Should Lusternia reduce conflict between cities and communes?

by Estarra

Back to Common Grounds.

Estarra2009-05-22 20:44:21
QUOTE (Referendum 149468)
As you may be aware, over the past year or so, there have been stresses placed on players as a result of the many mechanics to enable conflict in Lusternia. These conflicts include raids on the ethereal realms and cosmic planes, nexus worlds, and recent additional quests that facilitated conflict between cities and communes. We would like your opinion on reducing or eliminating any or all negative effects of these conflict systems to relieve player organizations from unnecessary stresses.


Per the referendum and, we are considering reducing or eliminating negative effects that can stress out cities and communes. Negative effects include losing power, losing skills from avatars/supernals/demon lords dying, having to quest to bring them back, losing constructs on nexus worlds (though we may just remove nexus world entirely), quests that can drain power from cities or communes, etc.

Please let give us your constructive input!

(This thread is meant to be productive, so it will be strictly monitored against derailment, trolling, etc.)


Unknown2009-05-22 20:51:18
I question the timing of such referendums, heh. Celest and Glomdoring got beat down much more and for far longer with nothing more than a chuckle thrown at them. But I figure people already know that!

Constructively:

Of course things need changing, but scrapping and reducing them even more? No thanks. The nexus world change had a couple of good ideas worth taking into consideration for instance: letting anyone pilot constructs, fixing bombarding to not be buggy, and I think one more Synl brought up.

I mean really, what's the point of conflict if you're going to water it down so much. When you reach endgame, it's all you can pretty much do besides quit.
Zhiren2009-05-22 20:52:52
I think that Lusternia should mainly be viewed as a game, and treated as such. That means that it shouldn't become a job, and that people shouldn't be forced to do stuff they don't want or aren't fun for them, because if they don't do it they'll suffer a lot of penalties.

I don't think that means penalties should be removed -entirely-, though, since that would take some of the price out of winning battles. Anyway, I voted yes, but I'd like to stress once again that negative effects shouldn't be removed entirely, just partially.
Shaddus2009-05-22 20:56:12
First off, keep in mind that this isn't Shaddus the character that is saying this, this is me, the player.


I don't think anything at all needs to be change. The fact of the matter is, there is an ebb and flow to everything. At one point, Magnagora was on top while the other groups huddled together in dark corners, trying to be quiet. Now, Magnagora is being smacked around. Conflict makes the world go round and a majority of the long time players probably wouldn't stay around if Lusternia is reduced to no more than a chat room.

The Basin of Life is based upon the idea of differences. Person A works towards the betterment of his or her community. This hurts Player B's group, so he has to perform a counter quest. Simple enough, and it keeps things lively. If these quests were removed, what else is there? Everyone hunts to demigod? And how many people merely quit after Demigod, merely for the fact that there isn't anything else left to strive for. Sure, destroyed constructs sort sucks for some people. But I can guarantee that working to bring them back will liven up Celest, and the people who log off until times are "shiny" and "easy going" probably aren't the people who will work to make their organization the best in the Basin.

I think Murphy said, it best. "Toughen up, Princess".

And Admin? Don't cave to a group of people who whine (that includes me, sometimes). If you go along with every whim thrown your way, sooner or later Lusternia will just turn into a glorified Furcadia.

Oh, and I voted no.
Jack2009-05-22 20:56:17
I think people are just taking the conflict that occurs too personally. It shouldn't be reduced IMO; like Sojiro says, after you've reached a certain point in the game, there's nothing to do but engage in PvP conflict.
Estarra2009-05-22 20:56:43
QUOTE (Sojiro @ May 22 2009, 01:51 PM) <{POST_SNAPBACK}>
I question the timing of such referendums, heh. Celest and Glomdoring got beat down much more and for far longer with nothing more than a chuckle thrown at them. But I figure people already know that!

Constructively:

Of course things need changing, but scrapping and reducing them even more? No thanks. The nexus world change had a couple of good ideas worth taking into consideration for instance: letting anyone pilot constructs, fixing bombarding to not be buggy, and I think one more Synl brought up.

I mean really, what's the point of conflict if you're going to water it down so much. When you reach endgame, it's all you can pretty much do besides quit.


This hasn't been the first discussion of this type so let's not go down the path of questioning the timing. Issues come up when they come up.

Anyway, regarding nexus worlds, we have tried and tried and tried to make them work, holding several committees with players on them, and I just have misgivings about keeping them. Whatever we decide, I am very close to just closing the whole nexus world conflict system completely and removing all constructs.

Shamarah2009-05-22 21:00:51
If you remove the mechanically driven conflict from Lusternia, there won't be anything to DO in the game unless you fill the void with conflict-driving events. And no offense, but from what we've seen lately, it seems like the administration is much better at creating conflict mechanics (most of which are quite good or at least have good ideas behind them, even if they have a few flaws) than at creating conflict-driving events (most of which have lately been of a somewhat lesser quality for reasons that have been extensively discussed elsewhere).

So, yeah. I think it's better if you play to your strengths and keep the mechanics.
Kelysa2009-05-22 21:01:24
Please don't take away conflict.
Nadjia2009-05-22 21:01:55
QUOTE (Estarra @ May 22 2009, 01:56 PM) <{POST_SNAPBACK}>
Whatever we decide, I am very close to just closing the whole nexus world conflict system completely and removing all constructs.



This.


