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Post by blooper on Apr 19, 2020 22:20:43 GMT -5
Since it seems fewer and fewer people are playing in Allanak since the Templars are just on a killing spree of anyone with over a month of playtime, the staff decides to blow up Luir's in an effort to feed the meat grinder of Thea, Kair, and Sahtuk?
Nice
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Post by psyxypher on Apr 19, 2020 22:41:14 GMT -5
Excuse me what?
Context please?
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seuly
Clueless newb
Posts: 103
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Post by seuly on Apr 19, 2020 23:32:51 GMT -5
Staff blew up Luir’s. This was no player plot. This was entirely, 100% GMH staff. Tavern? Gone. Kurac? Kind of fucked. Really feels like they’re yet again funneling everyone south.
Meanwhile, in said south, the Templars are killing whoever they please, as per usual for them, which includes nobodies, Sergeants, GMH Sponsored Roles, and more with little to no backlash.
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Post by lechuck on Apr 20, 2020 0:07:34 GMT -5
That's honestly amusing. I mean, I'm of the opinion that Luir's was never more than an oversized clan compound for Kurac - what other reason was there ever to play there? - but I guess the annual culling of content rears its head yet again. I might have agreed with the notion of funnelling players to Allanak if not for the lack of actual activity there. If staff legitimately wanted people to play there, would they not have done something to make it more attractive? Last time I bothered to make a fleeting effort to play again (sometime around January, I think), the main complaint amongst players was that Allanak was dead as fuck. The remedy to this is not to make players feel like they have to play there due to a lack of alternatives.
I don't know the details of what happened to Luir's, but I'd be willing to bet that it followed the pattern of so many other things. Staff spins the wheel to determine what location is up for a bombing, and player involvement is symbolic at best. Players did not cause it to happen, certainly had no ability to stop it, and are just left to react to something that feels arbitrary and meaningless. For that reason, people stop talking about it almost immediately and it just goes down in "history" as one of those things that no longer matter. And all the while, people wonder how it can be that staff seems to want everyone to play in Allanak yet simultaneously fail year after year to provide an actual incentive to do so.
The templar situation is nothing new, though. I think my last four characters were executed by templars. You have here a collection of PCs who are expected to drive plots and serve as the story medium between staff and common player; but without any such stories, they're desperate for any way to feel relevant. If they don't do anything at all, they're panned as useless idlers. If they're given no material to work with, they can't really make anything happen on their own. As a result, what happens is that they pay an inordinate amount of attention to small-scale conflict between individual players, which invariably results in the rounding up of every local criminal and upstart.
I can't blame them too much. There comes a point when the only way you can feel like your role as a templar even exists is when you can antagonize people, and if there's absolutely nothing to work with, the only thing you can do to others that actually matters is to kill them. Plenty of people play the game this ways these days, it's just that templars are better equipped to kill characters due to their position, so they stand out more. At the end of the day, it's not so different from those who backstab at the drop of the hat in the 'rinth, or those who think that raiding means looting PC corpses. This is what has become of Armageddon MUD. That's what's left of it.
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Post by gringoose on Apr 20, 2020 1:42:51 GMT -5
Luir's was good a long time ago back when Tuluk was around and during periods whenever Kurac was peaking as a power player and driving independent plots. Kurac was wedged in between Tuluk and Allanak and attracting hostility from both cities. Now Luir's is just a vacation spot for Allanak's merchants and comes with all of the associated politics of having all of them embedded there. Vacation spot, spice, light tribal flavor but practically the same as Allanak in every other way.
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vex
Clueless newb
Posts: 133
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Post by vex on Apr 20, 2020 2:18:51 GMT -5
Now Luir's is just a vacation spot for Allanak's merchants and comes with all of the associated politics of having all of them embedded there. Vacation spot, spice, light tribal flavor but practically the same as Allanak in every other way.
Rather, it's more than a vacation spot, because in Luirs, they're effectively nobility and tend to behave like it.
For people doing their own indie thing, Luirs is more or less the last place left, where you can gear up, get equipment and stuff you can't self-furnish in the wilds, now that Red Storm is more or less Crimson Witch town. I haven't even been into Allanak, for such a while, I couldn't comment on it these days. Maybe, I just did?
But, even with the wannabe nobles, and the string of Garrison leaders who just seem to want to bully > gank people, I rather hope they don't plan to remove Luirs. It serves a pretty vital purpose for indies, these days.
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mehtastic
GDB Superstar
Armers Anonymous sponsor
Posts: 1,699
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Post by mehtastic on Apr 20, 2020 6:16:35 GMT -5
"NOOOO! YOU CAN'T KEEP CRIPPLING/REMOVING ALTERNATIVE PLAY AREAS! PEOPLE WHO PLAY PERMADEATH RPIS TEND TO ROLL NEW CHARACTERS IN DIFFERENT LOCATIONS WHEN THEY DIE! IF THERE'S ONLY ONE MAIN PLAY AREA, THEN THOSE PEOPLE WON'T REPEATEDLY PLAY IN THAT PLAY AREA - THEY'LL SIMPLY FIND A NEW GAME TO PLAY AND TAKE A BREAK FROM YOUR GAME, OR JUST LEAVE IT ENTIRELY!"
