Shorlen2006-07-13 17:47:22
Meh, I'll just wait for the game to come back up to post my little suggestion :shrug:
Unknown2006-07-13 17:47:43
And has that whachamahoozit thing been installed yet?
Shorlen2006-07-13 17:48:25
QUOTE(Ysuran @ Jul 13 2006, 01:47 PM) 307237
And has that whachamahoozit thing been installed yet?
Please post in the "lusternia is dead" thread and stop being here
Genos2006-07-13 17:48:28
Oh I forgot to add another thing. I want to see the Elemental Planes become interesting with quests, more creatures or whatever. Also, adding more personality to the Tidal and Rock Lords they're kind of boring. Right now the Elemental Planes are simply bashing grounds for essence and that's about it. Oh and for raiding to kill the Lords but that's it.
Estarra2006-07-13 17:50:19
I hear that some people don't want the quests that bring organizations into conflict. The last time I queried if the playerbase wanted us to remove conflict quests, there was an overwhelming negative. Do you really want to end the sea quests or the cosmic quests? Make Faethorn completely neutral and unaffected by what anyone does? Perhaps remove the village influencing system? Is it boring to everyone or just a few? These quests were never meant to be THE source of conflict between organizations, but rather are there for those who wish to participate.
Soll2006-07-13 17:51:29
Unknown2006-07-13 17:54:03
Mmmm. Yeah. Definatly make the Elemental Planes more interactive. I mean, I love hunting and stuff up there, but it gets kinda annoying after a while... Even though the Mage guilds are supposed to be totaly involved with it... even they still think it's more of a bashing ground... which is annoying.
Tekora2006-07-13 17:54:53
You know, people want to see more of Basin history, but it makes me wonder... what's keeping us, the player base, from helping to write it? Nothing big, like major events, but maybe little flavorful bits of backstory.
For example, I'm writing a bardic right now about Professor Kailou Greybreeze, an early leader of the Mesa Compound, circa 40 years after the Taint Wars, who undertook a project to try to find a way to fly over the Mountains south of the Skarch. It didn't work out all too well.
Since all bardics become property of IRE, what's keeping them from using some of them as backstory?
For example, I'm writing a bardic right now about Professor Kailou Greybreeze, an early leader of the Mesa Compound, circa 40 years after the Taint Wars, who undertook a project to try to find a way to fly over the Mountains south of the Skarch. It didn't work out all too well.
Since all bardics become property of IRE, what's keeping them from using some of them as backstory?
Estarra2006-07-13 17:56:18
It's interesting that some people want conflict in the elemental planes and the Crow-Hart conflict quest re-implemented while at the same time others are complaining that the conflict quest makes Lusternia boring and stagnated. Just goes to show that you can't please everyone!
Soll2006-07-13 17:58:33
I think it's more that the conflict is stuck where it is at the moment. What we have now isn't really going to change without some alterations to the mechanics, which mean it's the same people against the same people, doing the same thing to each other's organisation. So it's just repetitive.
Cities
Raise Marilynth.
Kill her.
Raise Ladantine's ship.
Sink it.
Raise Ladantine's ship.
Sink it.
Raise Marilynth.
Kill her.
Etc etc.
Raid Celestia.
Raid Celestia.
Raid Nil.
Raid Celestia.
Raid Nil.
Ad infinitum.
Communes
Kill Daughters.
Kill Ladies.
Kill Daughters.
Steal fae from Glomdoring.
Break promise.
Kill Ladies.
Steal fae from Serenwilde.
Etc..
Cities
Raise Marilynth.
Kill her.
Raise Ladantine's ship.
Sink it.
Raise Ladantine's ship.
Sink it.
Raise Marilynth.
Kill her.
Etc etc.
Raid Celestia.
Raid Celestia.
Raid Nil.
Raid Celestia.
Raid Nil.
Ad infinitum.
Communes
Kill Daughters.
Kill Ladies.
Kill Daughters.
Steal fae from Glomdoring.
Break promise.
Kill Ladies.
Steal fae from Serenwilde.
Etc..
