Should Lusternia reduce conflict between cities and communes?

by Estarra

Back to Common Grounds.

Casilu2009-05-24 23:28:48
QUOTE (Xenthos @ May 24 2009, 02:27 PM) <{POST_SNAPBACK}>
I did not vote.

Can someone put my vote in for "reduce" please? Just because I want it to be a tie!


Then I want my vote on the other side. Just to spite you.
Xavius2009-05-25 00:36:43
QUOTE (Furien @ May 24 2009, 05:26 PM) <{POST_SNAPBACK}>
Repeating what a friend of mine said on Skype. He doesn't play Lusternia all that much, though, so he doesn't have a forum account:

"Conflict produced by game mechanics are pretty much the worst thing imaginable as any conflict created will be contrived, have no real meaning, grow repetitious, be hated by everyone, and overall simply be boring. Conflict can only be meaningful if it's based on some set of beliefs (which the organizations have) and is produced in a way that is actually important to the players. Players and admin should work together to create unique conflict between orgs, rather than rely on game mechanics to take care of things for them."

Edit for another part I found:

"Just - mechanized conflict != good conflict, as it grows stale really really really fast and in the end, nobody cares about it but you have to do it. Otherwise, you'll be at a disadvantage."

Likewise find myself agreeing.

(even if he's a jerk sad.gif )

I couldn't disagree more. Conflict stemming wholly from some set of deep seated beliefs has no boundaries, no limitations, no reprieve except surrender or logging off. If there's a population bent on conflict and no separate and sufficient outlet for said conflict, that population starts to spawn Narsrims, Talkans, Taels, Daedalions, and Thoroses.
Aerotan2009-05-25 01:37:23
Trouble is, I'm not certain how many in that list rely on in-game reasons to be doing what they do.
Daganev2009-05-25 02:50:38
QUOTE (Furien @ May 24 2009, 03:26 PM) <{POST_SNAPBACK}>
Repeating what a friend of mine said on Skype. He doesn't play Lusternia all that much, though, so he doesn't have a forum account:

"Conflict produced by game mechanics are pretty much the worst thing imaginable as any conflict created will be contrived, have no real meaning, grow repetitious, be hated by everyone, and overall simply be boring. Conflict can only be meaningful if it's based on some set of beliefs (which the organizations have) and is produced in a way that is actually important to the players. Players and admin should work together to create unique conflict between orgs, rather than rely on game mechanics to take care of things for them."

Edit for another part I found:

"Just - mechanized conflict != good conflict, as it grows stale really really really fast and in the end, nobody cares about it but you have to do it. Otherwise, you'll be at a disadvantage."

Likewise find myself agreeing.

(even if he's a jerk sad.gif )


Maybe I'm missing something, but isn't the entire Video Game industry built around the idea of mechanized conflict?
Shiri2009-05-25 02:55:02
Computer games and RPGs that involve interaction with other people are completely different. If there's a good response to that it's what Gwylifar said.
Daganev2009-05-25 03:25:38
QUOTE (Shiri @ May 24 2009, 07:55 PM) <{POST_SNAPBACK}>
Computer games and RPGs that involve interaction with other people are completely different. If there's a good response to that it's what Gwylifar said.


Sorry, but I just don't see the difference. Halo, Counter Strike, WoW, Super Smash Brothers, Pong, etc etc are all based on "mechanical" conflict. I mean, thats what the entire Video Game medium is about. The game designer creates a space which has some rules and a goal that the player must achieve within those rules.
Shiri2009-05-25 03:29:19
The answer is that none of those are designed to simulate anything on the scale of an interpersonal RPG, where you pretend to be another person. This makes all the difference.
I notice you mention WOW, but at the end of the day that's not how the graphical MMO genre works.
Daganev2009-05-25 03:42:12
QUOTE (Shiri @ May 24 2009, 08:29 PM) <{POST_SNAPBACK}>
The answer is that none of those are designed to simulate anything on the scale of an interpersonal RPG, where you pretend to be another person. This makes all the difference.
I notice you mention WOW, but at the end of the day that's not how the graphical MMO genre works.


Is your argument basically that MUDs aren't Video Games? Cause otherwise I don't see the difference.

Cause that is exactly how graphical MMOs work. If you don't do the grind to get the levels and good equip then you miss out in the mechanics of the game that are opened by doing those things.

