Llandros2009-09-16 15:36:03
Overly simplified combat is pointless and beyond booring. It has to take skill and practice to improve or there is no reason to have combat at all.
We might as well just scrap the whole thing and institute RP instakills.
We might as well just scrap the whole thing and institute RP instakills.
Unknown2009-09-16 15:39:27
QUOTE (calico @ Sep 16 2009, 10:26 AM) <{POST_SNAPBACK}>
More work on humans. They're boring and we are so not!
We only have evolution and double xp bonus how about something faster acting than evolution, maybe with humans any guild you choose you get stats changed and a specialisation.
We only have evolution and double xp bonus how about something faster acting than evolution, maybe with humans any guild you choose you get stats changed and a specialisation.
lolwut
Human stats already change based on guild.
Humans are already ridiculously nice compared to most other races as is. We don't need to make them the race.
Though getting rid of the "ordinary" is fine.
Tervic2009-09-16 15:47:32
QUOTE (calico @ Sep 16 2009, 08:26 AM) <{POST_SNAPBACK}>
More work on humans. They're boring and we are so not!
We only have evolution and double xp bonus how about something faster acting than evolution, maybe with humans any guild you choose you get stats changed and a specialisation.
Also change the 'ordinary' aspect because it doesn't make sense to be an 'ordinary undead human'. We could even learn things quicker there's just not a lot about humans.
We only have evolution and double xp bonus how about something faster acting than evolution, maybe with humans any guild you choose you get stats changed and a specialisation.
Also change the 'ordinary' aspect because it doesn't make sense to be an 'ordinary undead human'. We could even learn things quicker there's just not a lot about humans.
If I understand what you're saying, we don't really need human changes. Your stats already change if you guildhop. Also, an undead human is more ordinary than an undead merian
QUOTE (Llandros @ Sep 16 2009, 08:36 AM) <{POST_SNAPBACK}>
Overly simplified combat is pointless and beyond booring. It has to take skill and practice to improve or there is no reason to have combat at all.
We might as well just scrap the whole thing and institute RP instakills.
We might as well just scrap the whole thing and institute RP instakills.
RP instakills.... That'd be friggin awesome.
Silly comments aside, I agree that oversimplified combat is boring, but there's also such thing as overly complex, and I think Lusternia is pushing that upper boundary with the sheer number of afflicts, stacking, damage, balances, cures, beasts, blah blah blah blah.
Daganev2009-09-16 17:16:42
streamlining combat may not be the most important thing for the current players, but I think it's the most important thing to work on to help increase the population of the game.
For instance, imagine you play achaea, and get your monthly IRE Newsletter And you read the following:
In Lusternia this month, combat has been made less bloated, more sleek and efficient, lowering the bar to entry.
vs readings
In Lusternia this month, those who have been playing the game for years, are now allowed access to a new shop which only they can benefit from
*biased writing intended.
For instance, imagine you play achaea, and get your monthly IRE Newsletter And you read the following:
In Lusternia this month, combat has been made less bloated, more sleek and efficient, lowering the bar to entry.
vs readings
In Lusternia this month, those who have been playing the game for years, are now allowed access to a new shop which only they can benefit from
*biased writing intended.
Vathael2009-09-16 17:17:57
QUOTE (daganev @ Sep 16 2009, 12:16 PM) <{POST_SNAPBACK}>
In Lusternia this month, those who have been playing the game for years, are now allowed access to a new shop which only they can benefit from
yesplz.
Xavius2009-09-16 17:39:11
Hey, if nothing else, at least domoths are clearly out.
Saran2009-09-16 19:50:27
QUOTE (Tandrin @ Sep 17 2009, 01:29 AM) <{POST_SNAPBACK}>
I would have voted for tradeskills if that was a separate option. I want to repeat the need for balancing as well as potentially a monk specific tradeskill and a general high magic gathering tradeskill.
I am actually wondering about this, cause I remember once it was asked if demis and the like could get an extra trade skill.
So is that option actually to have a new tradeskill brought into the game, or is it to potentially give them a second one cause... yeah, no thanks I would rather see some of the other options done in that case but if it is a new tradeskill for everyone then that would be interesting to me .
Casilu2009-09-16 19:54:31
QUOTE (Saran @ Sep 16 2009, 12:50 PM) <{POST_SNAPBACK}>
I am actually wondering about this, cause I remember once it was asked if demis and the like could get an extra trade skill.
So is that option actually to have a new tradeskill brought into the game, or is it to potentially give them a second one cause... yeah, no thanks I would rather see some of the other options done in that case but if it is a new tradeskill for everyone then that would be interesting to me .