"haha arena bell go ding"
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jimp
staff puppet account
Posts: 10
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Post by jimp on Apr 20, 2020 6:43:19 GMT -5
The Tavern is still there, and pretty much everything else is unchanged outside of a couple rooms with new flavor text. Don't think Kurac was truly negatively affected at all, if anything they were given something to do now.
The RPT was a total mess though. A lot of bugs and confusion. Shabago even apologized on GDB for it.
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mehtastic
GDB Superstar
Armers Anonymous sponsor
Posts: 1,699
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Post by mehtastic on Apr 20, 2020 10:08:08 GMT -5
So is Luir's a viable play area anymore or not? We have one post here saying the tavern's gone and Kurac is fucked, and another post saying the RPT barely did anything.
Shabago's post:
Crashes can some out of nowhere, especially when your code is held together with string and bubblegum, so I can't say I'm surprised but I don't really care enough to complain. But a "linking issue"? I'm having a hard time imagining how two rooms can be linked incorrectly except for a dumb typo. It's one of the simplest things taught in Diku building 101.
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Post by Amos's Boots on Apr 20, 2020 11:42:43 GMT -5
From everything I have seen and pieced together so far, this is actually an RPT that was geared toward progressing the gameworld with touching on long-ignored lore. The linking issue comes from staffers being inept at editing a room while players are inside and rooms that players and NPCs are actively moving in and out of or something similar. The event wasn't a culling, even by a longshot. To my knowledge, one confirmed PC (maybe two) died to their own actions during the event and not really doing what they should have done, and that's get the fuck out of there. Yes, it's a railroaded RPT with powers greater than that permitted to PCs involved, however, there is that faint glimmer of hope that staff are going to start getting deeper into the magickal elements of the gameworld as opposed to strictly being a GoT simulator.
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Post by explayer on Apr 20, 2020 12:41:10 GMT -5
No reason that room descs and room links have to be edited on the fly. You can just prepare a desc in Windows notebook with the proper commands prefixed ahead of time and do a copy and paste when the time comes. Same for links.
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gristle
staff puppet account
Posts: 26
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Post by gristle on Apr 20, 2020 15:41:13 GMT -5
"NOOOO! YOU CAN'T KEEP CRIPPLING/REMOVING ALTERNATIVE PLAY AREAS! PEOPLE WHO PLAY PERMADEATH RPIS TEND TO ROLL NEW CHARACTERS IN DIFFERENT LOCATIONS WHEN THEY DIE! IF THERE'S ONLY ONE MAIN PLAY AREA, THEN THOSE PEOPLE WON'T REPEATEDLY PLAY IN THAT PLAY AREA - THEY'LL SIMPLY FIND A NEW GAME TO PLAY AND TAKE A BREAK FROM YOUR GAME, OR JUST LEAVE IT ENTIRELY!" "haha arena bell go ding" Imagine you're a new player. You go to armageddon.org. Cool website! And there's a bunch of documentation on this rich world for you to read up on while you write up your application and wait for it to get approved. Hold on a second, what's this... "No kanks are known to remain alive in the Known World at this time." Well, alright. Sometimes the game world changes. That's fine, hey, what's this, Benjari? Seems like a cool clan-- "Their enmity with multiple groups, as well as gith incursions, have rendered the tribe extinct." Oh, that sucks. Hey, halflings! If they're anything like Dark Sun halflings, they oughta be pretty intere-- "Halflings are not available for play." Whatever. Might as well just whip up a character and get started. Let's see, two cities... Well, this "Tuluk" has tons of clans, a shitload of docs, I think it'd be pretty easy to write something for-- "Please note that Tuluk is CLOSED to PC play." No wonder they have a problem retaining new players, how do you expect to entice people when your entire site is just one big "Sorry, content machine broke".
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Post by triskelion on Apr 20, 2020 17:07:07 GMT -5
Luir's is not blowed up, but there was an explosion in Luir's that has (temporarily, likely) removed its source of water and fucked up the tavern.
This is almost certainly step 1 of a new high-magick plot and the introduction of a new Big Bad that isn't yet another gith army. Info on this isn't too hard to come by IC since half the playerbase saw it: it was basically like the intro to Power Rangers. "AFTER TEN THOUSAND YEARS I'M FREE! TIME TO CONQUER EARTH!" And then monsters.
