I stopped playing a few years back when they closed Tuluk, one of the worst decisions ever let me tell you. Tuluk was a wonderful place until they fucked it by:
1. That Shitty RPT to attack the city a. RPT is a shit way of saying, we are going to do something, so you guys show up to: 1. Suck our cocks and witness our immortality 2. Praise us for letting our 20 day char die while executing our plots since in the End, Deus ex Machina will impose our will for us 2. Closing UnderTuluk 3. Closing the Noble Houses of Tuluk 4. That crappy earthquake that made it even more difficult to reach the city except through their shitty gauntlet of scorpions and raptors.
I am losing myself with the rage and general distrust of all things ARM, but, then I hear that they nerfed magic users by splitting them into a subguild, which basically means.
1. You are a magic user second, but hey, fuck you, no skills because people can't have craft skills if they are a magic users because you are a person first with no sklls what-so-fucking-ever but hey, you can cast magic spells but a shitty assortment.
Seriously, Tuluk doesn't fit the theme of the game. It was a mistake to ever create it. The player base there sucked testicles too.
Take the GDB bullshit back to the GDB. No one gives a fuck what you think about Tuluk. The fact of the matter is that removing Tuluk was a blow to the game. If you liked Tuluk, you lost a place to play. If you hated Tuluk, then you lost an enemy to fight against. What the fuck is left to do in Armageddon anymore?
Tuluk being removed was a good thing, because as was said, it was complete garbage that never fit into the game like it was supposed to and the fixes only made it so much worse.
Being closed and cut out of the game like a ugly cancer was the right decision and the loss of the "you don't get Tuluk because you can't RP" elitist clique that quit over it are in no way a loss to anyone. The only negative consequence of it being gone is that the pro-Tuluk staff are now have high staff influence and many of the come-and-gone, as well as current staff, have been pulled from the ranks of pro-Tuluk players. When Tuluk was alive, they were happy to no be a part of the rest of the game, in or out of character. They took the rejection of Tuluk by the greater playerbase very personally and for a while, we were seeing a lot of "we want Tuluk, but in Allanak" advances. Rathustra even made a post about how if people think aspects of Tuluk won't show up in Allanak, (you're/we're) in for a surprise, when most were celebrating the eyesore being gone.
Thankfully, nobody put up with Tuluki players ridiculous nonsense outside of their protective little bubble, so old evershine ended up looking like an impotent cuck, as usual.
Staff could have destroyed it in an RPT, or turned it into something much more interesting and fitting in the years since the closure and the game would have been much better off than it is now. No arguments from me there. The lack of new options or content doesn't in any way mean the game was better off with Tuluk open, because it wasn't. Not even a tiny little bit. It was so far removed from the game and the theme, that it might as well have been a different game.
You can complain about the lack of new content, but there is old content we're a lot better off without. Tuluk and the gypsies are sitting at the very top of that particular pile.
Whether or not Tuluk was closed is not what I protested, this was the final nail in the coffin. The way in which it was done is typical of what the staff does, they write a story and you are a frigging pawn and no matter what you do, it will happen the way they want it to.
Post by purgpurgpurg on May 22, 2018 11:48:25 GMT -5
Tuluk being removed was a good thing because it was essentially a spiteful rejection of Nyr for failing to create an interesting roleplay environment. Protip: he failed at a lot of stuff. Unfortunately, after the Big Red Meanie had abandoned his city-state, he completely shat on the staff team that had swooped in to pick up the pieces; and they were doing good, too! They were invested and trying to move things towards actual competition with Allanak. I remember making a suicide pact with one of my clannies at the time in the AoD that we would go and play Tuluki Legionaries, only the next day to read the announcement that it was closing.
Tuluk was like a different game. It was antitheamatic to the game. A great player divide with pompous fuchs.
Armageddon is allanak, kurac, and Redstorm. That's the theme. That's it.
Frankly, I point to Fale in the south, the worst of the worst.
Allanakwas filled with people that abuse power, there are no restrictions, you look at someone cross-eyed, you can't rp your way out of it if they are in the army, they will try to kill you or take an eye or some other shit. People are not going to want to rp if shit like that went down, the last time I played years ago in Allanak, if the military or templar showed up, I'd go the other direction, NO MATTER WHAT. The RP was going to suck, especially if you were an elf, they show up, you die, pretty much.
Games with unrestricted PVP inevitably lead to trolling and other BS nonsense that has nothing to do with RP and everything to do with player ego.
