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Post by gringoose on Jan 4, 2020 12:16:35 GMT -5
open Tuluk again and have a good old war or something. Anything. More than nothing. Otherwise, fuck you. Tuluk was a legitimately terrible setting. Jihaen Templars made subterfuge impossible so you had to be a complete drone. Even if you were a drone and a Templar was spying on you and didn't like something you did or said they'd kill you. I remember once I was playing a ranger and was in the main tavern and a Templar comes in and takes me aside and tells me to go get something for her. I didn't know where the thing she wanted was so was asking people for help and she must have been listening on me. I get the thing she wants with the help of somebody else and take it to her and she tells me I shouldn't have told anybody about it then kills me. Just died for basically no reason. You couldn't win and people would be in for a rude awakening if Jihaen Templars made a come back
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delerak
GDB Superstar
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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 Jan 4, 2020 12:43:47 GMT -5
open Tuluk again and have a good old war or something. Anything. More than nothing. Otherwise, fuck you. Tuluk was a legitimately terrible setting. Jihaen Templars made subterfuge impossible so you had to be a complete drone. Even if you were a drone and a Templar was spying on you and didn't like something you did or said they'd kill you. I remember once I was playing a ranger and was in the main tavern and a Templar comes in and takes me aside and tells me to go get something for her. I didn't know where the thing she wanted was so was asking people for help and she must have been listening on me. I get the thing she wants with the help of somebody else and take it to her and she tells me I shouldn't have told anybody about it then kills me. Just died for basically no reason. You couldn't win and people would be in for a rude awakening if Jihaen Templars made a come back Lirathans were the female mindbenders. Jihaens were the male monk warriors.
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seuly
Clueless newb
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Post by seuly on Jan 4, 2020 13:42:06 GMT -5
open Tuluk again and have a good old war or something. Anything. More than nothing. Otherwise, fuck you. Tuluk was a legitimately terrible setting. Jihaen Templars made subterfuge impossible so you had to be a complete drone. Even if you were a drone and a Templar was spying on you and didn't like something you did or said they'd kill you. I remember once I was playing a ranger and was in the main tavern and a Templar comes in and takes me aside and tells me to go get something for her. I didn't know where the thing she wanted was so was asking people for help and she must have been listening on me. I get the thing she wants with the help of somebody else and take it to her and she tells me I shouldn't have told anybody about it then kills me. Just died for basically no reason. You couldn't win and people would be in for a rude awakening if Jihaen Templars made a come back Not all Lirathans were like that. That’s no different then the dumpster-fire of Allanak Templars in the last 2 years. I enjoyed that realistic fear of mind-worms in Tuluk, especially as a hidden magicker.
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Post by lechuck on Jan 4, 2020 14:23:47 GMT -5
I don't care how terrible Tuluk was. Having nothing in its place is worse. There's been nothing to this game since it closed. The entire fabric of ArmageddonMUD hinged on the Allanak vs Tuluk dynamic. Removing the latter without replacing it with anything has proven disastrous.
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delerak
GDB Superstar
PK'ed by jcarter
"When you want to fool the world, tell the truth." - Otto Von Bismarck
Posts: 1,670
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Post by delerak on Jan 4, 2020 15:38:03 GMT -5
50% of the pbase - FUCK TULUK THAT SHIT WAS STUPID IT SUCKED 50% of the pbase - TULUK WAS AMAZING, BRING IT BACK
Seriously this is what I see half the time in discord/here/GDB.
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punished ppurg
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Why are we still here? Just to suffer?
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Post by punished ppurg on Jan 4, 2020 16:03:43 GMT -5
It's almost like when you have a deathgrip censorship on dialogue, the important questions that are necessary to challenge the veracity of an idea are not entertained; thus leaving people to communicate in blatantly generalized and absolute terms.
Did Tuluk have issues? Absolutely. But those issues could be easily and quickly fixed by competent staffers. The closure of Tuluk has betrayed the staff's collective consciousness — they don't believe they can fix it.
