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Post by shakes on Jul 26, 2019 12:37:25 GMT -5
I send in kudos for the gamestyles I like to see, hoping that it inspires people to create more of them. And as corny as it sounds, I try to be the change I want to see.
I play the game as if there's plenty of those asshats who play in ways I don't like already and I try to do something different. I try to play the interesting characters *I* want to see and explore. It doesn't earn kudos and it doesn't earn karma, but if I had to conform to someone else's ideas I wouldn't be having fun.
The game graveyard is full of people who earned maximum karma and lots of kudos and got bored and left.
Find your fun and focus on it. That's how you stay motivated.
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Post by pinkerdlu on Jul 26, 2019 12:59:27 GMT -5
No, Delerak got shat on because he was being an asshole and a pest. Instead of discussing the positive aspects of the game, he was trying to shut down discussion. And yes, he was definitely being a hypocrite.
Do you understand why people dislike the closure of Tuluk? Because staff didn’t do anything with it. They didn’t bolster activity in Allanak in any meaningful way. They took away a section of the game without providing the players with... anything. Like when they removed sorcerers. Or halflings and kanks. Checks and balances, people.
You’re right - motivation is a problem in Armageddon. But you’re being completely insincere if you don’t recognize any of the problems that have been listed, or if you’re implying that motivation of the playerbase is solely up to each player. The -tools- that characters have to interact with each other are limited and dictated by staff. By and large, plot lines are initiated by staff. Everything is highly dependent on staff. Clans, requests, animations. The attitude among the playerbase is largely influenced by the game’s culture... and how do you think that is developed? Staff have the largest hand in it, I’ll tell you that. They monitor the gdb, they handle relations with the players, they largely handle how players and clans interact, and what is considered acceptable. Remember the ol’ “code is roleplay” statement? What about the outbursts from staff members like Nergal or Nyr?
I’m not sure why I’m even humoring your post, qwerty. For you to speak of negativity and motivation is pretty hilarious. All you do here is dismiss, degrade and throw in your snide quips. But fuck us, right?
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Deleted
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Post by Deleted on Jul 26, 2019 13:30:37 GMT -5
The problems listed? Do you mean lack of good player leadership/lackluster staff leadership/stagnancy?
I'm not ignoring them, all those reasons are real and very present. The problem is that the underlying reason for all three is what I speak of. The motivation.
Have you ever played in some area and it was "dead". I mean, people showed up and passed on. Then some person shows up and either via sponsored role call, or by natural means gains a level of authority/presence and suddenly the whole game changes. New characters show up, staff is suddenly more attentive and rolls with animations more often. Why is this happening? Some people can say that the person who showed up is a 'staff favorite', or a staff avatar, or whatever. But in reality, it's just a character that sparks interest. Works on involving others in plots, which generate motivation for these players. That sudden spike in motivation, attracts the interest and motivation of staff. Instead of passively watching the area, they begin to "actively" watch the characters within and react to what's going on. The characters within develop their goals and ambitions and start a player/staff reporting dialogue that eventually turns into staff active participation in the plots of the area.
It's not as easy as I am portraying. There is a lot of strife and a lot of grief. Dealing with staffers, figuring out ways to get things done. Enduring people whose idea of control is pking everything. Trying to introduce plot events while leadership tries it's hardest to keep everything secret. But it's alright. This has "always" been the case. This and more. But fun was still had. It's just a matter of being constructive and having fun.
I mean, hell. The thread is about how we can restore the glory days and you're talking Nyr/Nergal who did not have active participation in the game for 3/2 years. I mean as far as being constructive goes, that's ... not it.
Could you remind me about 'code is roleplay' statement? I forgot the significance of that.
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tedium
Clueless newb
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Post by tedium on Jul 26, 2019 13:38:04 GMT -5
What can be done to improve Armageddon? Improve people's motivation. Motivation is the main shtick I don't think that this is it. You can have all the motivation in the world and no solid plan on how to improve it. Besides, you'd need to construct a plan to boost motivation and that's just... convoluted. We're creating a plan to boost motivation so we can create a plan to improve the game. What? The "ennui" has been there since the days of Armgeddon 2.0, when everything was frozen to allow for a winding down of the world that never came. Armageddon never shook off that feeling of winding down because they never unfroze the game. Tuluk would still be boring if it opened, but the reason for calls to reopen Tuluk are pretty clear: People want conflict. They think that opening Tuluk would reignite that conflict when it won't. Armageddon Staff seems so determined to avoid conflict in a setting that advertises itself on its conflict. I don't get it. What do they think stories are? You don't have to be Brandon Sanderson or Matt Mercer to know that a story without conflict is just people hanging out -- which is what Armageddon has become. Honestly, the fact that we're still talking about Armageddon as a game to be DMed instead of a cooperative story-telling game really shows where we've gone wrong. Armageddon is not a MUSH that lets you read a plot synopsis, sign on, and then teleport to it to do your dice rolls. It has never been and never will be that kind of game. RPIs operate differently than MUSHes, and they require a sandbox approach to story telling.
