It's a bit more complicated, than a YES/NO, because whilst many would return for something new (I'd go check it out, for sure), it won't retain anyone, if there isn't something going on, to keep people wanting to log back in and see whats happening. Without it, it would simply be another zone, with some vendors to exploit, full of bored assholes, with nothing to do. The new car smell, only lasts for so long. Tuluk returning, would not be a promise of meaty content. It'd still just be a zone. It won't change the lethargy, apathy, and disinterest shown by the majority, of both players and staff.
So YES, I'd go check it out and probably up my log ins considerably, for a time. But it isn't the same, as an agreement that Tuluk would solve all of Arms woes. The GDB, in particular, is delusional, if they think re-opening a zone (or clans, or anything), will erase the current malaise, and apply a miracle fix. It won't. Only diligent, sincere efforts, on both sides of the staff/player divide, can solve those problems.
I offer a yes no question for people here who no longer play the game: Would you return to Armageddon if Tuluk was readded?
is this a trick question because a lot of yeses from us here would prob convince them to never open it lol
but hell its always good to have two strong supported enemy factions ig its inborn conflict and even ur most basic char already has a reason to chop a whole region of muthafuckas up with bone swords
i heard u guys dropped ur coronaholiday bonus numbers well adding tuluk wont fuck that up itll just spread ppl out and make them meaner to each other plus it wont make much of a difference since i hear u cant find ppl even at peak because theyre all avoidnig public areas right
talk abt bringing real themes u dont like into the game #compoundtine #antisocial_distancing
If Tuluk was opened now, because of player outcry, no I wouldn't play again. Granted I'm not going to play again because my lifestyle can't accommodate the game but the underlying issue is why was Tuluk closed in the first place and that is that staff are shifting to a model where they are less active in the game world from day to day and want to minimize, the idea is work smarter not harder. The problem with this philo9os that it sacrifices aspects of gameplay that I really used to enjoy. With that said, Tuluk opening isn't helping the game unless the opening is being driven by a staffside desire to create a bigger active and diverse gameworld. And in that case it wouldn't stop at Tuluk but would include opening Red Storm East and other areas that have been closed or removed from the game. But even then this will still fall short because there needs to exist an attitude in the playerbase that the gameworld is larger than the sum of its parts and this is done by how staff operate in general which could be happening now by controlling the narrative and without reopening anything.
Post by ocotilloskewers on Jul 1, 2020 14:14:42 GMT -5
I feel it'd bring back some players for certain. Question is, how long will these players stay? You won't escape the staff or the game's direction in Tuluk. Sure, it's a new environment which will grant some good old nostalgia and a new city setting to play in, which WILL be fresh for a small while, but it won't fix shit in the long term.
I can see Tuluk maybe adding some further conflict to the game for sure, but probably not as much as people think it will.
No. As it was said, none of the fundamental problems would change.
- staff doesn't know how to tell a story - playerbase lacks most of the story telling tools - most people only feel like they can have an impact through coded means (stealing, PKing, etc.) - most resources and coin have little to no value - most player clans are gimmicks with little real purpose or value - good game design and game dynamics went out the window a long time ago - no real sources of valid conflict (invalid clans, useless resources, no meaningful story) - unbalanced game, staff refuse to balance it - extreme imbalances of power that get old pretty quickly - staff cliques and poor staff-player relations that have never improved - crippling glass ceiling in 90% of roles
And more recent problems that tie into all of this, afaik:
- giving powerful sponsored roles to those with the roleplay, charm and intelligence of a potato - sponsored roles, merchants and nobles that barely even play the game (logging in once or twice a week?) - empty taverns (partly because of below, but also because people have little reason to interact) - high agi miscreants/stalkers being invisible to even those with max scan - plots being ran to get people killed with little other consequence or drive
Yes, reopening Tuluk would open up a line of conflict between it and Allanak. But even then, it's so flimsy. What would they be fighting over besides this drawn out age old conflict? They aren't fighting over any points of interest or value. They aren't fighting over useful resources. If one side wins, they aren't going to occupy the other city. If Tuluk was opened, they'd need to address most of the issues that I just highlighted to make the conflict worthwhile or even attractive to players, beyond the average GDB poster that thinks the game would be fixed if they brought back halflings.
Removing Tuluk for consolidation wasn't a terrible move, IMO. The problem is, with the way that staff implemented it, it was not intelligent consolidation. They took content away from the game without adding anything in return, and without effectively corralling people into Allanak. Now people who dislike Allanak have nowhere to really go where they're effectively outside of it's influence, and the staff-sponsored Templars have free reign over 99% of the playerbase with little reason for them to not just pk and nuke everyone out of existence that they dislike.
To quote tapas from the gdb,
First of all, this isn't a novel we're playing in. It's a game. If there's an improvement to be made, the response shouldn't be "But does it fit in the world?". It should be "Will this improve gameplay dynamics/emergent narrative?".
snipped a lot
TLDR Good reasons to change content in the game. "It improves immersion/gives more stuff to do/improves social/combat dynamics/creates oportunities for emergent narratives, etc."
Last Edit: Jul 4, 2020 14:03:11 GMT -5 by pinkerdlu
Post by punctuation on Jul 6, 2020 18:17:00 GMT -5
The argument has always been insufficient staff and player numbers. Well, player numbers have taken a beating with all the consecutive pseudo-political shit-storms and people realizing they need to get their lives in order and publicly broadcasting that at max volume. Game feels more dead now than it was pre-lockdown. So it's not going to happen any time soon.
I would prefer a slow opening of a new Tuluk, a conflict, and a well story-told reason to close Allanak as a sphere for a while.
They might as well just open it and leave it un-monitored and un-staffed. The majority of players are never graced by staff storytelling: plots, animations, etc. I remember when I started playing after a break I suddenly saw all these animations -- more than I've seen ever playing before or since. It's obvious and human nature that they have animations for new/returning players to get them to stick around, otherwise they don't care. Otherwise, as someone commented earlier, the "storytelling" leaves a lot to be desired, if you get to enjoy it at all.
What I will never understand is why they poured so many resources into nobility clans and RP of late. It takes resources out of reach for 80% of the player base. Since anyone who isn't a noble is basically playing the game with the bare minimum of staff support, they might as well just open areas for players to enjoy.
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