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Post by sirra on Jan 4, 2020 20:00:39 GMT -5
Well.
Regarding Tuluk, the great thought was that once it was closed down, all of that energy would then go into southern plots, with perhaps Tuluk being used as an NPC antagonist to help drive plots as in the old days.
But. That isn't what happened.
Tuluk was closed down, and the game went on exactly as it was before - simply with a giant void where Tuluk was. So it was the worst of both worlds. Which is sorta the quintessential Armageddon outcome.
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mehtastic
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Post by mehtastic on Jan 5, 2020 6:17:20 GMT -5
The context in which Tuluk was mentioned was passing if anything. I took "Open Tuluk and have a good old war or something" to mean "open Tuluk's gates and set it up for a war". Maybe run Tuluk the same way Gith PCs were run a few years ago. Maybe open it up entirely with a bunch of fixes. It doesn't really matter in the grand context of this thread. What does matter is that staff intended to do something with Tuluk after closing it, in order to fix it and bring it back into the world as an active entity in some way - either PC-populated or NPC-controlled. Year after year, the staff demonstrably failed to do that. Instead of picking up that lost project, they picked up another lost project: Talia started the opening of House Jal, got fired, and her work was likely used to continue and finish the project.
Bear in mind how long Talia was a staff member - around three years ago, IIRC. Tuluk closed in April 2015, over five years ago. This is the pace at which projects are progressing once the projects are put on hold "indefinitely". And it's clearly painful in the context of player interest in the game.
If you ask a typical player nowadays who Allanak's primary rival in Zalanthas is, do you think they'll say "Tuluk", or will they say "the gith"? When the worldwide conflict in your game is asymmetrical, favoring the side of the PCs, worldwide conflict stagnates and becomes nonexistent. Most good RPGs are, in some way or another, about facing off against a much larger, overwhelming force, or are about a conflict between equal and opposite force. This is the narrative challenge that makes a game interesting for a player. Without that equal or greater force to oppose Allanak, it's really no wonder that interest in the game is dropping and the remaining players are less interested in the worldwide conflict narrative as a whole.
Tuluk's reopening isn't necessary to inject renewed interest in the game, and no one said so. It is just one of many methods staff could have used to reintroduce a worthy opponent to Allanak once again, and it's possible that their extensive delay in doing so has led to an exodus of players who need intriguing worldwide conflict to remain interested in the game. Tuluk was something Allanak could spy on (or something that could spy on Allanak), it was something that could have sent or was vulnerable to raider parties, there could have been military conflict a la the Copper War, etc. But it doesn't really matter if Tuluk is providing that once again or some other entity is. The point is that no entity is providing that depth of play that used to exist.
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mehtastic
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Post by mehtastic on Jan 5, 2020 6:51:42 GMT -5
I want to address one of my own questions I asked: "Is there something about Armageddon that makes it difficult to recommend to people via word-of-mouth (reviews, promotions, etc.)?"
I co-own and run a game shop with a few of my friends/business partners. We're all nerds and 100% of our customers are either nerds or the parents of nerds. That said, most people who come into the shop are over 18, but minors do occasionally come in. Most people who come in spend over an hour in the store, playing games with their friends or shopping. We have a promotional cork board for people who want to post advertisements to gather people up for their own tabletop game, to run certain types of multiplayer card games, if they're recruiting for an MMO guild, if they want to start a small speedrunning race/tournament, etc. From time to time we also had people promoting MU*s they were into, although this was relatively rare.
For most of the time I've had this shop, I was an Armageddon player. Why did I never promote Armageddon on that cork board? Actually, I did once. I spent a couple of hours on Friday trying to find the pdf of the flyer on my backup drive, but couldn't locate it. But it had the game's logo at the top-center, some text about the game, and a bunch of tabs you could rip off the bottom with the game site's URL and the address/port to connect to the server. The flyer also told people that they could ask me for more information if they wanted to chat about the game. I would take down the flyer and replace it once all the tabs were gone; this happened a few times, probably around once a month.
