It's been about a month and a half since Estarra posted about the activity levels of the game and asked for our input. Input was given, calmly or not, and a lot of people had many different ideas on what Lusternia needs or is lacking.
How do you feel the administration has handled this so far? Do you feel like Lusternia is getting on the right track? In particular, what do you feel the admin have done right (or not done right ) since the prior post?
Everiine said: The reason population is low isn't because there are too many orgs. It's because so many facets of the game are outright broken and protected by those who benefit from it being that way. An overabundance of gimmicks (including game-breaking ones), artifacts that destroy any concept of balance, blatant pay-to-win features, and an obsession with convenience that makes few things actually worthwhile all contribute to the game's sad decline.
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I've kept up to date with the changes that have happened but I really haven't felt any great desire to log in, the longest time I spent online since the thread was when I was grabbing the honour lines for the pool so that I didn't miss out on them.
My experience with the pools reminded me of issues complained about in the previous threads and with Starmourn coming at the end of the week I'm probably just going to dive into that.
Things have happened sure but, realistically, not the things that are going to make enough of a difference for my play experience and it doesn't feel like they're on the horizon, so yep.
theatre due to the snowy weather.
hungering malice.
A lack of needing each other leads to a lack of community and a loss of belonging, imho. And I think that is Lusternia's biggest struggle. Most of the artifacts and other wondrous items encourage self-sufficiency, but there's no way you could clear them out, at this point. People paid real money for them. They also paid to have multiple tradeskills and plenty of other things that mean they don't need anyone else.
They likely did this, originally, because with a flagging population it was necessary for their survival. But, in a downward spiral, it led to more people leaving, feeling like they didn't have a reason to stay. This forced more self-sufficiency, which lead to... you get it.
I'm doing a thing I hate, complaining without offering a solution. But I'm stumped. I have been for years. I wish I had a nice easy answer. But wishing is just a waste of time, and I've got nothing else to offer.
ETA: The one thing that might save it is outside the Godmin's control, and that's stopping Starmourn from ever taking retirement credits. The second that place opens for retirees I'll be leaving Lusty like her husband's car just pulled up.
I most likely won't be leaving for Starmourn (not a big fan of sci fi anyway).
I also think giving new/returned players a chance to 'catch up' regarding artifacts is a neat idea. Like having a currency that can be traded to a denizen to borrow artifacts (yes the idea is borrowed frm Imperian) but it is nice and it draws people in! Why not borrow ideas from games that have seen an increase in population?
Resources get spent on the unending combat overhaul that seems to be stretching off into the foreseeable future.
Even the most basic outreach of asking people who have left why they did hasn't been done. Which is reflective of a administrative mindset that the players who have left don't matter.
And when you don't resolve the reasons for people leaving, guess what, more people leave for those some reasons. Some of these issues been around for the better part of the last decade without resolution.
Since the last thread, the admin have been in a frenzy of work. I have to give them major props for what's been done so far. The basic skills/lessons reduction? Ever so slightly later than it probably should have been, but I really, really, think it's a major step in the right direction when it comes to new player retention. The new intro is way, way above what we've had for a long while, and it can only get better.
Orael has went out of his way to be both approachable and agreeable when it comes to working with players. I won't lie; I had my doubts, but I've been proven wrong. You've really proven yourself an amazing resource for the game, and I look forward to seeing what you come up with next.
The Halloween event (and really, all of October) was, without a doubt, the most memorable I can remember. The pumpkins were a stroke of genius. The Czigany kirins are gorgeous, and probably my favorite pet out of all that have been released, anywhere in the game. I have no words to adequately describe how I felt about the costumes for this year, and extra points to whomever came up with the chibi costume. The admin really outdid themselves.
Estarra has went out of her way to be visible pretty often. I'm not sure if she's hoping we will just approach her and chat, but she's trying
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One of the major problems we have right now is that....there are many, many problems. There's no one thing you can point to and say, "Fix this, and Lusternia will be fine". It's a lot of small things, and I'm sure the admin feel buried under a mountain of complaints. Not only that, but if you ask ten people what Lusternia needs, you'll get ten answers. A majority of what problems we have are small problems, but really add up when taken collectively. I'm going to throw out my top three problems right now.
1: Demigods, and really most of the player base, need something to do when we log in besides rubbing our genies.
One of the complaints I keep hearing is that we don't have anything to do. Lusternia is an absolute mountain of quests, conflict, and so on...but that doesn't interest all of us. I feel like there's a lack of things to do once you get demigod or higher if you aren't into mindless grinding or wandering around.
I hope the admin will look into giving us something more to spend essence on as a demigod or higher. Custom enter/exit messages, custom look messages, custom tells, custom items that don't follow some sort of premade pattern (my kingdom for a cane/walking stick), and so on.