In Lusternia, every piece of power can be drained from your nexus, and every Smob can be killed, and if all you are interested in is creating tailoring designs, or building your aethermanse with credits you sell on the credit market, your game isn't affected.
Malarious2009-05-25 03:44:18
I will admit when I got to this point I had my eye twitch and couldnt keep reading on

QUOTE (Estarra @ May 23 2009, 04:02 PM) <{POST_SNAPBACK}>
Getting this discussion back on course, here are some things that are occurring to me or that I am hearing that have some traction for me:

Rewards for participating in conflict situations: Several people have said this is a good idea in theory but it is still extremely vague to me how it would work in practice. How do you determine when there is a conflict? I think somehow 'flagging' people would end up being a nightmare which just leaves designating certain areas as conflict areas which means anyone in the area would benefit from the 'rewards'. So what would these rewards be? If the 'reward' is not losing xp if you are defending the area, what is the reward for attacking the area? Is it more xp? In that case, one could simply up the xp in the area overall for everyone and call it a day. But if there is an xp increase on those areas/planes, could people somehow be able to game this? Be rather nice if you don't lose xp for defending a plane as well as getting increased xp for questing/killing on that plane! Maybe that's okay, maybe not. One thing I wouldn't really want to see is a complex systems of if's, and's and but's which would make it difficult for many players to understand (not to mention difficult to code).

Too complex for me to address right now.

Remove power loss from the city vs. commune quests: These are new quests and am on the fence whether they should be adjusted before really having a chance to see them in action more.

Will wait on this one

Make the quest for the Star/Necromentate easier: This would be simple enough. My only thought is that no one has mentioned the Flame/Drums quests in the communes. Note that the commune quests need a lot more timing and the city quests can just plow through to the end of their quest (i.e., it may take communes a RL day to time their quest--more if they mis-time it--whereas cities would be able to just finish it in a few hours--or how many hours would be appropriate). That said, we don't want the quests to be the same for all four organizations but I'm wondering if people have thought that through.

Communes quest is definitely much much worse, anyone remember the revolt against the baby slaying serenwilde?

Have nihilists and celestines keep their pacts if their entities die: I'm not sure it is feasible to block the guardian powers while maintaining the pacts. I have always liked the RP of this and am not crazy about losing this feature.

This is what made me twitch. You like the RP, but you arent the one playing. If you take combat seriously then losing half of your offense (the major passive part) everytime theres a raid and then watching every member blow 10 power per slain lord (and people do get allotments) and then redoing all the spikes to get their symbol back should seem like a flaw. I wanted to be able to enter PvP, but if Celest raided and killed Nifilhema I lose shackles, my only passive method to wrack (at the time) or torture. If they killed Gorgulu I lost a staple of guardian combat of the time, anorexia. Lusternia is based around PvP and this is the only event I can think of where the RP destroys wanting to even be online (since even your bashing is smashed). P.S. I think wiccans are even fairly decently off if all their avatars die, they can usually fight without the specific ones.

Make raising avatars/supernals/demon lords easier: What if moondancers/shadowdancers/celestines/nihilists simply get a bonus to raise them? That'd be an rp solution that gives those guilds a little more importance with the bond between them and their associations.

This makes more sense, still adjust the pact loss though

Remove the nexus world conflict quests: I still haven't really heard good arguments to keep it and am still leaning at their removal (either permanent or temporary).

Ideally I would say keep most of whats there, make weakenings rarer and make it so you cant lose tons of constructs or else make them come back faster. The system is basically what people have noted, a place where you can open PK its just really hard to get to is the issue. Its a good area, and constructs are both helpful and neat to have around. They just shouldn't be a chore instead of an aide.



I forgot to talk about other stuff >_<

Discretionary are bad. Inspire is one thing, ripple/flux/liveforest is another entirely. Remove its current effect for something more mild.

Ethereal isnt too bad but druids are better than mages for melds thats hands down to begin with.

Melding should be slower on enemy planes perhaps, or require something to properly meld maybe.

ALso after reading Malicias thing, I think we all have come to lean on the constructs (I know some people use the Chess Board and angelfont to get back endurance from frequent bashing). Over all the construct system was a bad plan, but I think it will have alot to o for it if its just tweaked a bit. If you remove constructs I think you will find people trying to make ways to replace it (like coven for all commune members if marked by moon or night follower, etc).


P.S. Mechanics and Guilds would have to be balanced to properly get things kicking. Main examples off the top of my head.. druid vs mage, bards compared to eachother, DMP in communes vs others, etc
Nadjia2009-05-25 03:52:13
QUOTE (daganev @ May 24 2009, 08:42 PM) <{POST_SNAPBACK}>
Is your argument basically that MUDs aren't Video Games? Cause otherwise I don't see the difference.

Cause that is exactly how graphical MMOs work. If you don't do the grind to get the levels and good equip then you miss out in the mechanics of the game that are opened by doing those things.