Eventually, a regular to the shop approached me about the flyer. They said, basically, "I tried the game but nothing's going on". Being a very loyal player at the time, I was a firm believer in the line that it takes a while to get absorbed into the game, but I decided to help a little. I provided them with some information on the clan my PC was in and that they could roll a character to join it. And that helped. They played the game for about a year before I quit, quitting because staff made him a promise on helping with one of his plots, leading him to put in the IC work, and then the staff reneged when it was time for the staff to do work. Pretty typical nowadays, honestly, considering stories I've heard from past and current players. But it was not a phenomenon I was aware of at the time.
I did become more aware of it eventually, and now I promote other MU*s on that board. Games I don't even play anymore but think are interesting enough to show off to others. I think the staff missed many opportunities to enrich the game world and they missed many opportunities to allow PCs to enrich the game world on their behalf. If I played today, there would be a ton of reasons not to recommend Armageddon anymore besides that. But the point is, I can't recommend a game if I can't explain what's going on in the game. The vague and outdated blurbs on the game's website aren't cutting it anymore.
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Deleted
Deleted Member
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Post by Deleted on Jan 5, 2020 11:31:00 GMT -5
So here are some of my thoughts.
The premise that the decline in players is some kind of a secret that staff denies. I ... Don't really see how is it that staff is denying that. There is no denying this. I don't need the charts to know that the playerbase has been declining for years. Sometimes it grows back a little, sometimes it's stable, but if you take the time of pre arm 2.0 and after, the difference is significant. What staff is denying is that the game is dying and will shut down soon. A premise that is repeated on these forums on a constant basis. It is nowhere near that point. It is still faring much better then many many other muds. I would actually 'want' to find a mud I could replace Arm with, but so far none of them I liked even half as much as arm. That does not necessary mean that they are bad. I just like Arms theme. Call me masochist if you choose, but I like it.
Reasons for the decline are many. Staff shenanagins are absolutely a reason. But it's not "The" reason. Nor is it one of the biggest reasons. It is merely one aspect that people like to blame and demonize a lot.
Game changes are a reason. Guild changes, theme changes, etc. There are definitely a lot of questionable decisions. But none of them are game breaking. They are merely ... Different. If the game began its existence with these guild selections already in place, nobody would have a problem. It would have affected nothing in terms of roleplay, or any of the events that transpired.
Lack of Overarching story. That is a big huge reason. I don't consider Tuluk vs Armageddon war to be one of those. Truth be told, when Tuluk was open, but before the entire staff team focused entirely on Tuluk, the war was stagnating. Nothing was going on then either. There was a constant wait. Waiting on AoD to grow in numbers to become a major enough threat to Tuluk (or at least survive the way over). Oops, Legion got wiped out by Kryl. AoD doesn't have an opponent now. Waiting on the Legion to grow in numbers to become a worthy opponent, oops AoD got wiped out by Mantis, or fell down the hole, or killed a templar and got executed. So while I agree that there needs to be an overarching story, I do not believe Tuluk is it.
Moreso. Right now, allanak does have this semblance of opposition. And they are a combination of rogue Indies and indie MMH. If Tuluk were to open now, then the attention to these Indie groups would get diluted and in the end, nothing will happen, because nobody has the numbers to do fuck all.
At the moment, instead of running Overarching stories, the staff is waiting for players to begin something that they can support. Whether this is a correct decision, or not is another question.
One big detriment (I was surprised at how impactful it ended up being) is the immense amount of negativity. It is infectious and withering. A lot of current staff are new and they are very susceptible to critique. Either by shutting down, going into Analysis Paralysis, Burning out, or ... Lashing out.
Recall the plot about the nilazi guild introduction. Nothing was wrong with that plot. People who were picked were picked semi randomly. With attempts to minimize disturbance to ongoing plots of others. One of the people who was turned into Nilazi ended up being on her first character. But the amount of shit that poured out of these forums was so astounding and undeserved.