Athana2006-07-13 18:00:17
QUOTE(Estarra @ Jul 13 2006, 10:50 AM) 307240
I hear that some people don't want the quests that bring organizations into conflict. The last time I queried if the playerbase wanted us to remove conflict quests, there was an overwhelming negative. Do you really want to end the sea quests or the cosmic quests?
Perhaps not remove them but I think it would be nice if they could be looked over. For instance, when Marilynth sings Magnagora needs to raise Ladantine and if we get every single fish after each repop it takes a MINIMUM of 4 hours to complete and when Ladantine dies we have to start all over again from scratch...so you could work for 3 hours and then have Ladantine killed restarting the cicle in one fell swoop. I'm sure most people agree that they would not like to spend their game time sitting in one room for 4 hours straight guarding a mob with a chance that they may still fail anyway. So perhaps a solution would be to just not make the devil fish count reset when Ladantine is killed.
Shayle2006-07-13 18:00:46
QUOTE(Estarra @ Jul 13 2006, 01:50 PM) 307240
I hear that some people don't want the quests that bring organizations into conflict. The last time I queried if the playerbase wanted us to remove conflict quests, there was an overwhelming negative. Do you really want to end the sea quests or the cosmic quests? Make Faethorn completely neutral and unaffected by what anyone does? Perhaps remove the village influencing system? Is it boring to everyone or just a few? These quests were never meant to be THE source of conflict between organizations, but rather are there for those who wish to participate.
I don't think it's the conflicts themselves that are the issue, necessarily. I DO think it is the stagnancy of the conflicts. Every six days there is the same battle on Faethorn. Every six days there is one of three possible outcomes. Every six days, we start the same process of repetitive action. I can't even complain really, because Faethorn had been disabled for so long, but I imagine the sea quests must be played out beyond any hope of anyone really caring.
I think when the outcomes are so predictable and so easily manipulated, the interest wanes. I think when the element of -randomness- is entirely gone, the actions become automated and lethargic. How many IC years have the cities been fighting the same exact battle?
Shorlen2006-07-13 18:01:26
I think we just want things to be more dynamic and changing, but in interesting and not artificial ways. For a lot of us in the Serenwilde, the Faethorn changes were just so... artificial. They all seemed designed for a single reason - help Glomdoring.
Diamondais2006-07-13 18:03:08
I guess while this is here, a place that the Communes can hunt easily for Essence. Instead of just the Elemental planes that we get kicked off every so often.
Conflict is good in its place, probably what most people want is a different form of conflict than that of which we have as its been around for the 50 some odd game years and many characters have been around for most of the time. I ask for the Crow vs Hart stuff cause it was taken out it seemed to give Glomdoring a chance to get on its feet, it already had to deal with the Faethorn conflict. City vs City, Commune vs Commune, its been done. Give a chance for the cities and communes to get together and fight against the cities/communes. That can be the start or end of a world changing event. Its just nice to have things shooken up I think, but maybe Im just wrong about what everyone thinks.
Conflict is good in its place, probably what most people want is a different form of conflict than that of which we have as its been around for the 50 some odd game years and many characters have been around for most of the time. I ask for the Crow vs Hart stuff cause it was taken out it seemed to give Glomdoring a chance to get on its feet, it already had to deal with the Faethorn conflict. City vs City, Commune vs Commune, its been done. Give a chance for the cities and communes to get together and fight against the cities/communes. That can be the start or end of a world changing event. Its just nice to have things shooken up I think, but maybe Im just wrong about what everyone thinks.
Ixion2006-07-13 18:03:13
QUOTE(Estarra @ Jul 13 2006, 01:50 PM) 307240
I hear that some people don't want the quests that bring organizations into conflict. The last time I queried if the playerbase wanted us to remove conflict quests, there was an overwhelming negative. Do you really want to end the sea quests or the cosmic quests? Make Faethorn completely neutral and unaffected by what anyone does? Perhaps remove the village influencing system? Is it boring to everyone or just a few? These quests were never meant to be THE source of conflict between organizations, but rather are there for those who wish to participate.
For the sea quests, that cannot be so.
If we let Marilynth live, we get no spectres. We get no spectres, we lose spikes. We lose spikes, we lose the necromentate. We lose the necromentate.. again.. we're in a world of hurt which would require more work than even killing Marilynth.
