc. Monthly repair and upgrade costs, etc.

Its non-violent and would keep players online as it would be fun to hang out working your estate. Not to mention would be a great credit boost to the mud as most people would love to have their own private supply comming in.

Have it so if you dont play for an extended period of time the land starts to go fallow and have the time frame for developing the land to peak state say a week real time so players would have to be playing regularly to make sure their estate didnt fall into disrepair and they were able to receive the maximum amount of comms from it.

This would keep players online and provide an alternative to PK or bashing while still allowing them to build their own little world within the larger one.

This also would solve the whole comm fiasco we currently have going on. Why do I want to work my butt off influencing a village for its comms when some bozo can steal weeks and weeks worth of work right out of the city comm store all in a single game hour? Or a single bozo in power be allowed to cut off all comms to the entire city for 2 real life months?

Implementing a private farming or mining plot into a subdivision style environment would be great as it would allow players to make those items they need the most without having to rely on the good will roflmao.gif of other players.
Unknown2004-12-22 17:18:10
That opens another can of worms entirely. If subdivisions are implemented, I'll explode.
Karrah2004-12-22 21:25:50
QUOTE
Heh. I think you'd probably find there was just as much if not increased conflict if a new city came in. After all, an unorganised place with new guilds is a very easy target for someone like Magnagora...

EDIT: and nice to see so many people asking for more quests/areas. We're working on it.


Like I mentioned before, Lusternia is the result and perfection of it's three predecessors. The guild and city system is the most advanced to date.

The conflicts right now are at a very simple level (good vs. neutral vs. evil). Introduce more cities and communes, then it will result in an very intricate plot and conflict. There will be great alliances and interesting conflicts. Think of it as a triangle vs. a 6-point star. A 6-point star is interconnected all over the place.

Also some people don't feel they fit in a good/neutral/evil city. I'm sure everyone will agree that Lusternia has one of the best histories in IRE. We just have delve deeper into it.

And I'm glad to hear that areas are being developed. thumup.gif
Rhysus2004-12-22 21:32:08
QUOTE(Karrah @ Dec 22 2004, 04:25 PM)
Like I mentioned before, Lusternia is the result and perfection of it's three predecessors. The guild and city system is the most advanced to date.

The conflicts right now are at a very simple level (good vs. neutral vs. evil). Introduce more cities and communes, then it will result in an very intricate plot and conflict. There will be great alliances and interesting conflicts. Think of it as a triangle vs. a 6-point star. A 6-point star is interconnected all over the place.

Also some people don't feel they fit in a good/neutral/evil city. I'm sure everyone will agree that Lusternia has one of the best histories in IRE. We just have delve deeper into it.

And I'm glad to hear that areas are being developed.  thumup.gif
20642



Said in no disrespect to the Lusternia team, "perfection" is far from an adequate description. The implementation of the City/Guild system is different, but many people would disagree that it is even better than the other systems, nevermind perfect.

Your geometry example doesn't make any sense, so I don't know how to respond to it other than to say that it isn't applicable to the game world.

And yes, the history is quite good. Players just need to do more to actually live by the histories and develop interesting characters based on it.
Shiri2004-12-22 21:39:08
The geometry makes sense to me...he's just saying that right now, Celest, say, has a relationship with Magnagora and one with Serenwilde. Later, it'll have relationships with Glomdoring, Gaudiguch, and Hallifax, making it all much more interesting. I'm not sure what part of it you're not getting. (Unless I'm confused all along.)
Rhysus2004-12-22 21:42:55
Well, a 6 point star isn't connected all over the place, each point is still only directly connected to one other point. But it doesn't make sense because that type of geometry would only be true if all points of the star were of equal magnitude, which they're not.
Hazar2004-12-22 21:44:08
No subdivisions. Subdivisions -bad-.

Thank you. I have spoken my piece.
Karrah2004-12-22 22:03:28
Hexagon. This is what I meant. I was struggling to find the adequate, description. Just compare the intricacy to a simple triangle. (Note: Took off picture, since thread is old. Just taking up space).
Silvanus2004-12-22 22:13:55
Its been explained often many times that introducing Hallifax and Gaudigauch would create even more conflict, Gaudigauch and Hallifax would be at each others throats.
Kaelar2004-12-22 22:15:27
He didn't say it would reduce conflict, he said it would produce a more intricate plot and more interesting conflict with all the possible alliances and such.

Edit: That is, if you were referring to Karrah's post, Silvanus.
Silvanus2004-12-22 22:18:26
Thats the whole point, there'd be no possible alliances. Celest would attempt to get Gaudigauch or Hallifax to help them, but htey'll be too busy attacking each other, Magnagora will attempt to get Glomdoring but they'll be too busy attacking Serenwilde.
Karrah2004-12-22 22:20:13
The Guardians of the Eternal Flame and the Seekers of the Matrix are both allied. They are both united through persacution, because Magnagora and Serenwilde are afraid of competition and change.

Maybe this will change once the cities are released, but for now, both sides don't intend on repeating history.
Silvanus2004-12-22 22:21:26
What makes you think that because you two are allied now, that the people frozen in time would be allied at all? They have been frozen in time, msot likely fighting each other somewhere in time, they'll continue fighting each other.
Karrah2004-12-22 22:24:29
Yes, there is that potential, like I mentioned above. Conflict is inevitable, but even with the introduction of different conflicts (in this case chaos vs. logic), it will slow down the Magnagora/Serenwilde/Celest conflict.
Kaelar2004-12-22 22:24:30
I can personally see certain alliances forming.

Magnagora helping Glomdoring against Serenwilde in return for Glomdoring's alchemy (potential, I'm not sure) and their support in any conflicts that Magnagora gets into? Stuff like that isn't entirely unlikely.
Dritex2004-12-22 22:39:37
I certainly hope that Glomdoring, when retruend, will not buddy up with Magnagora. I hope they really play out the "We hate cities" role, and don't do anything to help either city, and only allow a small extent of trade with them.
Kaelar2004-12-22 22:42:10
I have to agree that I would prefer that Glomdoring hated cities and was kind of the independent, mysterious dark forest (kind of like Visaeris was doing) but the likelihood of that is a whole different story.