Lugormod was originally aimed at combative game play, and filled this purpose long before accounts and entity placement were ever added to the mod. From my own visits to various servers (now undercover, as I no longer can use my name on a server without someone deciding to flame me, or just spew insults for the hell of it), it is obvious that this "fun" the multitude speaks of is based on player vs player combat, and this is where I should focus my effort. Of course, this is nothing new. The new is that now I have finally started putting long held plans into motion to improve Lugormod as a game for its players, rather than as quest building mod with a focus on administration. Slaughtering NPCs is dull, and while several interesting and unorthodox quests have been created, its still ultimately the same interaction every time, still the same slaughtering of NPCs and traversing the map in search of checkpoints.
In an event that hasn't happened for years, Lugormod will once again start focusing on its players.
The old game types are being revived, and accounts are being modified to properly work with pure combat based game play, so that it will be feasible to run a Lugormod server 24/7 on the various gems of game types that Lugor added long ago, which now only seem to be used by my own occasional tournament.
With this refocus will come great changes. The stale professions will be given life in new skills, new abilities, and new ways to play. But before these changes can be made, balance must be considered, so that the resulting game play is always fun and equally challenging for everyone (as much as is fair with a leveled account system, at any rate).
Click the title to read more. What follows are several paragraphs on a possible future for Lugormod.