In Lusternia, every piece of power can be drained from your nexus, and every Smob can be killed, and if all you are interested in is creating tailoring designs, or building your aethermanse with credits you sell on the credit market, your game isn't affected.


I don't see it as much a "video game" as I do a "role playing game that has various goals" that you can accomplish. Or not accomplish.

I see a lot of these kids today treating Lusternia as a game where they have to "WIN", and throw all elements of RP out the window. They could care less just as long as they can hunt and kill other people, just like in a video game. That isn't all there is to this sort of game. I hope, hope, hope that it is vastly more multi layered than that.

Maybe that is just my twisted perception of it and I am way off base. I just don't see this ANYTHING like WoW or Counter Strike, or any of those others, but damned if many of you cats are trying to make it like it.
Daganev2009-05-25 04:00:12
I agree with that, in general.

But when it comes to the PK or PvE aspect, it seems more like a Vid Game to me, than a Tapletop or Larp game.

Some/most? aspects of the game are only tangentially affected by combat based conflict.
Unknown2009-05-25 04:05:55
It's no different than a video game with an extensive chat room, and to suggest otherwise is to dress it up and hide the facts.
Shiri2009-05-25 04:11:40
QUOTE (Azoth Nae'blis @ May 25 2009, 05:05 AM) <{POST_SNAPBACK}>
It's no different than a video game with an extensive chat room, and to suggest otherwise is to dress it up and hide the facts.

Right.
Unknown2009-05-25 04:14:30
QUOTE (Shiri @ May 25 2009, 12:11 AM) <{POST_SNAPBACK}>


That picture made my day.
Shamarah2009-05-25 04:15:41
If someone wants to play Lusternia to win, who are you to tell them they're not allowed to do that? Is there something at character creation or in the TOS that says that Lusternia is not to be played to win?

There are many ways to play Lusternia. Playing to win is one of them, even if there is no explicit victory condition.
Shiri2009-05-25 04:17:37
QUOTE (Shamarah @ May 25 2009, 05:15 AM) <{POST_SNAPBACK}>
If someone wants to play Lusternia to win, who are you to tell them they're not allowed to do that? Is there something at character creation or in the TOS that says that Lusternia is not to be played to win?

There are many ways to play Lusternia. Playing to win is one of them, even if there is no explicit victory condition.

Quite the opposite - it's when you think playing to win ("with a chatroom") is the -only- way to play that something has gone awry. Lusternia isn't the kind of game that is equipped to handle actual playing to win, but that's a quality of the game, not the players.
Daganev2009-05-25 04:25:20
QUOTE (Shiri @ May 24 2009, 09:17 PM) <{POST_SNAPBACK}>
Quite the opposite - it's when you think playing to win ("with a chatroom") is the -only- way to play that something has gone awry. Lusternia isn't the kind of game that is equipped to handle actual playing to win, but that's a quality of the game, not the players.


How is it unable to be played "to win" any more than any other persistent online game?

Other than the graphics and community culture, I'm not seeing the difference between Muds and Graphical MMOs
Shiri2009-05-25 04:28:00
QUOTE (daganev @ May 25 2009, 05:25 AM) <{POST_SNAPBACK}>
How is it unable to be played "to win" any more than any other persistent online game?

Other than the graphics and community culture, I'm not seeing the difference between Muds and Graphical MMOs

It's not that you can't make the effort, it's that the game setup isn't equipped to cope with attempts and you get an extensive array of exploits (remember pooka cannibalise/toad back in the day?) Things like no-way-of-balancing-teams get in the way too - actual pvp competition that's taken seriously in MMOs like guildwars and WoW is given a level playing field.

EDIT: But this is kind of tangential.
Jack2009-05-25 04:34:37
QUOTE (Azoth Nae'blis @ May 24 2009, 10:35 AM) <{POST_SNAPBACK}>
Whichever org had to fight the other two would bitchbitchbitch and beg for a fourth org to balance things out.

Good times.
Narsrim2009-05-25 04:45:22
QUOTE (Shiri @ May 25 2009, 12:28 AM) <{POST_SNAPBACK}>
It's not that you can't make the effort, it's that the game setup isn't equipped to cope with attempts and you get an extensive array of exploits (remember pooka cannibalise/toad back in the day?) Things like no-way-of-balancing-teams get in the way too - actual pvp competition that's taken seriously in MMOs like guildwars and WoW is given a level playing field.

EDIT: But this is kind of tangential.


There are many other online games where people discover tactics that are essentially unstoppable and require coding to address. This isn't unique to Lusternia.