State of Lusternia Meeting

by Shiri

Back to Common Grounds.

Xenthos2008-09-12 04:00:16
QUOTE(Desitrus @ Sep 11 2008, 11:59 PM) 556478
Given equal level/skill/omnitrans and the TrueShield and damage fixes at high levels, they don't actually dominate in 1v1 anymore. A couple specs are based around stun, which tends to be what overpowers people, not the class itself. That goes back to my whole CC point.

Don't forget balance-loss, since stun did get a bit of a nerf.
Desitrus2008-09-12 04:05:19
QUOTE(Xenthos @ Sep 11 2008, 11:00 PM) 556479
Don't forget balance-loss, since stun did get a bit of a nerf.


Heh, stun didn't even get the nerf I originally wanted. Too many people cried. Surprisingly (not), they're still complaining about bc's. Balance loss is also part of my initial post with lots of points. All forms of uncurable hindering which cause you to lose control of the character are still too strong.
Xenthos2008-09-12 04:31:12
QUOTE(Desitrus @ Sep 12 2008, 12:05 AM) 556482
Heh, stun didn't even get the nerf I originally wanted. Too many people cried. Surprisingly (not), they're still complaining about bc's. Balance loss is also part of my initial post with lots of points. All forms of uncurable hindering which cause you to lose control of the character are still too strong.

Pretty much. Stun was far and away the best (or worst) of the lot, but with the nerf I think it's about equal to the balance-loss issues now.

Nerf doesn't always mean fixed, unfortunately.

Both would be good issues to bring up for people who are there, though, if someone's taking notes.
Daganev2008-09-12 04:33:06
why would you want to bring up pure envoy issues at a meeting like that?
Unknown2008-09-12 04:37:46
City-Commune trade imbalances. Forcing Magnagora (And Celest, before it was made mechanically impossible for them to do it) to play nice with the communes and Faethorn or be unable to fight due to a lack of curatives is simply a poor design descision. Forcing the Communes to refrain from being anti-city (Like they should be, according the the histories!) is an equally bad idea.

Give the cities a denizen that sells potions/sugar and the communes a denizen that sells enchantments/cubes. Then give alchemy the ability to brew vitrol out of sulfer and use it to melt sigils.

Please?
Unknown2008-09-12 04:41:44
Yes plz, even if it will do nothing to dislodge Celenwilde and Magnadoring.
Sarrasri2008-09-12 04:50:31
Since I know I won't be going to the meeting, I'll bring up my concerns. For the last year or so, the state of Lusternia as a place to RP as well as a conflict game has been dying. Much of what you will encounter is powergaming the mechanics, the need to win and doing what you can to stay on top. When I started playing, it didn't really matter if you were on top or bottom, since that could have changed with one political mis-step. Alliances and treaties changed often enough, things weren't stagnant, and conflict felt like it had a purpose to go with the RP. People didn't actually get beat down by others for having an opinion and majority of opinion wasn't "What can we do to make ourselves more powerful?" but "How does this fit in with my RP and does it make sense for me to think this way for my guild/org?" Now, the way things go, people just conveniently forget they were backstabbed or slighted by another just so they can stay a powerhouse. Unless you absolutely can't ignore the fact that there's no censor.gif way you'd do that, you do it. There are gods that encourage the set-up between orgs now too, which is kinda meh because people will take it as "It should be this way. Why change?". The RP of orgs is dying and it doesn't seem like much is happening to try to keep it in there. This might just be a problem with the way people are thinking now anyways and not really the admin.

What I'd like to see are just things that encourage orgs to split up and fight each other and things that may force two opposing orgs to work together against something for a longer period. I know that players could do it, but at this rate, they won't without either forcing or encouragement. It'd be nice to see situations that you can't just "amnesia dust" away because they don't like the outcome. Lusternia is stagnating. Without some way to force change, it's probably going to stay stagnant for a long time because nothing is ever changing between orgs.

Mechanical things are great to work on, but without encouraging RP to change and for sides to change, new things just become something that's either fun to mess around with or something to powergame so you can continue beating down on the little guy.
Astraea2008-09-12 04:53:42
I concur with this assessment.
Unknown2008-09-12 04:59:34
I am also in agreement and am fully willing and able to start pissing off Glomdoring as soon as it is mechanically viable to do so.
Malarious2008-09-12 05:01:07
Ok yes I read posts here and there but I am an impatient reader.

