Estarra2009-01-04 05:14:55
From my perspective, 2008 has gone relatively smoothly for Lusternia. That is not to say there haven't been a few ups and downs! However, we have remained on an even keel for most of the year. But that's not to say a lot hasn't happened!
We ended Ascension 2008 with the release of the Domoths, a feature designed for the increasingly large population of demigods as well as offering the new role of Vernal Ascendants for those chosen few who are so greatly honoured by their city or commune. Overall, I feel the system works well. There have been a few tweaks along the way and may be a few more in the future, but I am generally pleased with the results thus far.
As was promised when monks were finished, races were reviewed and updated. Race revisions are a grueling process and it was obvious that everyone can't be pleased. Despite some people still believing certain races are too weak or too strong, I think we struck a pretty good balance. Certainly, there have been a lot less complaints of combat imbalances regarding races since these revisions went in--by that I mean that I do not believe there are races now which dramatically throw off combat balance because of how strong, fast or buffed they are.
Much of the year has been spent reviewing combat balance, which many of you had pointed out was needed. This was a process in which we worked closely with the Envoys and I am grateful for their input and suggestions. Among the skillsets that underwent special reviews, we looked at Necroscream, Wildarrane, Ecology, Runes, Hexes, Knighthood, Astrology, Telekinesis, Environment, Dreamweaving, Necromancy, Nihilism, Crow, and Celestialism. I'd like to throw a special shout out to Charune whose combat expertise gave us guidance during this project.
Speaking of Charune, his coding skills as well as his combat expertise did not go unnoticed. Thus, we jumped at hiring Charune when Morgfyre was promoted to oversee IRE's much anticipated new game, Midkemia Online. Ah, Morgfyre! What can I say? I was truly saddened to see him go. Not only proving to become a very competent coder, I leaned on Morgfyre greatly for many administrative duties (not to mention personal friendship). His departure left a large hole which has not yet been fully filled. But this was a great opportunity for Morgfyre, and I can only wish him the best of luck!
We had another fairly significant coding project: the monk momentum system. Once again, we asked the player monk committee to help us on this project, and they did not disappoint. This was a very major overhaul of the monk system, and I think monks are ultimately a stronger and more dynamic class because of it.
Another large project was the release of Beastmastery to replace the Riding skillset. Overall, we have had a lot of positive feedback on the beast system. I think it is a pretty fun inclusion for Lusternia, and I must admit that I like seeing the wide ranging combinations of beasts that have been produced! (Am I drunk, or is that a curly haired mammoth with pink feathered wings?) Alas, it is much more difficult to add new beasts then we foresaw (i.e., a lot of design work) but we certainly aren't finished adding new ones.
There have been several other projects and updates that may not have been glamorous but certainly were not inconsequential. Some of these include: the introduction of dingbats and related whimsical dingbat artifacts; the in-game map system; the family honour system; nexus world updates (again!); design and implementation of a new bug system; shop rifts; new champion artifacts; updating commune and city quests; and a new arena game, Battlechess (which I wish we'd see played more!).
Events have caused Lusternia to grow and change as well. To name a few: the underground golden mushroom forest, known as the Tryko Forest of the Hyfae; the sinister happenings at the Floating Island of the Forgotten; the star crossed lovers in Caoimhe Dell and Wydyr Glade; the aslaran mystery found in the Kryden Valik; the flustered nanny and her charges at the Toronada Tidal Flats; the angst and drama caused by the Tainted Broadcasting Center; the founding of the carriage system on the major highways; the uncovering of the very disturbing i'Xiia Asylum; a plague of mosquitos in Tolborolla; the revelations found in the Scorpion Caverns; the birth of Dandelion Sweetpease; the farms of Vesucia; the Cloud Gardens of Clarramore; and the dark secret of the Goldfeathers in the Grey Moors.
None of this could have happened without the incredible help of our volunteers, who also inhabit the roles of our gods. We should all be thankful to Lisaera, Fain, Terentia, Elostian, Maylea, Eventru, Nocht, Isune, and Viravain. I shudder to think where we would be without our volunteers! I said sometime earlier this year that volunteers do not get enough recognition for all that they do for Lusternia, so let's take a moment to let them know how much we appreciate their good work!
This wraps up my review for 2008. While I hope 2009 may bring another year of smooth sailing, I also know there will be some very interesting things on the horizon, not least of which are events which are occurring as I'm writing this… (cue dramatic music, please).
Be well, and please continue to enjoy your adventures in Lusternia!
We ended Ascension 2008 with the release of the Domoths, a feature designed for the increasingly large population of demigods as well as offering the new role of Vernal Ascendants for those chosen few who are so greatly honoured by their city or commune. Overall, I feel the system works well. There have been a few tweaks along the way and may be a few more in the future, but I am generally pleased with the results thus far.
As was promised when monks were finished, races were reviewed and updated. Race revisions are a grueling process and it was obvious that everyone can't be pleased. Despite some people still believing certain races are too weak or too strong, I think we struck a pretty good balance. Certainly, there have been a lot less complaints of combat imbalances regarding races since these revisions went in--by that I mean that I do not believe there are races now which dramatically throw off combat balance because of how strong, fast or buffed they are.