Though I weep quietly for my loss of Nightwraith
confused.gif
Gregori2009-05-22 21:02:25
Even assuming you delete the constructs/collosi, why would you consider deleting nexus worlds themselves?

One of the biggest problems of Lusternia is few places to go and do anything (hunt/influence) and nexus worlds give the lower leveled people in each org somewhere to go and hunt without the whole worry of some douchebag enemying them for killing something that someone's dog leghumped one day so it is now special to an org, or without just being jumped and mauled by someone in general.

Reduce the time/cost of constructs being down. 1 rl month is ridiculous to start with.

Let anyone use them or if that is too much (for rp reasons) let anyone in the guild they are "tied" to use them and only people in protector/security in other guilds use them.


There are lots of suggestions that have been given that don't involve the "delete it" theme.
Sthai2009-05-22 21:02:53
Why is there not a middle ground in this referendum? That would seem to make more sense. Instead of throwing everything out, why not go through and examine what sucks and what doesn't suck, and come to some sort of middle ground?
Gregori2009-05-22 21:07:35
Personally I feel the referendum should be.

1. Reduce the impact of conflict quests.
2. Eliminate conflict quests.
3. Leave conflict quests as they are.

You will have no idea what people who vote for 1 are actually saying they want, with the way it is now.
Unknown2009-05-22 21:09:37
I voted yes, and then I voted no.... I don't know what to vote.
Estarra2009-05-22 21:11:39
QUOTE (Gregori @ May 22 2009, 02:02 PM) <{POST_SNAPBACK}>
Even assuming you delete the constructs/collosi, why would you consider deleting nexus worlds themselves?


We could keep the territory, just not the conflict system with constructs/colossi.
Vathael2009-05-22 21:11:57
I think there are some things that should remain the same else they'll just turn into something like Earth/Tide Lords where people see them as something you don't really have to defend. They die and you have to wait an hour to get the 4p per essence you were getting before instead of 1p. Losing pacts for not protecting Demon Lords/Supernals seems like an okay exchange. It's not like they're easy to kill, it's a drawback from doing a poor job at defending I'd say. Raising them isn't hard either, gathering essence from the MANY sources it can come from to raise them. People are just lazy and don't want to do it. Basically removing repercussions for having loyals or whatever slain or conflict quests done is just encouraging poor roleplay. "We don't care, it doesn't affect us." and yes, I've heard that on several occasions about defending Earth when I played in Mag. I do think Karma loss for PK needs to be removed though!
Unknown2009-05-22 21:12:03
Even though I lived in the age when constructs didn't exist and every few minutes someone had to ask on CT for a lift to elemental/cosmic, constructs make it sooo much better. Please keep them!

As for conflict, these days I log into Lusternia waiting for conflict to happen and when it doesn't I just QQ. But conflict can suck if you feel like what you're doing is futile and all you do is lose, repeatedly. Instead of changing the conflict itself, maybe look at the rewards/losses associated with conflict. I don't think it always has to be a 'one side wins and completely tramples over the loser'. There are various ways to promote conflict and competition and it seems like only a certain kind is focused on here.
Estarra2009-05-22 21:12:54
QUOTE (Gregori @ May 22 2009, 02:07 PM) <{POST_SNAPBACK}>
Personally I feel the referendum should be.

1. Reduce the impact of conflict quests.
2. Eliminate conflict quests.
3. Leave conflict quests as they are.

You will have no idea what people who vote for 1 are actually saying they want, with the way it is now.


I've done three way options in referendums before and they end up splitting the vote and being more confusing. Voting 1 is either reducing or eliminating the negative EFFECTS of the conflict quests (not the conflict quests themselves).
Vathael2009-05-22 21:13:39
QUOTE (Shou @ May 22 2009, 04:12 PM) <{POST_SNAPBACK}>
As for conflict, these days I log into Lusternia waiting for conflict to happen and when it doesn't I just QQ.


Me too buddy, me too...
Tekora2009-05-22 21:14:54
This thread worries me. It reeks of a vocal minority vs a silent majority.

That said, I don't believe that conflict should be removed, however, there are certain prospects that DO need to be changed.

- Should Celest really have to grab and change the color of dozens of squid, wait for multiple periods of time for said squid to respawn, repeat this process until they can obtain a Pearl, then put that Pearl in a Beacon to light it? Sure... if you only have to do it once. But you have to do it NINE times to relight the Star of Celest. Last time it was attempted, the presiding Celestian Divine had to take mercy on Celest after they managed to light two beacons, by lighting the rest for them.

- Should Magnagora really have to kill and feed dogs to their zoo animals, wait for multiple periods of time for said dogs to respawn, repeat this process until one of them breaks free, kill it, then bring it to Safiyah to create a brain for the Necromentate? Again, sure... if you only have to do it once. But you have to do it REPEATEDLY. Last time it was done, it took A DAY AND A HALF to rebuild the Necromentate. Then it fell again not even a week later. And it took another day and a half to rebuild it then.

Keep conflict, but look at some things, and ask yourselves, "Would I have fun having to do this?" If the answer is 'No', maybe it needs to be looked at.
Desitrus2009-05-22 21:18:05
Pacts shouldn't fade on Supernal Death, such a garbage mechanic for guardians. Yes, I realize people want there to be consequences but seriously? If you raided the Forge Homeworld and killed Kingforgealot and no knights could use freaking weapons until you poured a bunch of "easily gained" essence into Kingforgealot, would that be any more fair? No, still garbage taking away a skillset they depend on.

Edit: Yes, squid and zoo quests are crap.