So is that option actually to have a new tradeskill brought into the game, or is it to potentially give them a second one cause... yeah, no thanks I would rather see some of the other options done in that case but if it is a new tradeskill for everyone then that would be interesting to me .
It's the demis can take on multiple tradeskills for essence/credits.
Daganev2009-09-16 21:00:24
QUOTE (casilu @ Sep 16 2009, 12:54 PM) <{POST_SNAPBACK}>
It's the demis can take on multiple tradeskills for essence/credits.
eeeww
I thought we were just talking about the idea of them having a power to create rare comms.
Or to have a "demi" trade skill which replaces their old trade skill.
Saran2009-09-16 21:22:09
QUOTE (casilu @ Sep 17 2009, 05:54 AM) <{POST_SNAPBACK}>
It's the demis can take on multiple tradeskills for essence/credits.
yah, no thanks then
Xenthos2009-09-16 21:24:45
QUOTE (daganev @ Sep 16 2009, 05:00 PM) <{POST_SNAPBACK}>
eeeww
I thought we were just talking about the idea of them having a power to create rare comms.
Or to have a "demi" trade skill which replaces their old trade skill.
I thought we were just talking about the idea of them having a power to create rare comms.
Or to have a "demi" trade skill which replaces their old trade skill.
The idea is to 1) Fix Ascendance, and 2) Provide end-game content, which includes being able to buy a tradeskill, make commodities, etc. It's not single-facet, but would provide a fair bit of extra stuff to the game (especially, y'know, in that those new players can more easily find the stuff they're looking for if there are more tradespeople!)
Definitely not an "eww" idea. Actually, a rather neat one, since it gives us something to do with essence.
And fixing Ascendance has been on the table for years and years. Fix ascendance, please!
Ardmore2009-09-16 22:39:41
I think we should implement more features for mudsecks. -nod- Who's with me? I know Shuyin is. We get tired of the same old thing.
Unknown2009-09-16 22:45:38
Some new content would be nice. New storylines. New things to do besides pointless conflict quests. New things to do besides exploring the "area of the week" and doing the subsequent logic puzzle it probably entails. New things to do besides ganking. New things to do besides grinding.
But who'd listen to me, I'm just a jaded scumbag who stopped playing this game awhile ago. It'd take something monumental to get me playing again. <3
But who'd listen to me, I'm just a jaded scumbag who stopped playing this game awhile ago. It'd take something monumental to get me playing again. <3
Saran2009-09-16 23:31:41
QUOTE (Xenthos @ Sep 17 2009, 07:24 AM) <{POST_SNAPBACK}>
The idea is to 1) Fix Ascendance, and 2) Provide end-game content, which includes being able to buy a tradeskill, make commodities, etc. It's not single-facet, but would provide a fair bit of extra stuff to the game (especially, y'know, in that those new players can more easily find the stuff they're looking for if there are more tradespeople!)
Definitely not an "eww" idea. Actually, a rather neat one, since it gives us something to do with essence.
And fixing Ascendance has been on the table for years and years. Fix ascendance, please!
Definitely not an "eww" idea. Actually, a rather neat one, since it gives us something to do with essence.
And fixing Ascendance has been on the table for years and years. Fix ascendance, please!
Yes, but especially if a second tradeskill is given then it's another combat bonus you get and if there are tradeskills that are under-represented then it is likely you would find more people going for those that are already popular to cut their own costs (such as going tailor for splendors and... alchemist to reduce refill cost). And really, every alt I have played recently has had little to no problems finding everything they needed in shops in their org, the only issue I came upon was the lack of vials and enchanters really.
Fix ascendance is nebulous, what exactly is going to be done to it to make it better and what effect does this have on players who are not ascendants and likely will never be one? Or will these changes primarily be focused on ascendant v ascendant (ascendance - affinity >_>) which then could shift the goal slightly perhaps open it up if there are other methods for ascendant competition other than combat.
What benefits are people expecting out of the essence shop? I think Estarra already stated they would likely be short term benefits which makes sense mainly because the demigods will just start whining again when they've bought everything. Also some suggestions are that the shop is demi only meaning that this doesn't do anything for ascendants.
More "end-game content" seems to end up being something that then just effects everyone that isn't there yet. This may also be spurred by the fact I've been told due to what i enjoy and dislike about the game itself I would actually dislike being either an ascendant or demigod which is also likely something that should be looked at but does not appear to be considered (not really about me personally, I barely play, but anyone who might receive the same response it really sucks to get the shiny reward tarnished like that).
Though at the same time if a new tradeskill or secondary skill were an option I could get excited about that because even if it's for a guild I'm not planning on joining I could still have the option without necessarily having the game focused on something I don't enjoy to even continue normal participation.