People would post complete untruths just to claim that "staffpets" are being favored. Rich are getting Richer and all that shit. A lot of staffers ended up getting locked down. It definitely blew the air out of Rathustra sails. So many people choosing to covet the information and do nothing about it kind of made things complex too.
That plot would've been so much better if people just set aside their hate mongering and fucking played the game. Staff have done a "LOT" of shit in its time. But staff as a body, has a greater change over then Kadius sponsored roles. It amuses me when people talk shit about staff clan wiping Red Fang, while half of the players who were RF back then are on staff team right now.
But regardless, it wasn't an overarching plot, it was just a big plot. There is definitely a lack of a plot that is so big that no amount of inactivity from one faction, or another could put a stop to its development.
Right now. I think the biggest plot is the opposition between Allanak and Red related forces. Ups and downs on this. It's a question if it's a service, or disservice to create something that will pull interest away from them.
But yes. There is definitely lack of things to do. Before, when certain players (ie Red Ranger, LoD, etc) were active, there was stuff to do without staff participation entirely. And that is a giant detriment to new player retention.
There is always a wait. There always was. And it often made people who are used to steady growing busy work of NPC hunting. But there is a lack of some greater thing to get involved in and embroiled into.
I'm kind of pondering how Caste Marrach survives. It has no hunting of any kind. There is crafting and code skills and combat, but the game is entirely focused on prose and player interaction. There is no busywork at all.
So Overarching plot. Definitely a topic worth considering. Is it worth introducing something monolithic and NPC to be the big bad (ie Echri, zombie Tuluk?) with an ongoing development that will cause whatever to make people get involved into it one way, or another. Or should staff wait for players to create their own plots that conflict with each other and then provide world responses to those?
Finally the biggest reason for player decline is age. People got older. They have more experience, etc.
There used to be a game I loved. Underlight. It was created in 1997 and shut down in 2007 (I might be wrong about dates). It was a graphical rp enforced game. It was partly mud, but combat was basically similar to quake. Quasi 3d keyboard twitching. Dodging and slashing/shooting. Precursor to Everquest, or any other of those games.
Last year, the game opened up again and was even put out on steam. Much better ... Everything! Better code development, a good number of players. I remember how much fun I used to have there. I did a lot of fighting and was really good at it. It was amazing that I ended up being a total pacifist when I returned. Because ... I'm way too old to keyboard twitch. I dont play shooters, I am not interested in them. I like rp games for story telling and intellectual play. I was amazed to realize that I outgrew the game that taught me what "roleplaying" is.
That is the biggest reason for people leaving. People move on. They simply do. Even skotos, one of the biggest mud focused industries, is shutting down.
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mehtastic
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Post by mehtastic on Jan 5, 2020 12:20:20 GMT -5
The basic premise is not that this is all a "secret that staff denies": if they were, we wouldn't even have access to the weekly update data in the first place. The basic premise is that the staff have only reported on the numbers when they look good, and stop talking about them when they look bad. In fact, staff rarely talk about the health of the game at all. So they're not lying, they're just not facing the truth. And that's a huge barrier to fixing anything because many players still trust staff's word and there's a lot of untapped potential in the playerbase to evangelize for the game, if only there was something to actually promote that is unique to Armageddon and not already co-opted by a number of MU*s that are currently growing, and often quite rapidly if Mudstats and the internal reporting of various games is to be believed.
I'll let my commentary on asymmetrical conflict stand. I don't think it's enough for Allanaki forces to go up against people that they will crush with a 100% certainty, and I don't think it's enough for small-time PC-led forces to have Allanak as their main competition when Allanak is mainly PC led. Good multiplayer conflict contains risk for all parties involved, and there is very little risk on Allanak's part when it comes to taking on raiders. The individual PCs might face risk and even die, but Allanak will win eventually. Personal conflict does not make a good substitute for political combat, for people who know the difference. But ultimately,
I think whether it's a correct decision or not is indeed another question, and it's a question answered by its level of success or lack thereof so far.