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vex
Clueless newb
Posts: 133
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Post by vex on Apr 20, 2020 18:24:43 GMT -5
So is Luir's a viable play area anymore or not? We have one post here saying the tavern's gone and Kurac is fucked, and another post saying the RPT barely did anything. Shabago's post: Crashes can some out of nowhere, especially when your code is held together with string and bubblegum, so I can't say I'm surprised but I don't really care enough to complain. But a "linking issue"? I'm having a hard time imagining how two rooms can be linked incorrectly except for a dumb typo. It's one of the simplest things taught in Diku building 101.
To answer: Luirs is still viable. The RPT changed the face of some rooms, and affected some resources, but otherwise it's business as usual. I have no involvement with the plot/plots, so I can't comment on the quality of what happened, or not.
I do feel credit where credit is due, is important. At least, someone admitted to an error and addressed it to the public, by way of explanation and apology for it. It's over a minor thing, yes, but its still an admission of accountability, where normally, I wouldn't ever have expected there to be one. If there was more of this kind of openness to admission of error, I rather suspect, there would be a lot less hostilities in the Arm community, overall.
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Post by lechuck on Apr 20, 2020 20:36:46 GMT -5
Imagine you're a new player. You go to armageddon.org. Cool website! And there's a bunch of documentation on this rich world for you to read up on while you write up your application and wait for it to get approved. Hold on a second, what's this... "No kanks are known to remain alive in the Known World at this time." Well, alright. Sometimes the game world changes. That's fine, hey, what's this, Benjari? Seems like a cool clan-- "Their enmity with multiple groups, as well as gith incursions, have rendered the tribe extinct." Oh, that sucks. Hey, halflings! If they're anything like Dark Sun halflings, they oughta be pretty intere-- "Halflings are not available for play." Whatever. Might as well just whip up a character and get started. Let's see, two cities... Well, this "Tuluk" has tons of clans, a shitload of docs, I think it'd be pretty easy to write something for-- "Please note that Tuluk is CLOSED to PC play." No wonder they have a problem retaining new players, how do you expect to entice people when your entire site is just one big "Sorry, content machine broke". It's kind of incredible how much content has been cut from the game. Some removals I agree with - did we really need playable halflings? - but when you put it all together, it's a staggering amount of content that's just not there anymore. I once tried to compile a list, but it got so long that it became silly. It ended up being over 75% of Armageddon's original clans, for instance. Large chunks of existing clans as well, such as the GMH hunting divisions and the northern Byn. None of it resulted in any greater concentration of players, either. Instead of playing in the same handful of clans over and over, people just began to play indies most of the time. Clans somehow felt more populated back when we had three noble house combat clans in Allanak, Kadius and Salarr hunting divisions, Tuluk's vast array of clans, something like six open tribes, eastside 'rinth gangs, the Council of Allanaki Mages, the Atrium and House Terash, and whatever else I'm forgetting. And that's just the clans. I'm not even getting into the actual areas, races, etc. The few additions that have been made in recent years are completely dwarfed by what's gone, either removed entirely from the game or rendered useless by the removal of its purpose (Canyons of Waste, northern Tablelands, etc.) Despite the fact that total player numbers haven't gone down that much since those days, there has been a huge collapse in player involvement. How many times can you play a soldier, Bynner, GMH merchant, aide or Guild member before you just decide that Allanak has nothing left to experience? So you end up playing indie after indie with minimal involvement in the wider game. Starting a new clan is so prohibitively burdensome that it almost never happens, and you can't really accomplish anything meaningful on your own. You might do a stint in Kurac, Crimson Wind and one of the few remaining tribes, but then that's pretty much the sum total of what there is. It has become a game that just runs out of experiences after a few years. It used to take at least a decade to fully experience each clan, and by the time you'd been through half of them, so much would have changed that you could do it again with a fresh perspective. If we don't count nobles and templars since they're out of reach for most players, Allanak now has what, five clans in total? And two of those are GMHs that are both the exact same gameplay experience and also not really even part of Allanak anymore beyond the occasional merchant dropping by to make some deliveries before returning to languish in Luir's. It has become such an impoverished game. It's just boring. You can feel it emanating from every player when you move around the game, this stifling miasma of apathy and uninspiredness. You encounter the same types of characters over and over with a new sdesc because people just run out of ideas. On top of the sheer lack of player options, the shrinking clan selection has also resulted in a general lack of conflict and other interactions between clans. You rarely meet anyone out in the world, you rarely hear of friction between groups, you rarely have anything to do with other clans when you play in one. Zalanthas has fallen into this strange state of stasis where nobody can come up with anything new because the web that used to tie the game together has fallen apart. Spend an hour walking through Allanak and you might meet representatives of three different clans, instead of a dozen like you could in the past, and those three will have little reason to care about eachother because their clans occupy completely different aspects of the game. There's no overlap between the game's remaining clans. They don't compete, they don't cooperate, they just coexist purposelessly and wither away because they have no real reason to be there.
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