Aison2008-09-11 14:53:49
One thing that's always irked me a bit is that Nil has 2 exits off the Megalith, whereas Celestia only has 1 exit off from the Pool. Would like to see this changed.
Unknown2008-09-11 16:50:06
The Pool actually used to be at the location down from where it's now, with four exits, but it was too difficult to guard every direction from beckoners etc IIRC.
Aison2008-09-11 17:24:19
You can't beckon people off the nexus anymore, though. So Mag gets 2 exits off their megalith, whereas Celest has 1. And if someone isn't smart enough to put up an icewall or unless mass amounts of people have the use of kether at their disposal (which most don't), Silvanus can just fear people into the group of raiders.
Revan2008-09-11 17:29:41
Aison, you guys kind of... ASKED... for that change
Aison2008-09-11 17:42:15
I didn't. I wasn't even playing Lusternia when those changes came around!
And it always struck me as odd that Mag had 2 exits off their nexus and Celest only had one.
And it always struck me as odd that Mag had 2 exits off their nexus and Celest only had one.
Unknown2008-09-11 18:36:24
There are some minor imbalances between org-raiding because otherwise it'd be boring... Compare having to use two icewalls instead of one to things like the Wyrdling being killable or the Nest being right above the Ravenwood (with totem + guards).
Desitrus2008-09-11 19:28:15
Yes, using diversity as an excuse for imbalance is a tried and true tradition.
And before the inevitable qqface about inquisition shows up, I don't like it either and wish that guardians were balanced around something other than death tarot and mana killing people under 80. Wheeeeeeeeeeeeeeeeeeeeeeeeeeeeee.
And before the inevitable qqface about inquisition shows up, I don't like it either and wish that guardians were balanced around something other than death tarot and mana killing people under 80. Wheeeeeeeeeeeeeeeeeeeeeeeeeeeeee.
Celina2008-09-11 20:30:36
What he said ^^^
Hrm, so you can forcetaint without actually tainting. That's odd, but I stand corrected!
Hrm, so you can forcetaint without actually tainting. That's odd, but I stand corrected!
Furien2008-09-11 21:26:23
But if the Druid is smart, they'll just keep slipping into the room and remelding while their ground (defensive) force comes in to gank you (the breaker/tainter), making it ultimately useless.
Let's not forget having to deal with inevitable liveforest, chasers and saplings, though.
Oh, and Wrath + Gravity.
And choke.
Let's not forget having to deal with inevitable liveforest, chasers and saplings, though.
Oh, and Wrath + Gravity.
And choke.
Kaalak2008-09-11 22:00:47
By and large, you can copy and paste everything Desitrus has listed to get my opinions. His analysis is extremely fairminded.
Totally agree with you Desitrus. In terms of interesting options for PvP, guardians are very linear with a small variety of methods to kill. Contrast this with warriors/monks who get to target different body parts and chose wounding afflictions or damage. More options = more fun. At the very least Judgement should be changed to a kill mechanism that doesn't functionally mimic Soulless.
However, since you are meeting with the President the topics should be major paradigm shifts with the goals to:
+ improve player numbers
+ satisfy current playerbase
+ generate income
Bring up the following:
+ Cost of Entry to Combat is TOO MUCH: Consider making Environment, Discipline, Discernment, Magic, Resilience miniskills
+ New Communities : The political landscape is fixed, which is boring. A good part of the problem is the player's fault for many are entrenched in their character's identity, also exacerbated by the cost of credits/combat. Introduce new areas with the overall goal to make a patchwork of shifting political alliances, which would be more interesting.
QUOTE(Desitrus @ Sep 10 2008, 12:09 PM) 555815
1. Forging: Agree
2. Group Combat Focus: Agree
4. Bashing Inequality: Exists Yes. Bashing is boring in general, and very difficult for guardians in particular. Compare this with bashing in world of warcraft for example, where you can afflict mobs, they can afflict you, and their spatial organization/'teaming' necessitates strategy to execute successfully.
5. Organizations Require too Many People for New Communities: Agreed
6. Lack of Actual Hunting Areas: I like the CONCEPT of insanity but ... once again I agree. The penalty of time is a issue.
