vex
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Post by vex on Oct 21, 2019 13:49:54 GMT -5
I wouldn't mind a system where you earn 'skill points' from RP, that could be invested into whatever. Maybe cap it at a certain amount, to prevent the 15 hour a day socials from maxing out, in perfect safety.
I'd still like to maintain the ability to go out and raise skills the old fashion way, as well, though. As has been said, sometimes, I just want to go out and kill some things, and do my solo thing. Especially, when other places are being 'run' by players/characters I find intolerable, and don't care to be in there current spheres.
Sometimes, sitting in a group and RPing, just isn't what people want, and it shouldn't ever be forced.
By the same token, though, I do feel for the people who thrive on it, but feel like they're required to go out and grind, just to keep up with the curve. I had a role not long ago where, really, I wanted to do more exploring/fighting/grinding, but ended up spending almost all of my time entertaining other pcs, or sitting around for group rp non-stop.
It can be hard when you're expected by role to be tough/skilled, but keeping up with rp obligations keep you from doing whats necessary to meet those expectations.
Being rewarded for both, within reason, takes a lot of the press out of having to pick what you're going to do with your time, especially when the time you have is limited.
It would pretty quickly eliminate complaints about skills capping so early, since even once you can't reasonably raise your skills through practical (non suicidal risk for gains) use, you would still slowly tick them up, just RPing with your friends, in and out of the training halls.
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mehtastic
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Post by mehtastic on Oct 21, 2019 15:45:39 GMT -5
It would certainly be possible to develop a mixed system where characters gain XP from doing things and from roleplay (including solo roleplay such as using the think command and creating biography entries). There would have to be limitations and calculations so that gaining XP from roleplay is neither faster nor slower than gaining XP from doing, at least in the long term.
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sneazy
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Post by sneazy on Oct 21, 2019 15:56:34 GMT -5
So all the posts at this website about abuse of power, misjudgment, mistreatment by imms suddenly goes out the window and, voila, everybody is going to get their RP points with no favoritism or bias whatsoever...(hint, it's kinda like the karma system in overdrive).
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mehtastic
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Post by mehtastic on Oct 21, 2019 16:41:01 GMT -5
The games I listed as examples handle XP-from-RP gain automatically via coded systems. There's no staff judgment call on who gets XP from roleplay in those games and it's fairly obvious from the context that I suggested it should be like those games, not some imaginary game where staff decide who gets what amount of XP.
If anything such a system would make the game less abusive because the current design structure of the game encourages staff to make the game addictive and time-consuming to the point where its players must spend more and more of their time on Armageddon. I can't think of a more abusive, unhealthy thing than that.
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Post by Prime Minister Sinister on Oct 21, 2019 17:09:19 GMT -5
Never been a fan of the automated XP for RP systems I've run across tbh.
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Post by Amos's Boots on Oct 22, 2019 1:12:08 GMT -5
Seems Nessalin read this thread and decided to make a very good change based on suggestion:
Anyone tested this to see how much it fixed the problem?
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vex
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Post by vex on Oct 22, 2019 1:35:46 GMT -5
Can confirm, it is now working in a more realistic fashion.
Will miss lazy hunting, but range hunting is back on the table without suicide charges, at least from things that shouldn't.
Nice to see how quickly it was adjusted, and hope we'll see some adjustments to how long/far things chase people. Kagors chasing people globally is, imo, a little too much.
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mehtastic
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Post by mehtastic on Oct 22, 2019 5:50:35 GMT -5
If you're still able to lead animals halfway across the world, then it's still broken. It's just less broken now.
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Deleted
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Post by Deleted on Oct 22, 2019 6:30:46 GMT -5
Seems Nessalin read this thread and decided to make a very good change based on suggestion: Anyone tested this to see how much it fixed the problem? Yes. Clearly it's this thread that pointed out the issues with the code.
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sneazy
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Post by sneazy on Oct 22, 2019 7:17:39 GMT -5
The games I listed as examples handle XP-from-RP gain automatically via coded systems. There's no staff judgment call on who gets XP from roleplay in those games and it's fairly obvious from the context that I suggested it should be like those games, not some imaginary game where staff decide who gets what amount of XP. If anything such a system would make the game less abusive because the current design structure of the game encourages staff to make the game addictive and time-consuming to the point where its players must spend more and more of their time on Armageddon. I can't think of a more abusive, unhealthy thing than that. You are correct. I did not consider how code might judge RP in lieu of a human. Your examples are:
Sindome (MOO) - earn XP for playing the game -> time counter Inquisition (diku) - earn XP for emotes/thoughts/thinks -> word counter Arx (mush?) - earn XP from social votes -> popularity contest aka likes so this is not code driven but player driven
It's still a grind, just a very different kind of grind.
Sindome and Inquisition reward those who play the most. Arx might work in theory. So I looked at TMC reviews and it appears to suffer the same biases people complain about in ARM (see the Jan. 2019 follow up by Bobobo).
So I don't think you are actually measuring what you want to measure at least with the above systems. It's actually an interesting problem (to me) - how to measure RP (within the context of a game's story) in an unbiased manner.
But, this is digressing from the original thread.
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delerak
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Post by delerak on Oct 22, 2019 8:07:28 GMT -5
They really need to rework the skill bump system. With max karma you should be able to just start with mostly maxxed skills.
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Deleted
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Post by Deleted on Oct 22, 2019 11:36:58 GMT -5
If it's near maxed non combat skills, I would support that. But combat would be too unfair to the new players
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delerak
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Post by delerak on Oct 22, 2019 11:58:19 GMT -5
The skill bumps you can currently get are a joke. No way is anyone spending 1 karma to bump from apprentice to jman, or 2 karma to go from apprentice to advanced. I mean maybe some people are but I sure as shit am not gonna waste karma on something I can grind in 3 weeks in the Byn.
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delerak
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Post by delerak on Oct 22, 2019 12:00:50 GMT -5
It should be more something like this:
1 karma journeyman package -Combat melee: Kick, Bash, Disarm, Pick a Weapon (all journeyman) -Crafting: -Combat ranged: archery, throw, sling, crossbow (all jman)
2 karma advanced packages same as above but goes to advanced.
3 karma master packages Might be too much but if someone is willing to sacrifice the 90 days to regenerate karma, they should start with some master stuff.
I really don't see the difference between this and someone grinding for 90 days to master their shit. This would actually increase roleplay and interactivity between players because now I can get right into game and play what I wanna play and not have to worry about skill ups. Also your big strength races mul:hg wouldn't even be able to use it since you can't combine karma options. I suppose half-giants could do the journeyman package, which really isn't game breaking.
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Deleted
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Post by Deleted on Oct 22, 2019 12:16:15 GMT -5
Something to consider when reviewing all the other subguild/introducing new ones is done.
I probably wouldn't horribly mind. Its a lot easier to master weapons now. So someone using up 3 months of karma for it is not too horrible.
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