Monthly auctions on random, non-combat things. Allow us to bid on custom emotes, manse dweller packages, and so on. Give us something to spend our gold on instead of piling it up and waiting for the credit market to dip slightly.
2: Quit stifling our designs or personal preferences simply because you don't feel they go along with your Vision for Lusternia.
Please, for the love of Kethuru, understand that the player base is not going to be large enough to release Jojobo any time soon. There is literally no reason not to allow us to have chocolate aside from pure stubbornness and The Vision. I don't care if the only person selling chocolate comms Is a member of the Gnafia and wants 500 gold a comm, I want to design cakes and pies and icecream and candies. And for that matter, we want apiaries or some way to get honeycombs besides the handful that drop in one small area in the entire game. This shouldn't even be an issue.
Give us some way to submit new patterns for designs. Shaddus is 341 years old, and he's been an artisan since around the age of 26. In 315 ingame years/almost a decade or more irl, he's asked repeatedly for new patterns for Wallfeatures. Mirrors, whatever we can add. They don't have to do anything, any more than sconces currently do anything. We want to make shiny things, and every time we ask about new patterns, we're given the same old argument about server bloat and replicas and how Estarra apparently doesn't want to add new things that don't serve some sort of purpose. Not everything has to have a purpose beyond looking pretty or decorating a room.
We, as a playerbase, understand that you want to keep Lusternia to a certain high standard when it comes to aesthetics. We feel that your standard needs to evolve, and has needed to evolve for some time. The fact that it hasn't has hobbled our growth.
3. Work on your admin inflow. Streamline what it takes to be an admin. Give your current admin a reason to stick around.
Your god-players are the face of Lusternia. They are in some way both your customer service, and Lusternia's raison d'etre. Ultimately, they're also public personifications of the Havens in regards to knowing that "Someone" is there, and the game has some supervision. Not sure if that makes sense, but it made sense when I typed it, and it's 2 AM here.
There are many of us who log in primarily for RP, and your gods are a major source of said RP. Some of your gods are the reason I stuck around when I started, and some of your gods are the reason I'm still here. Your god-players are human, and have lives of their own, and I get it. They owe us nothing, really, and I'm extremely guilty about taking it personally when one leaves, or one simply stops responding to me when I'm trying to communicate with them. We as a playerbase get attached to the gods, and we appreciate the in-character things they've done to work with us, RP with us, and really, flesh out Lusternia beyond just some sandbox game. I'm not saying you need to pay your volunteers, but please look into ways to work on admin retention just like you're looking for ways to improve player retention. WE NEED THEM.
Also, it might help if you come up with some way for a god to make an OOC way to explain their playstyle. Are they heavily into RP? Do they plan on spending most of their time coding, and can't be bothered with RP? What should their orders expect out of them time-wise? When is this god more active?
On the note of 'toxicity' I think people need to realise when they don't like someone and instead of spending their time whinging on forums just acknowledge and move the Nil on. Give it up. I ain't going anywhere, not to Starmourn, not to WoW, nothing. I have invested a great deal of my life here and I don't regeret a second of it. Sure there are some proper wankers here, but there are some proper wankers living in my street and I don't move house, you know what I do? I choose not to interact with them. Those same in real life choices can apply here too! All I can say is that some people need to accept there is no love with some people and let them go. Just...let it go bro.
One other thing I have notice is that the 'bias' argument goes around in circles. And I think what has happened is a miscommunication on various levels of the argument. Where some people are claiming bias they are actually whinging because they aren't as well rounded at combat as others. And that is okay not everyone has to be a pro fighter! But where that bias really counts are in designs approval, issue resolution, general communication, big spenders. I have played in a bunch of places as Ena and on alts and I can't honestly say I have sensed any kind of admin bias. That bullshittery needs to die in a hole. The only biases I have ever seen are social ones, where people are friendly with some and not others. And that is quite frankly normal and if you can just accept you aren't teacher's pet and get on with life you'll a-okay. Bias happens everywhere. This is a basic social concept that some people seem to struggle with.
Also I don't know if it was passed on but I was impressed about the micro transactions being introduced, but if you make some smaller ones, like $5-$10 I have a good feeling after some time those will generate you some real dingbats versus what you have. Also I have heard you are attached to the big ticket artis, but if you would consider something like changing how pliers work or beast collars you would see a lot more interest and spending for those items. " At the end of the day you won't ever please people you need to find the line where people sit contentedly.