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Deleted
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Post by Deleted on Jul 26, 2019 13:43:42 GMT -5
What can be done to improve Armageddon? Improve people's motivation. Motivation is the main shtick I don't think that this is it. You can have all the motivation in the world and no solid plan on how to improve it. Besides, you'd need to construct a plan to boost motivation and that's just... convoluted. We're creating a plan to boost motivation so we can create a plan to improve the game. What?
You've lost me as well. I'll be honest.
What makes you say that staff is determined to avoid conflict? What exactly makes you think that?
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Post by jcarter on Jul 26, 2019 13:53:27 GMT -5
I'm very amused by the back and forth between Delerak and others. Delerak has been proclaimed a hypocrite, a shill and a staff member, just due to the fact that he dares to like the game. this is patently false, but since when has that ever stopped qwerty from building a soapbox to stand on?
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Deleted
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Post by Deleted on Jul 26, 2019 13:57:42 GMT -5
Patently eh. I mean, all of these things have been mentioned in "this" very thread. I suppose we're all free to see reality from different angles.
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tedium
Clueless newb
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Post by tedium on Jul 26, 2019 13:59:35 GMT -5
You've lost me as well. I'll be honest.
What makes you say that staff is determined to avoid conflict? What exactly makes you think that?
... The fact that they avoid any conflict generating systems, and actually go out of their way to close down the conflict generation that players create? Neither the Sun Runners or the Soh add anything significant to the game, but staff decided to close one of them -- and surprise, they closed the one that generates conflict. It was bad conflict that didn't contribute anything meaningful toward the game, but not once did staff ever try to reshape or redirect that. I know that there were players trying to do just that over the years, but the wall of silence blocked them until staff closed the clan.
Tuluk sucked because it was anti-conflict. Everyone had to smile and pretend to get along, even the literal nobles in their literal caste society. The shadow arts system was stupid for reasons that I mentioned in this post I made about Tuluk years ago that detailed all the problems with it. Instead of reshaping Tuluk into something that generates meaningful conflict, they closed it down.
And then Luir's Outpost became the center of activity in the north, and they jumped on that. S taff arranged it so that instead of Kurac being a spice-smuggling and raider-backing band of tribals "gone legitimate", they were now part of this merchant political alliance with people who were utterly dependent on Allanak for survival, which didn't make Kadius and Salarr more anti-Allanak, it made Kurac less. It was supposed to be this "ruthless capitalism" bit with bribes determining the Captain of the Garrison, but the Captain of the Garrison wasn't even allowed to escort the Merchants to Allanak! Staff swept in and wagged a finger and said, "No no no, ruthless capitalists mustn't compete" and basically gave the Byn a monopoly over escorts to bring them in line with Salarr's weapon monopoly, Kadius's luxury goods monopoly, and Kurac's desert goods and spice monopoly.
We're not allowed to play Blackwing because they would obviously run into conflict with Kurac and Allanak, and we can't have that. The nobles we're allowed to play are Oash, Borsail, and Fale because their primary economic competitors are literally vNPCs, and in the case of Fale, their economic claim-to-fame is literally being anti-conflict and throwing parties.
Honestly, can you give me a single example -- other than the Guild and the Arm -- of two clans which are meant to be in conflict with each other? Even the Jaxa Pah is closed so you can't even claim that the rinth factions are in conflict with each other anymore. Staff has been consistently hammering away at conflict to remove it from the game for years. It's the only thing they consistently do well.
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Post by jcarter on Jul 26, 2019 14:06:15 GMT -5
Patently eh. I mean, all of these things have been mentioned in "this" very thread. I suppose we're all free to see reality from different angles. he was called a hypocrite because he complained about people posting their ideas while posting his ideas at the same time, and he was dogpiled for reasons that have been listed multiple times that were far beyond "he dared to like something" as you so poorly put it. please don't play dumb -- this was spelled out quite clearly, with multiple quotes supporting why he was called on it it. but you're right, @qwerty. you are free to "see reality from different angles", including from the alternate dimension that you live on. i don't know why you try to pull this nonsense though. when the fourth line of your overly long post is such clear bullshit you've lost all credibility. i'm tired of doing this back and forth with you though, so at this point when I see bullshit like this i'm just going to edit your posts and add in a fact-check. what's the quote? "the amount of effort required to refute bullshit is an order of magnitude to produce it".
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Post by shakes on Jul 26, 2019 14:07:20 GMT -5
I think players are more conflict-adverse than staff are. I start conflict and in my pk/character reports I often get very encouraging remarks from some of the staff. "More murderz plz thanks in advance".