Much of the year has been spent reviewing combat balance, which many of you had pointed out was needed. This was a process in which we worked closely with the Envoys and I am grateful for their input and suggestions. Among the skillsets that underwent special reviews, we looked at Necroscream, Wildarrane, Ecology, Runes, Hexes, Knighthood, Astrology, Telekinesis, Environment, Dreamweaving, Necromancy, Nihilism, Crow, and Celestialism. I'd like to throw a special shout out to Charune whose combat expertise gave us guidance during this project.
Speaking of Charune, his coding skills as well as his combat expertise did not go unnoticed. Thus, we jumped at hiring Charune when Morgfyre was promoted to oversee IRE's much anticipated new game, Midkemia Online. Ah, Morgfyre! What can I say? I was truly saddened to see him go. Not only proving to become a very competent coder, I leaned on Morgfyre greatly for many administrative duties (not to mention personal friendship). His departure left a large hole which has not yet been fully filled. But this was a great opportunity for Morgfyre, and I can only wish him the best of luck!
We had another fairly significant coding project: the monk momentum system. Once again, we asked the player monk committee to help us on this project, and they did not disappoint. This was a very major overhaul of the monk system, and I think monks are ultimately a stronger and more dynamic class because of it.
Another large project was the release of Beastmastery to replace the Riding skillset. Overall, we have had a lot of positive feedback on the beast system. I think it is a pretty fun inclusion for Lusternia, and I must admit that I like seeing the wide ranging combinations of beasts that have been produced! (Am I drunk, or is that a curly haired mammoth with pink feathered wings?) Alas, it is much more difficult to add new beasts then we foresaw (i.e., a lot of design work) but we certainly aren't finished adding new ones.
There have been several other projects and updates that may not have been glamorous but certainly were not inconsequential. Some of these include: the introduction of dingbats and related whimsical dingbat artifacts; the in-game map system; the family honour system; nexus world updates (again!); design and implementation of a new bug system; shop rifts; new champion artifacts; updating commune and city quests; and a new arena game, Battlechess (which I wish we'd see played more!).
Events have caused Lusternia to grow and change as well. To name a few: the underground golden mushroom forest, known as the Tryko Forest of the Hyfae; the sinister happenings at the Floating Island of the Forgotten; the star crossed lovers in Caoimhe Dell and Wydyr Glade; the aslaran mystery found in the Kryden Valik; the flustered nanny and her charges at the Toronada Tidal Flats; the angst and drama caused by the Tainted Broadcasting Center; the founding of the carriage system on the major highways; the uncovering of the very disturbing i'Xiia Asylum; a plague of mosquitos in Tolborolla; the revelations found in the Scorpion Caverns; the birth of Dandelion Sweetpease; the farms of Vesucia; the Cloud Gardens of Clarramore; and the dark secret of the Goldfeathers in the Grey Moors.
None of this could have happened without the incredible help of our volunteers, who also inhabit the roles of our gods. We should all be thankful to Lisaera, Fain, Terentia, Elostian, Maylea, Eventru, Nocht, Isune, and Viravain. I shudder to think where we would be without our volunteers! I said sometime earlier this year that volunteers do not get enough recognition for all that they do for Lusternia, so let's take a moment to let them know how much we appreciate their good work!
This wraps up my review for 2008. While I hope 2009 may bring another year of smooth sailing, I also know there will be some very interesting things on the horizon, not least of which are events which are occurring as I'm writing this… (cue dramatic music, please).
Be well, and please continue to enjoy your adventures in Lusternia!
Eventru2009-01-04 05:21:33
Estarra has left out one grueling detail. Just how amazing our Creatrix really is. We all cause her a lot of stress, and she puts up with so much from all of us - players and admin - so let's not forget her in our rounds of cheers. I shall be drinking one for you tonight, Est! (That's not very different from any other night, but this one's a good toast, I swear...)
Kante2009-01-04 05:28:14
While I wasn't playing Lusternia for the majority of 2008, I hope that I'll get addicted once again starting into the year of 2009.
No game whether it be graphical or text-based will match the love that I hold for Lusternia. So thanks to the admins and the volunteers who make going to my e-happy place possible.
<3333
No game whether it be graphical or text-based will match the love that I hold for Lusternia. So thanks to the admins and the volunteers who make going to my e-happy place possible.
<3333
Esano2009-01-04 05:29:46
Thanks to all of you!
Shaddus2009-01-04 05:30:28
QUOTE (Eventru @ Jan 3 2009, 11:21 PM) <{POST_SNAPBACK}>
Estarra has left out one grueling detail. Just how amazing our Creatrix really is. We all cause her a lot of stress, and she puts up with so much from all of us - players and admin - so let's not forget her in our rounds of cheers. I shall be drinking one for you tonight, Est! (That's not very different from any other night, but this one's a good toast, I swear...)
Usually, it's drunken cursing
Thank you, Admin!