Making raiding a bit more evened out You dont raid in liveforest sleep.gif You just dont
Druids suckkkk Mean this in terms of trying to break demesne actually
Pool Sure it can be moved, redo a few rooms if you want, just as long as theres none of the attack from all sides sheet sad.gif Camping below pool is the only time we can usually get them to come to us
Lower cap to enter combat Yes please, you might get an advantage for omni trans but it shouldnt be 5 required trans skills sad.gif
Add some skills Add to magic, low/high magic, discipline, etc
Easy escapes Its been said many times this is required, but its nice to be able to escape a gank. Though sometimes its really easy as most everyone has done at one time or another (pfifth and stun whoring or such?)
Guilds Balancing is still coming, but I think even if we dont get into this or that is OP we can say this one is known for blah. Necromancers who dont need power on hand will crucify you when they walk in, because it holds you for a couple secondsish. Celestines will aim for inquisition 95% of the time in solo combat. etc
Shuyin Still needs a nerf tongue.gif <3 wouldnt of been right not to say it you group fighter
Warriors Damage is helped alot, but man can some things still hurt like a mofo, yes they paid for that kinda damage but faeling vs damgae knight is still bad even with really high sips.
Buffs Some buffs need a limit.. DEP anyone? Damage enhancement points? tongue.gif

Thats it for me

Kinda tired so I may have posted things I wasnt thinkin about, but I will likely have more later

EDIT: Added spaces between the bold tags and the part after em
Unknown2008-09-12 05:01:24
I'm going to agree with Sarrasri on this one.

RP is beginning to be lacking. And I'm tired of the idea there has to be a City+Commune City+Commune balance at all times.

Why can't it be, for a change, that the communes team up to beat the crap out of the city under the clause, "Yeah, I don't really like you, but I prefer you a lot more than Taint/Light invading my home." Likewise, Mag and Celest maybe would have a goal to try to eradicate and infiltrate the communes to try to get their hands on alchemical knowledge. In fact, the same could happen for the communes, in respect to enchantments.

From what I understand, current God-feelings say that'd never happen. I don't get why. It would be interesting to see such a change actually encouraged.

Self-edit-before-posting: I had an idea of how it could work, but I don't want to ruin the chance of it ever happening by posting it on the forums.

Echoing others, cut down the number of jobs and roles in the orgs and maybe create some sort of monk/bard hybrid that allows various specializations (Kata and Glamours, Shadowbeat and Stealth, oh my!) to cut down on the number of guilds. Four guilds an org, and pop out a new org. Same number of players, maybe even more to drag in new people. If not more players, more diversity and diversity is good.

My $0.02.
Shiri2008-09-12 05:01:46
QUOTE(Greleag @ Sep 12 2008, 05:59 AM) 556505
I am also in agreement and am fully willing and able to start pissing off Glomdoring as soon as it is mechanically viable to do so.

Yep. The situation is 50% tradeskills/other skills, 25% "do not leeroy your entire org into 3 others and then hide while everyone else pays for it", and 25% alignment inertia.

EDIT: That said, the other parts of the assessment are off and have more to do with this "zealotry = irrationality and should trump everything else" perception - if anything people metagame in that respect LESS than they used to.

Next archetype we get should be bisected by a Magnawilde/Celendoring line, btw!
Unknown2008-09-12 05:10:10
QUOTE(Nejii)
Yep. The situation is 50% tradeskills/other skills, 25% "do not leeroy your entire org into 3 others and then hide while everyone else pays for it", and 25% alignment inertia.


I agree that it's simply stupid to make enemies of everyone in a game like this. Doing so while being a big representative of your org even more so.

Frothing at the mouth against cities is all well and good, but I expect you to be there with us getting reamed when they eventually triple team us purposefully or accidentally. Hypothetically speaking. I can agree on some level that the same alliances can get a bit dull, but this 'splitting up' idea will never work in a game with only 4 orgs. *insert pentagon idea here*

I disagree that everything is about 'how can I make my org more powerful', if anything, I'd say that it's always been that way, only people were more circumspect about it back then. I'd argue that some of the best RPers I've ever met do what it takes to make sure their org gets the better end of the deal as often as they can, it's their own form of zealotry in a way.
Unknown2008-09-12 05:10:32
QUOTE(Shiri @ Sep 12 2008, 05:01 AM) 556508
Next archetype we get should be bisected by a Magnawilde/Celendoring line, btw!