7. No Miniskills: Environment, Discipline, Discernment, Magic, Resilience. None of these need to be full-cost skill trees.
Damn Straight
8. Cost of Entry to Combat is TOO MUCH: Again I agree. Since lusternia DOES revolve around combat, lowering the bar in terms of expense should draw more active and permanent raiders. Which we need to grow the playerbase. Not that I mind seeing
Celina/Thoros/Shikha/Revan raid for the 1000th time.
9. Planes Encourage Cubix Abuse: No opinion
10. Escape is Too Easy: No opinion
11. Defend/Declare: No opinion
2. Group Combat Focus: Agree
4. Bashing Inequality: Exists Yes. Bashing is boring in general, and very difficult for guardians in particular. Compare this with bashing in world of warcraft for example, where you can afflict mobs, they can afflict you, and their spatial organization/'teaming' necessitates strategy to execute successfully.
5. Organizations Require too Many People for New Communities: Agreed
6. Lack of Actual Hunting Areas: I like the CONCEPT of insanity but ... once again I agree. The penalty of time is a issue.
7. No Miniskills: Environment, Discipline, Discernment, Magic, Resilience. None of these need to be full-cost skill trees.
Damn Straight
8. Cost of Entry to Combat is TOO MUCH: Again I agree. Since lusternia DOES revolve around combat, lowering the bar in terms of expense should draw more active and permanent raiders. Which we need to grow the playerbase. Not that I mind seeing
Celina/Thoros/Shikha/Revan raid for the 1000th time.
9. Planes Encourage Cubix Abuse: No opinion
10. Escape is Too Easy: No opinion
11. Defend/Declare: No opinion
QUOTE(Desitrus @ Sep 10 2008, 12:09 PM) 555815
Yes, using diversity as an excuse for imbalance is a tried and true tradition.
And before the inevitable qqface about inquisition shows up, I don't like it either and wish that guardians were balanced around something other than death tarot and mana killing people under 80. Wheeeeeeeeeeeeeeeeeeeeeeeeeeeeee.
And before the inevitable qqface about inquisition shows up, I don't like it either and wish that guardians were balanced around something other than death tarot and mana killing people under 80. Wheeeeeeeeeeeeeeeeeeeeeeeeeeeeee.
Totally agree with you Desitrus. In terms of interesting options for PvP, guardians are very linear with a small variety of methods to kill. Contrast this with warriors/monks who get to target different body parts and chose wounding afflictions or damage. More options = more fun. At the very least Judgement should be changed to a kill mechanism that doesn't functionally mimic Soulless.
However, since you are meeting with the President the topics should be major paradigm shifts with the goals to:
+ improve player numbers
+ satisfy current playerbase
+ generate income
Bring up the following:
+ Cost of Entry to Combat is TOO MUCH: Consider making Environment, Discipline, Discernment, Magic, Resilience miniskills
+ New Communities : The political landscape is fixed, which is boring. A good part of the problem is the player's fault for many are entrenched in their character's identity, also exacerbated by the cost of credits/combat. Introduce new areas with the overall goal to make a patchwork of shifting political alliances, which would be more interesting.
Kaalak2008-09-11 22:06:22
Also, anyone have the citation for the original paper on construction of Muds? I'm looking for the reference.
Kaalak2008-09-11 22:10:08
QUOTE(shadow @ Sep 10 2008, 05:44 AM) 555725
player actions can actually -trigger- events and happenings
Can and has happened. For example rebuilding the Celestine guildhall Thank you Eventru/others who are working on it.
I'd also approach admin outside of Charune if he is too busy coding for example. Since they are all volunteers they may have the time.
Also see Catarin's work on building a new area.
One of the wonderful things about THIS game is that if you have a suggestion, proven track record of work, and blessing of the admin you can see your ideas come to life for others to enjoy.
Noola2008-09-11 22:11:49
What do you mean, making Environment, Discipline, Discernment, Magic, Resilience into miniskills?
Aison2008-09-11 22:17:59
Like in Achaea, they have major skills and mini skills. Discipline would be a miniskill. It takes less cr to trans it because there aren't as many abilities in the skill. Estarra took a big fatty on that and said no, though.
