The problem with conflict on Lusternia

by Unknown

Back to Common Grounds.

Everiine2008-01-29 06:45:23
QUOTE(Shiri @ Jan 29 2008, 01:37 AM) 481739
Kalodan messing around was part (though not all) of it, but you're embellishing your memory with additional details like treaties. You may also be thinking of that one time we did break that treaty where we let Glom do stuff in exchange for sparing Hart's life.


It all just melts together up here in my head smile.gif.
Shiri2008-01-29 06:46:32
Happens to me too sometimes, don't blame you.
Xavius2008-01-29 07:49:41
QUOTE(Rian @ Jan 28 2008, 01:31 PM) 481422
Since when did Celest have a treaty with Glom? I've never seen it...

Celest and Glom signed the game's first treaty. It's stayed strong ever since, which is more than can be said for any treaty involving Serewilde or Magnagora.

Anyways, the treaties stem from a generic desire for peace and the way one person's actions end up being held against an entire org. There is no Glom-Seren treaty and there is no Mag-Celest treaty, and those are the main points of conflict. The treaties basically control how and when someone in a forest can get involved in the cities' fighting, and vice versa.
Shiri2008-01-29 08:03:31
I guess it's stayed strong if you ignore the fact that it's a different treaty than it was when it started...other than that, accurate.
Xavius2008-01-29 08:08:31
QUOTE(Shiri @ Jan 29 2008, 02:03 AM) 481753
I guess it's stayed strong if you ignore the fact that it's a different treaty than it was when it started...other than that, accurate.

The guts are the same. It got updated for things that didn't exist before the treaty was signed and got rid of penalties for Gloms helping Celest or Celestians helping Glomdoring.
Hyrtakos2008-01-29 09:29:27
Unfortunately, with only four orgs this is the nature of the beast. There is no real room for political intrigue or advanced treaties beyond what has already been beaten to death. Once you sign a treaty with one, you narrow down what you can do elsewhere.

I think introducing a new org would have been much more beneficial for the game instead of, up until now, seven new guilds.
Everiine2008-01-29 15:03:34
The problem also stems from the guilds being slaved to their nations. Yes, a guild can enact a tradeban against another, but that's the limit of real intraguild interaction between nations. But it is because, as has been said, all it takes is one person to piss one person off, and the next thing you know an entire nation is trying to gank another. The action/consequences scheme in Lusternia is just a wee bit skewed.
Ildaudid2008-01-29 17:11:47
Not to mention 4 mirror guilds per org basically.

When I am in Imperian, there is one monk guild, they have relations with 1 org. While there is 1 wytchen guild that has relations with another org.

I like how you need to make a choice at the beginning, and by doing so you are limiting yourself to one org. If you leave that org (which you can) you end up a rogue... and can actually work for another org but I don't think you can join their "city/commune"

Here, even looking at people who say they want stealth and harmony to be an option for all monks make me wonder how well they would do if they were in a city that didn't have an archetype that another city had.
Everiine2008-01-29 17:54:33
QUOTE(Ildaudid @ Jan 29 2008, 12:11 PM) 481834
Not to mention 4 mirror guilds per org basically.

Here, even looking at people who say they want stealth and harmony to be an option for all monks make me wonder how well they would do if they were in a city that didn't have an archetype that another city had.


Hit the nail on the head. I liked it better when you had mages and guardians set against the wiccans and druids. Each, though similar, were drawn from completely different sources-- you fought based on your ideals and where you came from. Having so many mirror guilds, while on the surface should make you fight not based on skill but on ideal, has had the opposite effect. Outside of name those guilds don't have their abilities grounded in anything.
Unknown2008-01-29 19:02:34
QUOTE(Everiine @ Jan 29 2008, 03:03 PM) 481791
The problem also stems from the guilds being slaved to their nations. Yes, a guild can enact a tradeban against another, but that's the limit of real intraguild interaction between nations. But it is because, as has been said, all it takes is one person to piss one person off, and the next thing you know an entire nation is trying to gank another. The action/consequences scheme in Lusternia is just a wee bit skewed.



I'm reminded vaguely of world war one.
Daganev2008-01-29 19:31:52
QUOTE(Xavius @ Jan 28 2008, 11:49 PM) 481751
Celest and Glom signed the game's first treaty.


Thats false.

Magnagora and Glomdoring had the Southern Trade Aliiance for quite a few years. Even shared a clan together of all the people who were active in thier respective trades, as well as leaders. It basically meant the same thing as the current Celest/Glom treaty, except it had a means of frequent communication between the orgs as well.