Allanak and the surrounding area isn't harsh in any sort of interesting way. It's simply annoying. It provides bullshit entertainment for a player on a power trip to enjoy, at your expense. If you think I'm wrong, look how much the "murder, corruption, betrayal" attitude leaks into the GDB, the Arm discord, or hell, even the sHaDoWbOaRd from time to time. Players forgot the whole thing about not taking shit personally, and make their RP personal and hostile.
RP games can detach conflict without ego. They sacrifice a bit of player agency as a result, but players play nice with one another even if the characters hate each other.
While some of you dislike Tuluk, that does not mean it was the same shitty experience for the rest of us. I always enjoyed Tuluk -because- it was different. I could play in Allanak, die a gruesome death, make a new PC and go to Tuluk. I could have a clear division of PC ideals and areas, and the risk of running into the same people was so much less. Now? Are you kidding me. The only way to escape the same faces, the same goddamn PCs is to stop playing for 3-6 months at a time after death and hope that some shit went down to clear it out a bit. There is zero relief.
Some of the reasons I loved Tuluk was the difference in culture. You can have a rough and dangerous world and find beauty and culture in it. Doesn't mean it is antithematic. Yes there were shitty things about Tuluk but there were great things, too. I really liked being able to play and Nobles and Templars not immediately be like 'You, knees. Come service me in my office for proper... servicement.' I loved how were pushed to actually be a REAL assassin and not be so goddamn obvious by telling people. Like, come on. Assassins should be anonymous. I loved Undertuluk, the Barrens were cool, too.
You can hate it all you want but them closing down, consolidating Tuluk, was a very bad idea. It lost the game a good chunk of great players who preferred Tuluk. We've all had this argument before. Here and on the GDB.
mehtastic: Sure, but you don't actually know for sure if it's the player, or someone else inspired by the player's style. Staff know for sure, 100% of the time, who is playing whom. That's the difference.
Sept 5, 2019 10:53:34 GMT -5
delerak: the player base for arm has alwayus been small overall. it is almost guarnateed if you sort the memberlist for the gdb by posts the top 10-20 posters have been or currently are on staff with alternate names.
Sept 5, 2019 11:37:11 GMT -5
delerak: it's nice to be 'anonymous' in game though. players will absolutely go after you if they know you got them before in years gone byt
Sept 5, 2019 11:37:55 GMT -5
qwerty: While proooobably true
Sept 5, 2019 12:40:31 GMT -5
qwerty: I try not to think this way. A bit of a self delusion potentially, but it makes it for a much better gameplay
Sept 5, 2019 12:40:47 GMT -5
qwerty: If you just stop thinking about all the ooc bullshit and just fucking play the game
Sept 5, 2019 12:41:01 GMT -5
qwerty: and if someone is unexplainably hostile to you for no good reason. Chalk it off to being an asshole and slit their throat
Sept 5, 2019 12:41:42 GMT -5
qwerty: All in all, in my observation. OOC relativity comes about cliques, then hostility. As in, players might not care if you offed their previous character. But they might like and include another PC whom they talk to more often ooc.
Sept 5, 2019 12:42:44 GMT -5
qwerty: But again. You cant control it. Cant prove it. The nagging suspicion will ruin your gameplay. I just try not to worry about it and react to the gameworld events as if there is no ooc influence. Doing anything else makes for a really shitty experience
Sept 5, 2019 13:01:26 GMT -5
qwerty: You cant stop people from talking ooc. And if people talk ooc, it's bound to happen that they cooperate ooc. Or ... or not. But you wont know and therefore, you'll suspect. And this suspicion will kill the game for you.
Sept 5, 2019 17:46:21 GMT -5
qwerty: 4/5 times someone rages against staff, staff had nothing to do with it. It's just number one suspicion people go to.
Sept 5, 2019 17:47:19 GMT -5
mehtastic: Ignorance is bliss.
Sept 5, 2019 17:50:44 GMT -5
delerak: I recently accused staff of some nonsense. They showed me the log and I felt embarrassed. It's hard to shake the paranoia of days gone by when you were slayed by staff for going afk and using a script to forage wood.
Sept 5, 2019 18:32:02 GMT -5
jkarr: look east. near: agafari forest. far: agafari forest. very far: the ghost of halaster is here grinning evilly
Sept 5, 2019 22:30:43 GMT -5