Unknown2009-01-04 05:36:28
QUOTE (Estarra @ Jan 4 2009, 12:14 AM) <{POST_SNAPBACK}>
As was promised when monks were finished, races were reviewed and updated. Race revisions are a grueling process and it was obvious that everyone can't be pleased. Despite some people still believing certain races are too weak or too strong, I think we struck a pretty good balance. Certainly, there have been a lot less complaints of combat imbalances regarding races since these revisions went in--by that I mean that I do not believe there are races now which dramatically throw off combat balance because of how strong, fast or buffed they are.
Seems like previous year end reviews had more teasers for the coming year.
Also, I quoted this part because: You're right, no race seems to be vastly overpowered anymore, but on the same notes there are more races now that don't see anyone playing them. No serious combatants play as Merians, which is the special race for Celest. The high Int and equilibrium perks were nerfed, but the disadvantages that they suffer to make up for them were never reduced. Same goes for mugwumps and aslarans. So now that no races are overpowered, maybe this year we can make no race underpowered?
Other than that, excellent year, even though I came back into Lusternia late into it. Job well done, and good luck on this next year.
Fix guardian/druid bashing. >_>
Unknown2009-01-04 05:42:27
Woo Lusternia.
Unknown2009-01-04 05:44:16
Thanks for a great year, admin!
Ardmore2009-01-04 05:47:51
I miss Morgfyre!
Steingrim2009-01-04 05:54:09
QUOTE (Deschain @ Jan 3 2009, 09:36 PM) <{POST_SNAPBACK}>
No serious combatants play as Merians, which is the special race for Celest. The high Int and equilibrium perks were nerfed, but the disadvantages that they suffer to make up for them were never reduced.
Could just make them an RP race and have them just explode into flames when they're not in water.
Unknown2009-01-04 05:58:56
QUOTE (Steingrim @ Jan 4 2009, 12:54 AM) <{POST_SNAPBACK}>
Could just make them an RP race and have them just explode into flames when they're not in water.
I'd play as one!(for a day)
Everiine2009-01-04 06:03:14
QUOTE (Steingrim @ Jan 4 2009, 01:54 AM) <{POST_SNAPBACK}>
Could just make them an RP race and have them just explode into flames when they're not in water.
Completely engulfed in flames,
Completely engulfed in flames,
Unknown2009-01-04 06:05:46
Thank you, Admin, for creating a game that is truly immersive. So much better than the other IRE games I've played, the player community is tight, and there is true direction to the game. And I've played all four. This event is rockin, and I must say, I don't see myself stopping playing ever, at this point.
Reiha2009-01-04 06:10:36
QUOTE (Ardmore @ Jan 3 2009, 09:47 PM) <{POST_SNAPBACK}>
I miss Morgfyre!
Ditto.
Thanks, admin, and a toast to another year of both praises and nerfs.
Xiel2009-01-04 06:24:10
The admin.
Nepthysia2009-01-04 06:34:27
Thanks for all your hard work guys <3
Lisaera2009-01-04 06:43:31
I agree with Eventru. Thanks also be to our almighty wonderful Creatrix Estarra! She has been wonderful in every way this past year, and she works very hard to make Lusternia a welcoming and enjoyable place to be, for players and even for us admin. She has been integral in my love and loyalty for Lusternia, and I would not have made it through this year as I am if it were not for her. And she's just plain great fun!
Lots of thanks to Roark too, who hides in the shadows and does a lot of work not even a lot of the admins see. He and his retinue of coders and mortal coders make the world tick. Hurray and kudos!
Thank you to the guides and the mortal builders among you as well for your work this past year. You make the world a rich place for yourselves, others, and especially the newbies to Lusternia. We really appreciate all your help, and the dedication and love you've shown for Lusternia, and the contributions you've made to the world.
Finally, here's a big cheer for all the players! Without you, Lusternia would cease to be altogether! From the very beginning of my experience with IRE, it's been the interpersonal interactions that have been the most satisfying parts of being in these worlds. We love you, players, and thank you for your support this year!
(And to my fellow volunteers, yes, I love you too!)
Lots of thanks to Roark too, who hides in the shadows and does a lot of work not even a lot of the admins see. He and his retinue of coders and mortal coders make the world tick. Hurray and kudos!
Thank you to the guides and the mortal builders among you as well for your work this past year. You make the world a rich place for yourselves, others, and especially the newbies to Lusternia. We really appreciate all your help, and the dedication and love you've shown for Lusternia, and the contributions you've made to the world.
Finally, here's a big cheer for all the players! Without you, Lusternia would cease to be altogether! From the very beginning of my experience with IRE, it's been the interpersonal interactions that have been the most satisfying parts of being in these worlds. We love you, players, and thank you for your support this year!
(And to my fellow volunteers, yes, I love you too!)
Snaithy2009-01-04 12:22:07
this year has been pretty great. I think the map system is greatly underestimated and is now something I instinctively do all the time when moving IG. Also knowing when proteges are in the realms etcetera.
Family honours was fun playing with for a while too! Thank you admins/volunteers/etcetera
Heres to a great 2009!
Family honours was fun playing with for a while too! Thank you admins/volunteers/etcetera
Heres to a great 2009!