Kiradawea2009-09-17 01:16:32
When it comes to streamlining combat, there's also another thing that maybe should be looking at. Namely the cost of combat. I'm not talking about skills and such, but merely about herbs and other curatives.
This is a general list. Some classes may or may not require all or something additional to this list but...
To fight reasonably, you require at least
3 health potions
2 mana potions
2 bromide potions
2 antidote
2 liniment
2 fire
2 frost
2 mending
2 regeneration
1 love
2 quicksilver
2 choleric
2 melancholic
2 phlegmatic
2 sanguine
50 arnica
50 calamus
50 chervil
50 coltsfoot
50 earwort
50 faeleaf
50 galingale
50 horehound
50 kafe
50 kombu
50 marjoram
50 merbloom
50 myrtle
50 pennyroyal
50 reishi
lots of sparkleberry
50 wormwood
50 yarrow
1 ring of mercy
1 ring of perfection
1 ring of beauty
1 ring of kingdom
3 pipes
1 tinderbox
This list does not include nice-to-haves like teas, tinkering objects and scrolls, which make things even more expensive. Lots of money goes into keeping your herb rift well stocked and your vials full, and even more time is spent ensuring that you have all the curatives you need. Lack one and you die when you're subject to something that requires that cure.
This is a general list. Some classes may or may not require all or something additional to this list but...
To fight reasonably, you require at least
3 health potions
2 mana potions
2 bromide potions
2 antidote
2 liniment
2 fire
2 frost
2 mending
2 regeneration
1 love
2 quicksilver
2 choleric
2 melancholic
2 phlegmatic
2 sanguine
50 arnica
50 calamus
50 chervil
50 coltsfoot
50 earwort
50 faeleaf
50 galingale
50 horehound
50 kafe
50 kombu
50 marjoram
50 merbloom
50 myrtle
50 pennyroyal
50 reishi
lots of sparkleberry
50 wormwood
50 yarrow
1 ring of mercy
1 ring of perfection
1 ring of beauty
1 ring of kingdom
3 pipes
1 tinderbox
This list does not include nice-to-haves like teas, tinkering objects and scrolls, which make things even more expensive. Lots of money goes into keeping your herb rift well stocked and your vials full, and even more time is spent ensuring that you have all the curatives you need. Lack one and you die when you're subject to something that requires that cure.
Llandros2009-09-17 02:31:01
QUOTE (Kiradawea @ Sep 16 2009, 09:16 PM) <{POST_SNAPBACK}>
When it comes to streamlining combat, there's also another thing that maybe should be looking at. Namely the cost of combat. I'm not talking about skills and such, but merely about herbs and other curatives.
/bleh
/bleh
You make it sound like you need this stuff straight out the portals. You should be around lvl 80 or higher if you want enough health to be able to fight back and not drop after a couple hits.
By then the mobs you are fighting will be giving afflictions and you will have a lot of that stuff anyway. It's not really that overwhelming at all.
Celina2009-09-17 03:36:31
That's a really bad list. I certainly wouldn't fight with those supplies.
Not that I think the cures are the main issue with getting into combat, or even a minor one. It's the insanely steep learning curve and lesson cost.
Not that I think the cures are the main issue with getting into combat, or even a minor one. It's the insanely steep learning curve and lesson cost.
Unknown2009-09-17 03:57:16
I would like to see a rogues guild.
Tervic2009-09-17 04:47:38
QUOTE (Celina @ Sep 16 2009, 08:36 PM) <{POST_SNAPBACK}>
That's a really bad list. I certainly wouldn't fight with those supplies.
Not that I think the cures are the main issue with getting into combat, or even a minor one. It's the insanely steep learning curve and lesson cost.
Not that I think the cures are the main issue with getting into combat, or even a minor one. It's the insanely steep learning curve and lesson cost.
I think it was meant to be a minimalist list, but yeah, I agree, I'd only even sniff at combat with significantly more than what's listed.(skills, robes/armour, weapons if warrior, etc). The point still stands that I think we all agree on, the cost of entry is omgwtfbig.
Unknown2009-09-17 09:57:39
QUOTE (krin1 @ Sep 17 2009, 11:57 AM) <{POST_SNAPBACK}>
I would like to see a rogues guild.
Uh, that's a little contradictory. A 'guild' is a group of people organized towards certain goals, while a 'rogue' is a person not part of any organization and is answerable to no one. Besides, Lusternia is group-oriented (mainly), and most of the game is geared towards this (ie abilities requiring certain power types, mob-teachers only in organizations, etc.)