Deleted
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Post by Deleted on Oct 31, 2019 11:05:13 GMT -5
In a way. This tendency of players to stay in their comfort zones is probably the biggest factor that allows arm to retain its players. I'm sure arm players tried out harshlsnds, got hit with analysis paralysis due to all the unknowns and ran back to Arm.
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mehtastic
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Post by mehtastic on Oct 31, 2019 11:11:13 GMT -5
In a way. This tendency of players to stay in their comfort zones is probably the biggest factor that allows arm to retain its players. I'm sure arm players tried out harshlsnds, got hit with analysis paralysis due to all the unknowns and ran back to Arm. I agree with this, at least. Change is spooky to a lot of people. It presents an unknown. I imagine most people who quit Armageddon just drop out of MUDs entirely. Even though some of Armageddon's "competitors" are growing while Armageddon is shrinking, it's not entirely because Armers are going to other games, it's because Armageddon encourages some people to quit their hobby and other games are better at encouraging people to get into the hobby.
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jkarr
GDB Superstar
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Post by jkarr on Oct 31, 2019 11:15:27 GMT -5
Interested in crafting? Politics? Literally anything other than combat? At least when the Atrium was open there were two options for "new player schools". #thenorthwillriseagain
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delerak
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"When you want to fool the world, tell the truth." - Otto Von Bismarck
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Post by delerak on Oct 31, 2019 11:44:36 GMT -5
Byn is a necessary evil for new players. It's constantly full so you learn a lot. You could go join another clan for crafting like a GMH but.. hey those are basically all dead at this point afaik.
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Post by lechuck on Oct 31, 2019 11:57:51 GMT -5
The main cause of the problem with players ignoring eachother is that there's just nothing going on that brings people together. It's like people in a supermarket--you have absolutely no reason to interact with them because nothing has happened that warrants it. Meanwhile, if you've read/watched The Mist... alright, that's an extreme example, but you know what I mean. You see a random stranger in the bazaar and what exactly are you supposed to talk about? The game is so uneventful that interaction almost becomes jarring and awkward because it's so forced. Unless you're brought together by clanning or shared associates, there's just nothing that ties characters together. There's a few things that always lead to interaction, like playing in the Guild or a sponsored role, but that can't be held as an expectation. Most characters come into the world with no inherent property that leads to roleplay, so it's all up to the individual player's own creativity, and that clearly hasn't been enough.
Imagine if Allanak and Tuluk were at war. Even if you weren't involved with it at all, you could start conversations about it, ask strangers if they had news from the front and so on. Or if there was regular and visible conflict within the city, you could interact on the pretense of seeing which side someone's on. Anything other than the total absence of ground-level story that has been Armageddon for years now. I honestly can't even fault people for ignoring strangers given that there's simply nothing to talk about. There's only so many times you can strike up a hamfisted conversation about the weather before you just grow sick of every interaction being borne exclusively from the OOC desire to roleplay. If you're sufficiently experienced with the game, you'll know how to get involved just because you've been through the treadmill enough times, but that's not gonna help a new player, nor does it change the fact that Armageddon lingers in a bizarre kind of narrative stasis.
There's nothing to work with. If you have to bring everything to the table yourself, it doesn't take long before the apathy sets in. It's like trying to act in an empty room with no script, no story threads or anything, just pure improv without anything to draw inspiration from. Even truly creative and inspired actors would eventually fall flat if they had to come up with everything all by themselves every time, and a new actor would never stand a chance under those circumstances.
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delerak
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"When you want to fool the world, tell the truth." - Otto Von Bismarck
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Post by delerak on Oct 31, 2019 12:11:19 GMT -5
I don't buy that lechuk.. compare it to the real world. You don't need to force interaction, especially with a new player just because they are new. Even if they aren't new I don't just expect to have interaction because I'm logging in. Whens the last time you were "brought together" by something IRL? The onus is on the player to interact how they see fit. Whether that's striking up a convo, killing some monsters, or whatever.. the onus is not on the GAME itself to provide interaction it is up to the players to create it amongst themselves.
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Post by lechuck on Oct 31, 2019 12:34:10 GMT -5
The onus is on the game to provide some building blocks that inspire interaction. You can't just completely absolve the game itself of any and all responsibility. It's not meant to be a chatroom, it's meant to be a living, breathing world with events on which to base one's roleplay. For quite a few years now, Armageddon has basically been a novel where every page simply reads "use your imagination." The game and its staff has a responsibility to provide a general narrative, and it hasn't done that to any meaningful extent.