Thus, we HAVE to kill Marilynth, which takes an exhaustive amount of work, because Ladantine dies in a couple hits and killing him resets the efforts COMPLETELY. It cannot not voluntary, due to the impact it has currently.
Estarra2006-07-13 18:07:28
QUOTE(Soll @ Jul 13 2006, 10:58 AM) 307247
I think it's more that the conflict is stuck where it is at the moment. What we have now isn't really going to change without some alterations to the mechanics, which mean it's the same people against the same people, doing the same thing to each other's organisation. So it's just repetitive.
What alterations to the mechanics? We can simply turn off all those quests so you don't have to do them at all, or revise them so they don't affect any player organization. I'm really not sure what people are expecting. Either the quests work or they don't. You either do them or you don't. We've revised the sea quests so they are fairly infrequent as it is. Is the suggestion that they aren't as frequent or that they shouldn't exist at all?
Do the cities and communes want to be able to declare hostilities so that such quests only work when both sides are mutually hostile? Would it be worth it to code? Would Celest and Magnagora ever declare neutrality so the sea quests won't work or the cosmic lords refuse their respective power quests?
Natarm2006-07-13 18:08:16
Ok...things I'd like to see happen with Lusternia, in no particular order:
1) Viability of Warriors Addressed: While I realise the results of the summit are forthcoming still, every time I even think about fighting a Wiccan it makes my brain hurt. Druids in Demense aren't much better. I understand that this is part of their design from the start....but I'd like to see a bit more skill and thinking go into combat, not a contest of who can code more efficiently, when it comes to warriors.
2) Mid-Level Bashing grounds: While I realise that there is a lot of bashing to do across lusternia, I personally feel there's not enough 'mid level' bashing available. I managed to skyrocket to almost 47 before my novicehood was up...I've made smoothe sailing to 54. Its not that I don't get XP..its just that the only hunting grounds where you can manage to at least break even (or make money, if you get enough spawns) are farmed beyond viability. I'm not saying fill the world with them...but one or two more spots would be nice, where one could make money AND experience.
3) Less organization interdependance: One thing I see, is that there's kind of a double standard. You seem to want all four organizations to hate each other..and yet give them access to organization specific trade skills that are considered vital. This says to me (from my PoV) "We want you to hate each other, and still take each other's money". Which works in the real world, but not here in Lusternia (because you can't be blown up by a semi-phenomenal, nearly cosmic being for doing it in real life). Greed is powerful, but not as powerful as, say, Shayle.
4)Aether Taxi's: For those of us without enough money to buy an aethership. Granted, I know several people with Aetherships, but they aren't always around. And some day, I'd like to go to Crumkindivia.
5)PvE Combat stuff that REQUIRES organized, group efforts: While I'm by no means advocating something similar to a EQ/WoW raid...it would be nice to see more stuff that requires an organized group to effectively tackle. Three or four people, together, five tops. I know something like that is tough to code,because skill levels play a much larger part in combat than level/gear do, but I figure this is a wishlist.
Oh, by the way, Estarra..since you're reading...do you guys take submissions from players? I'm more than willing to do design/code work for free, if it could actually get used.
1) Viability of Warriors Addressed: While I realise the results of the summit are forthcoming still, every time I even think about fighting a Wiccan it makes my brain hurt. Druids in Demense aren't much better. I understand that this is part of their design from the start....but I'd like to see a bit more skill and thinking go into combat, not a contest of who can code more efficiently, when it comes to warriors.
2) Mid-Level Bashing grounds: While I realise that there is a lot of bashing to do across lusternia, I personally feel there's not enough 'mid level' bashing available. I managed to skyrocket to almost 47 before my novicehood was up...I've made smoothe sailing to 54. Its not that I don't get XP..its just that the only hunting grounds where you can manage to at least break even (or make money, if you get enough spawns) are farmed beyond viability. I'm not saying fill the world with them...but one or two more spots would be nice, where one could make money AND experience.