But the players I interact with go absolutely ape-shit. "Stop being a murder-hobo! Don't pick fights! What the hell do you think you're doing? You're going to get me killed!"
The change to karma was a huge step backwards to fostering more conflict. Oh, you get to wait for 2 months to play a thing you like again if you make an enemy who kills you ... most people see that on the table and are like "Nope, no thank you."
And you've got very strong, highly skilled and uber-competent characters running around who engage in almost zero conflict that isn't extremely tilted in their favor. There's characters in their weight class in canonically opposed groups ... but they simply won't ever engage in any meaningful risk behavior. I'm not entirely sure I blame them for it either ... what's the incentive? If Sergeant Clobber of the Jade goes out and singlehandedly decimates a raider group and brings back Evil Egg the shiny-domed leader of the Red Fart, the most notorious raider in the land ... what's the reward? A pat on the head from the nearest Templar, who by the way was appointed that role because they wrote an interesting app.
I'd like to see something like that sergeant of the Jade having taking such risk upon themselves, be given the opportunity to become a Templar themselves. Or be granted the hand of the daughter of some noble house and become a noble themselves.
That's where I personally lack motivation. The game doesn't let you progress from Conan in chalton-boots fresh out of chargen to King Conan, ruler of the kingdom of Monrovia. Sure, you can twink all your skills to master and become known as the baddest badass around and everyone calls you Sir, but you're still then reduced to sitting in bars and looking for mudsex because there are no worlds left to conquer.
If I was a storyteller, and I confess to having wanted such a role at numerous times during my Arm lifecycle, then those are the sorts of plots I'd be trying to push. It wouldn't even have to happen every week. Just once every now and then instead of "one time ... back in 2003, a staff avatar became this."
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tedium
Clueless newb
Posts: 164
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Post by tedium on Jul 26, 2019 14:16:00 GMT -5
And just to tackle the idea of "motivation", I'm going to tell you a story from years ago. There was a player who created an Allanaki character, and then moved her to Red Storm. Her motivation was that she wanted, more than anything, to have a family. The wastes and Allanak's cruelty had taken that from her, and so she hated them for it. In Red Storm she corralled people together to form a makeshift alliance. They sold bread and clothing to Allanak during a famine to build coin, and she spent that coin generously to curry favor from cast-aways, rogues, and outcasts. She used those people who gathered around her to do favors. Small favors. They thought they were doing those favors for her, but they were doing those favors for a sorcerer. She had made a deal with that sorcerer to use her network to help him with his goals, and in exchange, he would teach her how to read. Once she learned how to read she would declare herself a Noble and incorporate all those outcasts and vagabonds into a Noble House of Red Storm to rival the noble houses of Allanak. A family of her own, and one for all the people who didn't fit anywhere else. One to challenge the greatness of Allanak. My second character ever was in that group, and because staff stressed reports, reports, reports, I kept them informed on all the stuff that happened through character reports. When my character found out about her grand plan, I put it in the character report. Staff told her that she wasn't allowed to RP that and if she continued, they would forcibly store her. She logged in one day and told us that she was quitting Armageddon permanently because staff weren't even willing to RP it out. They simply said that she must not RP that, or else be stored. People make their own motivation pretty easily, but things like this demotivate people. I didn't give up on the game when she did, but I did notice that all of my own attempts met similar dismissal and resistance. I stopped trying, and then I noticed that other people try to change the game. They ended much the same. Staff has a pretty solid idea of the game they want, and they repeat it often: We are not protagonists, we are redshirts. Our job is to be background noise for their grand ideas and schemes, but never to take lead. They want a game with them as DMs, not a sandbox experience.
Edit: And to clarify, PK/Murder isn't conflict. It's PK/Murder. Conflict is what leads to PK/Murder. People PK/Murder over dumb shit because staff hates conflict but wants lots of PK/Murder. It's why people kill because one person had a bad day, but literal warring factions aren't playable and staff wants to give everyone their own cozy little monopoly that can't be challenged by any player action.
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Deleted
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Post by Deleted on Jul 26, 2019 14:19:03 GMT -5
They shut down the delven tribe, did they do it with active playerbase in it? When they shut it down, they did it so they could open up 'another' tribe. Which from what I understand was mired with plenty of conflict. Although I'll be honest, I'm not privy to details regarding this.
Garrison. Garrison was an odd thing. The idea of the garrison was to create conflict and yet at the same time, consolidate the playerbase to numbers that would make the conflict possible. The whole gith invasion was an ongoing problem that garrison had to fix. But it's likely very much of a failed project. Happens, I suppose.
They created a Gith war, participated in by PCs, there was a "lot" of conflict there, or am I wrong?