The clan was later disolved by Shikari I believe because of concerns about spies.


I believe Celest and Serenwilde also had something similar though.
Ashteru2008-01-29 19:34:19
QUOTE(daganev @ Jan 29 2008, 08:31 PM) 481873
The clan was later disolved by Shikari I believe because of concerns about spies.
I believe Celest and Serenwilde also had something similar though.

Two or so. The...ESA? Then that Kepheran thing too.
Xenthos2008-01-29 19:57:13
QUOTE(daganev @ Jan 29 2008, 02:31 PM) 481873
Thats false.

Magnagora and Glomdoring had the Southern Trade Aliiance for quite a few years. Even shared a clan together of all the people who were active in thier respective trades, as well as leaders. It basically meant the same thing as the current Celest/Glom treaty, except it had a means of frequent communication between the orgs as well.

The clan was later disolved by Shikari I believe because of concerns about spies.
I believe Celest and Serenwilde also had something similar though.

There's a lot of false "facts" in this post.

First, I think it was the Southern Trade Coalition.

Second, it was originally intended to foster "good relations" between the two organizations by providing trade opportunities (at least, that was the stated intent provided to Glomdoring members who joined). Its purpose changed slightly as the Ethereal-Star Alliance (which I believe came first) really started to get into the swing of being alliance-y.

Third, there was no Treaty involved whatsoever... it was a clan with some people in it.

Fourth: First true fact: It did allow for communication between the orgs. There was no "as well".

Fifth: Shikari did end Glom's participation in it when he decided it wasn't beneficial to Glomdoring.
Shiri2008-01-30 01:49:39
QUOTE(Everiine @ Jan 29 2008, 05:54 PM) 481838
Hit the nail on the head. I liked it better when you had mages and guardians set against the wiccans and druids. Each, though similar, were drawn from completely different sources-- you fought based on your ideals and where you came from. Having so many mirror guilds, while on the surface should make you fight not based on skill but on ideal, has had the opposite effect. Outside of name those guilds don't have their abilities grounded in anything.


Not really sure what you're talking about, but I do kind of hope the next time we get something new, it's as different along a 2-org division as Celestines are from Shadowdancers. I loved that aspect of Lusternia when I turned up. Probably got dropped for monks and bards since it's too much work though.
Everiine2008-01-30 01:53:50
QUOTE(Shiri @ Jan 29 2008, 08:49 PM) 482012
Not really sure what you're talking about, but I do kind of hope the next time we get something new, it's as different along a 2-org division as Celestines are from Shadowdancers. I loved that aspect of Lusternia when I turned up. Probably got dropped for monks and bards since it's too much work though.


That's actually what I was trying to say. I just went back and read my post and realized why I don't post when I'm sleep-deprived and have a headache... you said it a lot better than I did.
Tzekelkan2008-01-30 02:04:44
QUOTE(Shiri @ Jan 30 2008, 02:49 AM) 482012
Not really sure what you're talking about, but I do kind of hope the next time we get something new, it's as different along a 2-org division as Celestines are from Shadowdancers. I loved that aspect of Lusternia when I turned up. Probably got dropped for monks and bards since it's too much work though.


Yes, we (that is to say I as well) want more Guardian/Wicca & Mage/Druid differentiation-type guilds! I also found this awesome when I first came to Lusternia.
Unknown2008-01-30 02:17:35
QUOTE(Ildaudid @ Jan 29 2008, 12:11 PM) 481834
I like how you need to make a choice at the beginning, and by doing so you are limiting yourself to one org. If you leave that org (which you can) you end up a rogue... and can actually work for another org but I don't think you can join their "city/commune"



I think you can still join another City/Commune even if you have skills from another city/commune's guilds, you just can't join the first city/commune's guilds unless you drop the skills.
EG: A Tri-Trans Aquamancer can leave Celest and the Aquamancers and go to Seren and keep all of the skills. He just can't join the guilds.

Zacc held onto his Druid skills from being a Harstone for the longest of times until he eventually joined the Cantors.
Unknown2008-01-30 02:19:46
QUOTE(Fireweaver @ Jan 29 2008, 06:17 PM) 482022
I think you can still join another City/Commune even if you have skills from another city/commune's guilds, you just can't join the first city/commune's guilds unless you drop the skills.
EG: A Tri-Trans Aquamancer can leave Celest and the Aquamancers and go to Seren and keep all of the skills. He just can't join the guilds.

Zacc held onto his Druid skills from being a Harstone for the longest of times until he eventually joined the Cantors.


I think he was talking about another IRE game.