3) Less organization interdependance: One thing I see, is that there's kind of a double standard. You seem to want all four organizations to hate each other..and yet give them access to organization specific trade skills that are considered vital. This says to me (from my PoV) "We want you to hate each other, and still take each other's money". Which works in the real world, but not here in Lusternia (because you can't be blown up by a semi-phenomenal, nearly cosmic being for doing it in real life). Greed is powerful, but not as powerful as, say, Shayle.
4)Aether Taxi's: For those of us without enough money to buy an aethership. Granted, I know several people with Aetherships, but they aren't always around. And some day, I'd like to go to Crumkindivia.
5)PvE Combat stuff that REQUIRES organized, group efforts: While I'm by no means advocating something similar to a EQ/WoW raid...it would be nice to see more stuff that requires an organized group to effectively tackle. Three or four people, together, five tops. I know something like that is tough to code,because skill levels play a much larger part in combat than level/gear do, but I figure this is a wishlist.
Oh, by the way, Estarra..since you're reading...do you guys take submissions from players? I'm more than willing to do design/code work for free, if it could actually get used.
Veonira2006-07-13 18:08:48
I think the problem with the sea battle/quests is that even if I don't want to be involved, it WILL affect me. Like Ixion say, we lose the necromentate, it creates even more work for us, and we can't let that happen. If the -constant- quests didn't affect people who didn't want to be involved with it, that would be okay. I'd have no problem with a quest that could deal a decent blow to a city so long as it wasn't fairly easy to perform and didn't happen on a weekly basis.
Also, I would like to see more on the elemental planes as well. The Tidal/Earth Lords are really boring, they don't really talk about much. I'm really interested in working on my guild's RP and incorporating them (which we're going to be doing shortly), but it'd be neat if they actually had a purpose aside from just being empowered. At least telling some history or something neat like that.
ALSO, I forgot to mention this, I DID really like the little mini-event that took place in Mag recently with our mausoleum. That was fun, and it's really cool that our younger players in the city can do a little quest and learn more about our history. I think more things like that should be added .
Also, I would like to see more on the elemental planes as well. The Tidal/Earth Lords are really boring, they don't really talk about much. I'm really interested in working on my guild's RP and incorporating them (which we're going to be doing shortly), but it'd be neat if they actually had a purpose aside from just being empowered. At least telling some history or something neat like that.
ALSO, I forgot to mention this, I DID really like the little mini-event that took place in Mag recently with our mausoleum. That was fun, and it's really cool that our younger players in the city can do a little quest and learn more about our history. I think more things like that should be added .
Shorlen2006-07-13 18:11:55
QUOTE(Natarm @ Jul 13 2006, 02:08 PM) 307260
5)PvE Combat stuff that REQUIRES organized, group efforts: While I'm by no means advocating something similar to a EQ/WoW raid...it would be nice to see more stuff that requires an organized group to effectively tackle. Three or four people, together, five tops. I know something like that is tough to code,because skill levels play a much larger part in combat than level/gear do, but I figure this is a wishlist.
EDIT: OOPS! I thought you said PvP x_x
The new Astral almost requires that. When Seren was draining Taurus before the Wildnodes games, we were repeatedly going up in a group of six, which we found to be a really nice number for it. Three people cone one link, then the other three come in to help clean up the 3-6 linked superpowerful mobs, rinse and repeat. Good experience, good power for our nexus, and rather safe until a bull instakills someone. Druids foresting for regen, demesning in case we're attacked. Stag users using stagtotems when we're fighting two or three bulls, sacrificing for lowbies who were gored but not killed, etc, and Moon users resurgeming people who don't conglut (if we have enough of them), coning power, and using harvest to gain more experience.
It was really fun. I'd like to see more places where that can be done as well.
Genos2006-07-13 18:12:03
QUOTE(Estarra @ Jul 13 2006, 01:56 PM) 307245
It's interesting that some people want conflict in the elemental planes and the Crow-Hart conflict quest re-implemented while at the same time others are complaining that the conflict quest makes Lusternia boring and stagnated. Just goes to show that you can't please everyone!
I don't want conflict on the Elemental Planes I just want quests. Like Mr. Rock Lord wants a particular twisted piece of quartz crystal that a certain mud monster stole from him that roams around the Elemental Plane. Just quests like that to give more personality to the Planes.