There is something going on right now amidst the clans that is producing a shitton of MCB and conflict. But I'm not going to discuss it right now.
The whole idea of making Crimson Wind a standing clan is to create conflict between Crimson Wind and Dust Runners > Luirs > Allanak. Although this wasnt per se a staff initiative. It was majorly created by an ex staffer, but staff supported it a 'lot'.
I mean, yeah. Closing down an aspect of the game does sort of prevent potential conflict. But that's hardly the ultimate goal. When Delven Nation was running strong and active, they created an entire Gith thing just to entertain them and bring up the conflict. When things changed, they did something else in an area that was populated.
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tedium
Clueless newb
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Post by tedium on Jul 26, 2019 14:22:25 GMT -5
Garrison. Garrison was an odd thing. The idea of the garrison was to create conflict and yet at the same time, consolidate the playerbase to numbers that would make the conflict possible. The whole gith invasion was an ongoing problem that garrison had to fix. But it's likely very much of a failed project. Happens, I suppose. They created a Gith war, participated in by PCs, there was a "lot" of conflict there, or am I wrong? There is something going on right now amidst the clans that is producing a shitton of MCB and conflict. But I'm not going to discuss it right now. The whole idea of making Crimson Wind a standing clan is to create conflict between Crimson Wind and Dust Runners > Luirs > Allanak. Although this wasnt per se a staff initiative. It was majorly created by an ex staffer, but staff supported it a 'lot'. I mean, yeah. Closing down an aspect of the game does sort of prevent potential conflict. But that's hardly the ultimate goal. When Delven Nation was running strong and active, they created an entire Gith thing just to entertain them and bring up the conflict. When things changed, they did something else in an area that was populated.
Those are all NPCs. That's not conflict, that's DMing.
Okay, just to be absolutely clear here: We're talking about roleplay right? When we talk about what we want to see the game do better we mean roleplay? Is everyone else talking about non-roleplay stuff? I'm beginning to wonder if the flaw of Armageddon is that some people want to use it for RP and some people don't. You can't... roleplay with gith. They're NPCs. You can roleplay with the other people who kill gith along side you, but that's not conflict. That's cooperation. You're roleplaying cooperation.
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Post by lyse on Jul 26, 2019 14:34:50 GMT -5
This thread wouldn’t have been complete without the great prevaricator. I can wait to see how far off kilter he manages to derail the topic.
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Deleted
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Post by Deleted on Jul 26, 2019 14:35:59 GMT -5
And just to tackle the idea of "motivation", I'm going to tell you a story from years ago. There was a player who created an Allanaki character, and then moved her to Red Storm. Her motivation was that she wanted, more than anything, to have a family. The wastes and Allanak's cruelty had taken that from her, and so she hated them for it. In Red Storm she corralled people together to form a makeshift alliance. They sold bread and clothing to Allanak during a famine to build coin, and she spent that coin generously to curry favor from cast-aways, rogues, and outcasts. She used those people who gathered around her to do favors. Small favors. They thought they were doing those favors for her, but they were doing those favors for a sorcerer. She had made a deal with that sorcerer to use her network to help him with his goals, and in exchange, he would teach her how to read. Once she learned how to read she would declare herself a Noble and incorporate all those outcasts and vagabonds into a Noble House of Red Storm to rival the noble houses of Allanak. A family of her own, and one for all the people who didn't fit anywhere else. One to challenge the greatness of Allanak. My second character ever was in that group, and because staff stressed reports, reports, reports, I kept them informed on all the stuff that happened through character reports. When my character found out about her grand plan, I put it in the character report. Staff told her that she wasn't allowed to RP that and if she continued, they would forcibly store her. She logged in one day and told us that she was quitting Armageddon permanently because staff weren't even willing to RP it out. They simply said that she must not RP that, or else be stored. People make their own motivation pretty easily, but things like this demotivate people. I didn't give up on the game when she did, but I did notice that all of my own attempts met similar dismissal and resistance. I stopped trying, and then I noticed that other people try to change the game. They ended much the same. Staff has a pretty solid idea of the game they want, and they repeat it often: We are not protagonists, we are redshirts. Our job is to be background noise for their grand ideas and schemes, but never to take lead. They want a game with them as DMs, not a sandbox experience.
Edit: And to clarify, PK/Murder isn't conflict. It's PK/Murder. Conflict is what leads to PK/Murder. People PK/Murder over dumb shit because staff hates conflict but wants lots of PK/Murder. It's why people kill because one person had a bad day, but literal warring factions aren't playable and staff wants to give everyone their own cozy little monopoly that can't be challenged by any player action.
Yeah. Staff definitely failed here. I know a few similar stories like that unfortunately. All I can advice about this is to ignore staff and just continue doing what she wanted to get done.
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