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.
This would actually be an interesting topic of conversation. Progression systems in muds. What's rewarded, what's discouraged. What appeals to what kind of player and if hybrid systems are possible.
Anyway... I assume NPCs will be more likely to run away when wounded or if they are intelligent, and more likely to charge if they are aggressive. This doesn't really fix the issue, it just makes it more risky to pull off certain griefing maneuvers. But let's face it, if you're griefing then you probably don't care that much about keeping your character alive anyway. So this change only hurts those players of PCs actually trying to stay alive and not get killed by some dumb hunter that bit off more than they could chew, or someone trying to lead certain animals to places to cause trouble. The NPC's use of hunt is already stupid enough, so there isn't much of an excuse for making it even worse.
"Pride will be your destruction." - Valasurus
"You are being an asshole in a very intentional way" - qwerty (gone but not forgotten. RIP buddy)
nile: the only apoc drama be on an arm drama website. lol
May 16, 2020 20:30:49 GMT -5
nile: almost guarantee arm staff are LOVING this. hahaha. long as the game is good fun it's all a bit irrelevant. but the anti-arm crew giving the arm staff some sense of schadenfreude based purely a forum for whining made me lol
May 16, 2020 20:32:52 GMT -5
nile: Also, been playing Arm again on an alt account (omfg their ban was easy to get around...and tbh i have more fun in apoc)
May 16, 2020 20:34:00 GMT -5
vex: Bans are irrelevant, and pointlessly antagonistic. The only game I play, where staff address problems with aggression, bans, and down talk, is Arm. The rest have realized, all that results in, is a bitter player, more inclined towards "revenge" play.
May 19, 2020 19:20:02 GMT -5
vex: Better to incentivize ideal play and behavior, than try and fail to intimidate and leverage empty threats, because nobody is intimidated by an angry elf fetishist on the internet, and there are virtually no threats a player can't circumvent, easily.
May 19, 2020 19:23:36 GMT -5
baobob: Arm turned to condemnation, punishment and vengeful retribution against players pretty hard long, long ago. Never turned back.
May 22, 2020 20:17:04 GMT -5
dotto: is this game still even operating
Jun 6, 2020 10:25:56 GMT -5
Lizzie: i didnt know about apocalypse till today, and im probably not going to ever give it a shot after seeing the last few posts in that thread
Jun 8, 2020 3:04:14 GMT -5