No more... too many as it is!

It would take some brain-storming to make an opposite axis line though.
Celina2008-09-12 05:17:39
QUOTE(Estarra @ Sep 11 2008, 07:58 PM) 556370
You can try to argue that you need every skill at trans for combat, but we're just not going to buy it! I stand by my previous post.


Then I believe the Admin and the active combative community is at an impasse. Maybe Resilience don't need to be quite up to trans, but they need to be pretty darn close. I for one, have fought with and without high discipline, and I can say with 100% certainty...combat is not viable with low discipline. Period. Combat must be high for parrying and decent stancing ability to survive a ppk storm or the many demi warriors running around. Sure, I don't have high combat like I used to, but I also tend to run the moment group combat starts and jump in and out.

What shocks me the most is how you can deny that Magic and Reslience don't need to be trans. Have you seen hard numbers lately from the high end warriors and bards? As an illithoid with inept magic, my only magic defense were proofings, Xiel pushed 3500 damage in a single hit. That's only one example. Malarious as mugwump, which is pretty low charisma, does 1300 again me with proofing and level 3 magic resistance. Warriors still do extremely high damage. Yes, it has been lowered, but the real issue was the speed at which warriors hit plus the damage, plus some of the best afflictions in the game. Resilience goes a loooong way dealing with their wounds and damage. How can you say these skills aren't required when not having them means you can not stand in the same room with enemies, or you die in seconds.
Unknown2008-09-12 05:22:28
I agree with Estarra, You don't need all those things. What happens is people fight others who are above their station and then cry. Yea your going to need omnitrans to fight an omnitrans. But you dont need it to fight somone around your might who probably has about the same skills learned as you. Its all about fighting somone at your tier of combat.
Sarrasri2008-09-12 05:25:38
In regards to my post, I'm not saying that we should all be zealots who hate everyone and seclude themselves in their orgs. I rather see things change up between orgs, different alliances, just something to mix it up. And not just city+commune vs city+commune. I'm also not saying that people should try to spawn all three orgs to gang up on you. Just change things up. Don't do things that encourage orgs to completely integrate themselves with each other to the point where it's hard to break them up. Don't make it so you just forget something done to your org that would usually incite war so you can keep the status quo. Status quo is boring. Change is needed and it's just not something we're getting at this point.
Malarious2008-09-12 05:41:25
It is hard as can be to get non celenwilde/magnadoring to work out. Best time it does is... OMG Mag/Celest hit a fae, Communes unite!

That kind of thing is like the only time. Anyone remember when Seren and Mag were friends? before we had keph and all? sad.gif

Reminds me ould like to see some minor tweaks in races, Mostly bard specs (yes I am concerned about viscanti... but the nihilist spec is better than the bard spec wihch is kinda wierd...but its 1 int higher!).

Another couple sovereigns
Unknown2008-09-12 06:26:23
That's another thing, the same ingame events to shake things up that people love so much led to Celenwilde and Magnadoring.

Active RP and PK between both factions only serve to entrench it day by day.
Charune2008-09-12 06:37:39
A few of you are saying lots of trans skillsets are required to enter combat.

I don't think trans in one skill is required to "enter" combat. To enter combat, you really just need a damaging skill. Staff for mages, minorsecond for bards, etc. These are skills which you can use to kill people in group fights. You won't even need a system if you are a newbie and no one targets you (they'll be targetting the demigods first, one would think).

This group scenario above is what I view as "entry" to combat. If you're talking about decent 1v1 combat, then you can still fight anyone at the same skill-level as you.

Now, if you are talking about top tier combat, of course it may require some investment. However, I think you guys are focusing on the wrong investment here. Time really is the big factor. If you multiply each hour played by $6 or so and add in all the hours required to learn to use your skills properly in combat, that alone overshadows the money cost of the skills. This is not accounting for the hours required to bash to a suitable level. Another staggering cost might be the creation of your own system from scratch. Though there are many systems available here for free and at a cost, I've personally found it takes one's own system to fight best.