I didn't touch on players outgrowing the game, growing up to lead busy lives, etc. in my initial post directly, but my general position supported by the data is that the number of players leaving is still outpacing the number of new players coming to the game, but the decline is probably offset by old players returning to the game, so it's still a problem worth addressing rather than just shrugging and saying "eh, shit happens".
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Post by jcarter on Jan 5, 2020 12:55:42 GMT -5
One big detriment (I was surprised at how impactful it ended up being) is the immense amount of negativity. It is infectious and withering. A lot of current staff are new and they are very susceptible to critique. Either by shutting down, going into Analysis Paralysis, Burning out, or ... Lashing out. have you guys ever considered trying to not be pieces of shit rather than crying about how awful it is that people talk about you on an isolated, unaffiliated board on the internet? also i've watched you fabricate entire posts about me and my play history on this board so i find it hilarious that you, having come from a privileged position on staff, continue to complain about other people 'getting it wrong' while contributing to the same problem.
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dvorak
staff puppet account
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Post by dvorak on Jan 6, 2020 8:11:05 GMT -5
Staff shenanigans are not the reason the game is failing, as you can clearly see from the following chart. The lines on the chart show that shenanigans reached their peak in 2016, but shenanigans have been decreasing ever since Nessalin threatened to pistol-whip the next person who said the word "shenanigans". As you can see, negativity has been increasing at an exponential rate over the past several years. Staff accounts on the shadowboard checked the box that sends them an email whenever there's a new post here, which means they have to read the post and then report back to other staff members on what the post said. They can get these emails even while negotiating multimillion-dollar contracts with important clients. Since there is absolutely no way for staff to stop reading negative posts on this board, negativity will continue to increase as long as people keep posting negativity. Finally, I wish to direct your attention to the overarching story graph. This graph generously provided by the game's producers shows that overarching story is actually on the rise. Everyone likes gith attacks, light shows, teleporting volcanoes, and auctions, but the real reason for the increase in overarching story is that the 1000+ characters that have killed 50 scrabs to turn in their scrab shells to either Salarr for Alliance reputation, or to the gith leader for Horde reputation, have finally triggered what is known as a "world response". Allanak will come under attack by an army of scrabs on Saturday. Enjoy!
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joe
Clueless newb
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Post by joe on Jan 6, 2020 8:26:50 GMT -5
I don't care how terrible Tuluk was. Having nothing in its place is worse. There's been nothing to this game since it closed. The entire fabric of ArmageddonMUD hinged on the Allanak vs Tuluk dynamic. Removing the latter without replacing it with anything has proven disastrous. Totally agree with this. I never quite enjoyed playing in Tuluk, but a rival to Allanak is seriously missing.
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Post by lechuck on Jan 6, 2020 8:52:11 GMT -5
A side-effect of closing Tuluk is how few clans there are in the game now. Coupled with the closure of most tribes and all the noble house man-at-arms clans, it reduced the clan diversity to such a low number that it had a marked effect on clan play as a whole. Look how many people play indies now. There's only so many times a year that you can play a Bynner, Kuraci, soldier, GMH crafter or a member of one of the last two? three? remaining tribes. There's fringe clans like the Guild and the Dust Runners, but most people evidently don't seek them out. In the last handful of years, the number of clans has dropped to less than half of what it used to be, and the remaining clans have not become more populated as a result. The number of categorical character concepts has shrunk so much that it's just making the game boring. Eventually you just run out of ideas.
A lot of the existing clans became crap when Tuluk was closed. The presence of a rival city meant so much to the game, even if you never played in Tuluk. Without it, the clans just exist in this weird stasis where nothing really matters. Just the thought of playing a soldier when you know the only thing you'll be defending Allanak from is NPC gith (who have yet to actually attack the city, several RL years into that storyline), or a merchant when there's only one market to operate in. The political scene has been largely non-existent without a northern counterpart to conspire with/against. If the loss of Tuluk had at least come with a rise in staff support and story material in the south, it would be more tolerable. But it didn't.
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