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Post by shakes on Oct 31, 2019 13:18:30 GMT -5
In a way. This tendency of players to stay in their comfort zones is probably the biggest factor that allows arm to retain its players. I'm sure arm players tried out harshlsnds, got hit with analysis paralysis due to all the unknowns and ran back to Arm. Exactly what I did. But also a few buddies I have still play Arm, so where they are I am. Seems like we either leave en masse or we don't leave. But lately I haven't had any problems with staff really. Relationship isn't improving, but it's not getting worse either. Nobody is punishing me in-game with evil animations and my only interaction with staff is in requests. And I don't know where everyone else is extrapolating all these "problems" from. There's tons going on in game. You have to search for it a little, but it's there. Giant murder plots, internal disorder, feuding, wars, rogue assassins and house politics. All the stuff I like. I suppose if you're comparing current Arm with some previous Arm then you could have some dissatisfaction with it ... but for me ... it's the same as it's always been. A cheese sandwich. Tasty and filling, not particularly healthy, and never going to knock your socks off, but not going to ruin your lunch either.
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faroukel
Displaced Tuluki
What's a story without a villain?
Posts: 201
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Post by faroukel on Oct 31, 2019 14:46:58 GMT -5
Firstly, just want to say... I can go solo to a party w/o knowing someone, drink all your booze, and bang your girlfriend before leaving. Thats not the problem. Its going to a party, to you know, socialize, and no ones doing that. They're too busy going through the couch cushions for loose change, or maybe rummaging a dresser for a new pair of socks, to bother even returning your greeting. Don't really care if no one wants to RP on an RPI. It just makes me less interested in playing, or getting past that initial learning curve. Who knows..maybe I was in the wrong spot? Maybe I looked funny? Maybe I emoted instead of using a social and freaked them out? Don't know. As a player of other muds, were the tables turned, I wouldv'e taken some slight effort to at least ignore the other character through RP. To delerak's point. Sure, maybe a newbie is a nobody...the character. The player, I think most people would agree is a different story. Anyways, to sum it up. I play RPI's to, you know, RP. If it's lacking, I typically fuck off...
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faroukel
Displaced Tuluki
What's a story without a villain?
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Post by faroukel on Oct 31, 2019 14:52:33 GMT -5
The onus is on the player to interact how they see fit. Whether that's striking up a convo, killing some monsters, or whatever.. the onus is not on the GAME itself to provide interaction it is up to the players to create it amongst themselves. This is kind of funny, given your position in the thread. The onus is on the players to interact as they see fit. That would assume, some sort of interaction is required? You know, like returning an emote, even if its "emote looks at you and sneers before departing?" Or is it totally cool to have lets say 10 people online, all running scripts collecting shit, to sell? Is an RPI interacting with a world, and its characters? OR is it just doing what you want, when you want? Which is it? "Ignoring someone is legit!" "Onus is on Players need to create interaction!" Doesn't this seem like relatively contrary statements to make within a time period of a couple hours?
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delerak
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"When you want to fool the world, tell the truth." - Otto Von Bismarck
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Post by delerak on Oct 31, 2019 14:54:07 GMT -5
The party analogy is terrible. An RPI is not a party it's supposed to be a representation of a fantasy world. Nobody is obligated to roleplay with you or socialize with you. Ironically I'm the type of player that prefers to do none of those things, however, Arm is typically full of socializers so I'm surprised that you didn't at least get into a conversation (if that's your goal), but typically clans are full of them hence my previous point - trying Arm and not starting with a clan is probably not the best idea, if your goal is interaction and socializing. You can't expect players which all have different goals and time frames to even play to stop and talk to you every time, everyone has their own shit going on as it should be.
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faroukel
Displaced Tuluki
What's a story without a villain?
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Post by faroukel on Oct 31, 2019 15:06:16 GMT -5
I should also reiterate, just in case..
This is by no means a critique of ARM. Just my minimal experience and why I didn't stick with it.
Different system. Indifferent players = Not interested to continue past a half dozen attempts or so at getting into it.
I'm sure I could have gotten lucky and ran into someone willing to stump and retain a player, and had a blast. Just my roll of the dice.
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Deleted
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Post by Deleted on Oct 31, 2019 15:26:33 GMT -5
Contemplating my own actions and tendencies, I think I myself would probably not engage a character who is clearly fresh from chargen and is in a bazaar. Double so, if the character shoots off an emote that shows him as someone capable. The reason for this is that a trip to bazaar is almost like part of chargen. It's less so these days with the implementation of the noobie shop, but still. A new character gets created, their first step is to buy some clothes, establish a little, etc. So I wouldnt interact with them, because they do not 'want' to be interacted with. I would be on a lookout for them in the tavern, so I could properly drag them into some scheme that'd get him properly killed.
But in general. Plant yourself in a tavern and I'd be surprised if you dont get questioned with name/profession/station, a couple of soft touch, and at least one hard touch recruitment within that day.
I'm sorry, Faroukel. But somehow I suspect your sixth sense told you, "Traitor! go back to the mud you belong, you shit! Get out of here, before you get sexually molested in hemotes without you even noticing it."
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faroukel
Displaced Tuluki
What's a story without a villain?
Posts: 201
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Post by faroukel on Oct 31, 2019 15:29:20 GMT -5
Agreed. My virtual butt hole was so scurred.
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delerak
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Post by delerak on Oct 31, 2019 15:30:06 GMT -5
SOI is dead he has no home now.
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