I've been in Lusternia for approximately a month and a half. In that time, I've acquired (Approx. 90 levels), thousands of lessons, an honors quest line, and city rank 4. I've won at least 1 spar in the arena in which both combatants are fighting, and I've learned how to craft some combinations in Telekinesis. With this under my belt, I still know nearly nothing.
In my experiences with Iron Realms, (Just shy of 11 years), Lusternia has been some of the most fun I’ve ever had. It is also the most challenging. There are people available to answer questions; but oftentimes the answer is not known or the person is busy. This is not always the case and the questions do get answered, but that leaves a burning question.
Where can I go to get answers?
· Help Files
--These are the primary go-to for any novice. These files are sometimes outdated, and sometimes irrelevant. This is not to fault other players. I get it- no one wants to sit and write help files all day. This is terrible, though! The help files are what we’re told to read sometimes are irrelevant.
--Help files also have the tendency to be walls of text. They’re written by experienced players, often in a way to sound more intelligent than it needs to be.
--Help files do exist- but there is a different problem:
Timing. The questions [answered by the help files] don’t occur
until after a situation has escalated.
Asking for information about revolts in the middle of a revolt is very
counterintuitive. As a novice, I want to
participate and learn.
>Recommendation
--Keep in mind that novices are the breath of life for Lusternia (and any game). Without the novices, things will (probably) get stale. Ultimately, KEEP IT SIMPLE. Let the novices learn at their own rate. There is no reason why a single help file should need 6-7 reads just to comprehend. Break it up, and make it tiered. As the player gets advanced through rankings, more information should be presented to them. Even an advanced Geography concept would be amazing for so many players! With the advent of mapping tools, I know almost nothing about the world, but I know specific places. I know how to get to some, and I don’t know how to get to others. This can be troublesome when you don’t know how to LEAVE somewhere (astral, anyone?)· Combat
--Combat is a huge part of the game. For a novice, it’s incredibly daunting to try and stage combat in a non-arena format. These combat events are almost always group based. This can be a great thing or a terrible thing. In most cases for a novice, it’s terrible. I suppose novices shouldn’t attend these events, but then where is the learning occurring?
>Recommendation
--Combat should be taught through iterance. No, you shouldn’t force everyone to participate in combat, but those who express interest should be assisted. I don’t mean you should sit them down and write out how to fight- but there should be encouragement and instruction in the right direction.This is not complaining. This is not griping. This is a documented effort of my experiences thus far in Lusternia.
<There is more information to be added (typed)- just wanted to get a discussion going>
Comments
Personally I find the wargames mechanic very underused for training, instead it's mostly used by combatants and even then it's metagamed because people want to play with certain people to stack the OP combinations, but organisations, and their allies/associates should be encouraged to set dates that newbies can plan ahead for to turn up and spend time practising in a combat situation, spending time afterwards going over what went right, what went wrong and what can be changed.
Yes it's work, yes it's effort on behalf of those teaching, but when you consider what the payoff is, having people that know how to fight, rather than just being ineffective cannon fodder and a poor representation of your actual strength in numbers, it's impossible to say that it's not worth it.
Firmly agree on outdated HELP files, both player written and game based, some people are better than others at these but there are a fair number that are outdated.
Also learning needs to be fun, from the other discussion on this people were talking about how HELP DOMOTH is a giant wall of text that assaults your eyes and leaves you wishing for blindness, and then someone from Hallifax noted how they have a play that explains it. This is the kind of thing that needs to come across, guides need to be entertaining in some way, step by step explanations and simplicity, assume the person knows nothing. They will skip the bits they do know and pick up on the bits they don't.\
It's like taking novices on their geography and using your orgbix/cubix/sealbix/torus to move around rather than following the guide and explaining it to them, they can't replicate what you just did, what good is it to them?
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Unfortunately, the IRE tradition has always been helpfiles. Since the start of Achaea, archivists have traditionally always enjoyed more popularity as an occupation than teachers in IRE. That is not to say it's a bad thing - really well maintained helpfiles are sometimes all that is needed. Just take a look at the repeated calls for open documentation and information that envoys and combatants have been begging since forever. I personally know of buddies who played IRE games with me who compared the rich and vibrant combat complexity here with a more linear one elsewhere and say they preferred the other one just because of the extensive documentation of all combat formulae, mechanical interactions, spell effects, lists etc etc that the other has. Complexity in combat is awesome, but complexity and confusion are different things, and should not be conflated. (Yay alliteration)
One thing that Lusternia, and IRE in general, sorely lacks is the teaching of teachers. We have plenty of volunteers, but not all of them know what to do, or how best to do it. We also have handfuls of prodigious teachers, who can seamlessly combine RP with the information dumping of basic mechanics and game manipulation. What we need is a player driven initiative to coach, groom and maintain a self-perpetuating ecosystem of newbie teaching, where the usage of emotes, says, even metaphors and euphemisms to convert OOC and mechanical information into interesting ideas in game are preserved and passed down. If we can do that, we can greatly improve the experience of new players even despite having sometimes-outdated helpfiles. Whether or not we have the population and the critical mass of people who are willing to put in the thankless hours of effort trying to do this to succeed is questionable, however.
I think one of the huge shortfalls comes from the lack of playerbase in many of the guilds. I am fortunate to have @Glevich,@Tridemon, and @Neos available to ask questions of. They don't always know the answer but it's a lot more than being stuck with the help files.
I often hear that Demesnes are super powerful.. but I still don't know HOW they're powerful. I really can't SEE it yet (mostly because I die too fast to notice!)
I'm not sure if much can be done on this front, unfortunately. No one wants to sit and write help files for weeks just to help novices. That's a second job (and for some, even a second or third!) and it's supposed to be a game. The problem with that is no one NEW can have fun.
Help files, in my opinion, shouldn't be written IC'ly. I've always said this in any IRE game i've played. KEEP IT SIMPLE. If you want to have an IC'ly written helpfile- put it in a book in the library. This is a huge undertaking and would never happen- but it surely would help novices get the grasp of the game a lot earlier.
I think a lot of scrolls should be made a required before the novice gets out of novicehood.
Example:
-Revolts
-Domoths
-City RULES
-Hunting
-Group combat?
As I still believe, information should be presented in stages.
Signature!
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Estarra the Eternal says, "Give Shevat the floor please."
That'd be huge for combat development/training at least on that front.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Just kidding, we can PROBABLY do that after the overhaul. The amount of control over skills and affs they will have is HUGE compared to what we have now.
Oooooh, so that's what that button does. Just yesterday I was going over my abilities wondering about the practical application of masochism.
...nope I'm not the brightest star in the sky.