Noola2008-09-11 22:22:46
QUOTE(Aison @ Sep 11 2008, 05:17 PM) 556254
Like in Achaea, they have major skills and mini skills. Discipline would be a miniskill. It takes less cr to trans it because there aren't as many abilities in the skill. Estarra took a big fatty on that and said no, though.
What about the abilities in them? It's been a while since I played Achaea, but as I recall, those miniskills didn't have abilities in them.
Aison2008-09-11 22:24:41
It's been a while for me too. Tailoring/jewelry had something like 5-6 abilities in them, but the others were just resistances like how Resilience is to us. They had frost and thermal and constitution from what I recall.
Estarra2008-09-11 22:28:30
Lusternia was designed specifically not to have miniskills and we are not going to convert our skills to miniskills. Though I am loathe to compare ourselves with other games, keep in mind that the miniskills in other games include an entire skillset that just protects against electricity, or an entire skillset just to protect against cold damage, or a skillset just for poison damage, etc.
When designing Lusternia, we specifically decided against miniskills; rather, we wanted to either combine several miniskill protections in into one skill (i.e., resilience) or making sure there was a fully fleshed skillsets (i.e., Environment). I'm fine with arguing whether or not a skillset is needed or whether a skllset should have more skills, but under no circumstances will we go the so-called miniskill route, and comparing our general skillsets to miniskills is comparing apples to oranges. Leave "miniskills" to other realms as we have gone a separate direction.
When designing Lusternia, we specifically decided against miniskills; rather, we wanted to either combine several miniskill protections in into one skill (i.e., resilience) or making sure there was a fully fleshed skillsets (i.e., Environment). I'm fine with arguing whether or not a skillset is needed or whether a skllset should have more skills, but under no circumstances will we go the so-called miniskill route, and comparing our general skillsets to miniskills is comparing apples to oranges. Leave "miniskills" to other realms as we have gone a separate direction.
Unknown2008-09-11 22:32:02
QUOTE(Estarra @ Sep 11 2008, 06:28 PM) 556257
Lusternia was designed specifically not to have miniskills and we are not going to convert our skills to miniskills. Though I am loathe to compare ourselves with other games, keep in mind that the miniskills in other games include an entire skillset that just protects against electricity, or an entire skillset just to protect against cold damage, or a skillset just for poison damage, etc.
When designing Lusternia, we specifically decided against miniskills; rather, we wanted to either combine several miniskill protections in into one skill (i.e., resilience) or making sure there was a fully fleshed skillsets (i.e., Environment). I'm fine with arguing whether or not a skillset is needed or whether a skllset should have more skills, but under no circumstances will we go the so-called miniskill route, and comparing our general skillsets to miniskills is comparing apples to oranges. Leave "miniskills" to other realms as we have gone a separate direction.
When designing Lusternia, we specifically decided against miniskills; rather, we wanted to either combine several miniskill protections in into one skill (i.e., resilience) or making sure there was a fully fleshed skillsets (i.e., Environment). I'm fine with arguing whether or not a skillset is needed or whether a skllset should have more skills, but under no circumstances will we go the so-called miniskill route, and comparing our general skillsets to miniskills is comparing apples to oranges. Leave "miniskills" to other realms as we have gone a separate direction.
What we're getting at is that mini-skills are a good idea, you've highlighted poor implementations. As stated, the cost of entry is -too- high. Mini-skills are a way to rectify that.
Estarra2008-09-11 22:33:01
Also, I should point out that the design for general skillsets call for one general "root" skillset for each skill pool, which is something we will definitely want to maitnain.
Fitness Pool -> Resilience
Melee Pool -> Combat
Communion Pool -> Environment
Magnetism Pool -> Influence
Intellect Pool -> Discernment
Arcana Pool -> Magic
Performance Pool -> Dramatics
Fine Arts Pool -> Art
Mysticism Pool -> Planar
Willpower Pool -> Discipline
Fitness Pool -> Resilience
Melee Pool -> Combat
Communion Pool -> Environment
Magnetism Pool -> Influence
Intellect Pool -> Discernment
Arcana Pool -> Magic
Performance Pool -> Dramatics
Fine Arts Pool -> Art
Mysticism Pool -> Planar
Willpower Pool -> Discipline
Aison2008-09-11 22:33:42