If you want some honest ideas on arti changes that will create spending or whatever hit up the Glom discord I am always happy to chat about that stuff. I promise I won't mention the R word. :P
@Saran resources aren't always the usual suspects like money, it could be time spent on brainstorming, and the like such as these conversations, all of that. The emotional energy spent from all of us on this game is enough to run a small bloody country. People need to just chill out and look beyond their own problems. This is a larger community and those smaller incidents people love to whine about here on forums aren't what is killing the game, it certainly has a trickle on effect where people will quit for a time or what not, but some people are just like that, they be fickle.
Someone also made a comment somewhere about not being needed. And that is so true. Trades, are a big loss for a lot of people, but there is also the lack of that 'belonging' feeling. Everyone seems to be more concerned about not being accpeted or appreciated or good enough. And with how some people are treated publicly I can understand why others are nervous to engage. That to me is our biggest problem, the lack of RP between us common people (that is said with love). But I have seen lots of people come and go and one thing is for certain, other than a small remniscent moment you aren't missed once you leave, someone always fills the void. So if you want to be wanted then just be here. Someone will want you around, but no one is going to demand you stay, not on any real level. Play because you want to, and if for whatever reason you don't want to don't bloody drag everyone else out with you. Just bugger off in silence. Why ruin someone else's fun?
Give us some way to submit new patterns for designs. Shaddus is 341 years old, and he's been an artisan since around the age of 26. In 315 ingame years/almost a decade or more irl, he's asked repeatedly for new patterns for Wallfeatures. Mirrors, whatever we can add. They don't have to do anything, any more than sconces currently do anything. We want to make shiny things, and every time we ask about new patterns, we're given the same old argument about server bloat and replicas and how Estarra apparently doesn't want to add new things that don't serve some sort of purpose. Not everything has to have a purpose beyond looking pretty or decorating a room."
theatre due to the snowy weather.
hungering malice.
Remove the XP slowdown. You had a couple people, one infamous person in particular abuse AFK (asleep for a week) bashing and get miles ahead of everyone and instead of -just punishing that person- you punished the entire player base and made it impossible to ever overtake anyone once you were in the top 10 experience ranks. I for one loved watching my ranking go up and continue do so, until I realised I was being punished for someone else's crimes.
People who love bashing, and we exist, want to be able to reach NUMBER 1.
I waited.
I come back for the bucket full of laughs.
It is a great game - great people. The many ways to roleplay are amazing.
#Gaudiguch-got-the-hooch
Love that city!
What I am saying is the number of organizations we have makes Lusternia feel empty. If it wasn't for some OOC and alliance clans I would probably have left the game all together thinking wow this place is dead. In that way I think we missed the mark with the new guilds, while you did reduce some clutter it was not ambitious enough, it should have really returned Lusternia back to a 3 nation system. I feel the current alliances are the level of activity I should be seeing on CT and CWHO and the current nations should have been levels I see on GT and GWHO.
Orders also seem to be lacking in direction in many places. In the current design of orders, orders pretty much die the moment the divine is nolonger paying attention (busy or gone) or quite often cause 1 player stops playing. There needs to be a way for new player to learn about and even join an order without having to find that 1 player or hope the divine is still active. There needs to be a way to get a new player assigned to voice/inner circle even when a divine is gone for longer periods of time. Steingrim had some great ideas about this including having NPC High priests that could be controlled by other admins (within reason of course).
Also on the count of Toxic people, I think players that keep talking about toxic people should look a bit more at their own behavior. I have found many people accusing others of being toxic often engage in similar behavior. Eg. If you continously engage in a conflict mechanic, don't be surprised the other side will keep doing the same and hunting you for it. If you continiously RP offending people, don't be surprised those people get offended and will not just drop it. If you continiously break seperation between alts, don't expect people not go you traitor mode. Lusternia has safe zones for pvp (though hunting zones do dwindle), it has snub, tells off, ignoring loyalsays when you need that breather from certain other players and so on. And for the love of god, stop trying to rally people oocly to your cause against another player, once people take issues to OOC cliques they become near impossible to resolve.
Also and I'll stop with this, in my early novice days people like Murphy and Yrael were considered toxic, yet the time of Yrael robbing me blind and the RP that followed from that and Murphy randomly jumping me on the isle of light and making me sneak around to do the sands quest are some of the most memorable times I have had in this game, even though I ICly whined about those things back in the day.
With that in mind, I wanted to say to you all that having someone like @Estarra give a statement like "Full transparency is that I have not been told of any drastic actions taken towards Lusternia, and that myself, Orael and the admin are all hunkering down to give you the best game and storylines that we can. Thus, the plan is to continue shoring up the game as planned and focusing on the players who remain here." should be treasured. Imperian never had that kind of love given to it.
I hope your game continues to be an amazing place for all of you to enjoy for years to come.