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Post by Azerbanjani on Apr 5, 2022 8:49:04 GMT -5
It is funny that the world is FILLED to the brim with people who
1: Want to play DnD 2: Can't find groups online and don't want to DM 3: Can't find groups IRL 4: We are still semi-in a pandemic but not really anymore but even then
And the game is LOSING players.
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mehtastic
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Post by mehtastic on Apr 5, 2022 16:39:39 GMT -5
Meh, incredible post. I've never seen the data for Arm engagement compiled and organized so well. Fuckin kudos. It backs up what most of us have been saying for years: the many of the staff are incompetent at best, malevolent at worst, and they are causing this once AMAZING game to die. They seem to be content in playing gods in their little sandbox, rather than actually facilitating or playing an amazing game, in legitimate competition with the playerbase. Thats why I'll never play again while the game remains in the hands of these incompetent, mentally unstable, grown-children. If a competent individual ran Armageddon as they would a business, you would see worlds of difference. Finding coders becomes easier with each passing day. Finding people interested in Dungeons and Dragons (and roleplay in general) becomes easier with each passing day. But no, that isnt whats important, I guess. Whats important to staff seems to be concocting plots that almost nobody ever experiences or gives a shit about. If Armageddon isnt given or sold to an appropriate individual or business for proper management, I do believe it will die out to the point where it'll just be one player and one staff member mudsexing on the floor of the Gaj with their maxxed out characters Fuck that noise.
I think Arm has taken steps to at least appear to run like a business. The request system, the insistence that staff are impartial, and player-staff meetings are all examples of Arm's attempts to at least appear professional. That promise of professionalism ended up ringing pretty hollow though, with the "staff are volunteers" sentiment expressed by staff and largely held by players, where post-probation staff essentially have no enforced obligation to continue working on the game.
Being somewhat privy to how a few other games that could be considered Arm's "competitors" are run, I believe those games grew largely due to word of mouth. They don't lose players because staff devote their free time to running the game. These games are run by significantly smaller teams (3-5 people) doing a lot more work running plots and assisting players with their characters' goals. On the other hand, they have very little free time for other hobbies - but to them, that's alright since running/playing the game is enough for them.
I don't think Armageddon benefits from word of mouth as much, because the game has a poor reputation in the MUD community, and the game has become associated with weird sex pests, stalker behavior, allowing players to mudsex with child PCs, and other "interesting" things that have emerged from the community. Typing "armageddon mud" into a Google search yields this forum as well as several negative reviews on Reddit on just the first page. I can also say from past experience that it is extremely difficult to explain what's going on in Armageddon to a friend, because there's really nothing to say that doesn't make you sound like you're either describing the plot of a soap opera, or describing something that clearly happened so long ago that it would not be relevant to a new player.
I think that staff don't really have many dedicated hobbyists on their teams that much. They have a much more laid back culture where they are relatively hands-free, and players are mainly responsible for making the game fun. Occasionally you get a staff member who devotes all their free time to the game, but 1) they get little to no support and 2) they slowly go insane. And I can't blame them, either. It must suck to genuinely like a game and try to make it better, but most of the 15 people you're assigned to work with have no interest in what you're doing or why you're doing it.
One thing I can predict with confidence is that Armageddon will never be given away. I think a lot of staff rely on Armageddon as something that gives their life purpose, as sad as that sounds. I know Nessalin well enough to know that being in control of Armageddon is inexorably tied to his personality and that he enjoys having power over players, even if he rarely uses it except in the case of rules enforcement. Shabago and Brokkr have a history of cheating and doing weird things with the power they have as staff, and I think they would never let go of Armageddon willingly because doing so would mean losing the ability to cheat.
I think the only thing that can turn around the trends I observed is for Armageddon to suddenly be not-Armageddon, and since that's clearly not going to happen, we'll just watch as the playerbase dwindles to a "breaking point" where players rarely find each other online, and then the numbers will really plummet.
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mehtastic
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Post by mehtastic on Apr 5, 2022 16:49:58 GMT -5
It is funny that the world is FILLED to the brim with people who 1: Want to play DnD 2: Can't find groups online and don't want to DM 3: Can't find groups IRL 4: We are still semi-in a pandemic but not really anymore but even then And the game is LOSING players. In the higher echelons of the community, Armageddon's culture is steeped in exceptionalism. A lot of long-time players and staff genuinely believe Armageddon is the best place to roleplay, without exceptions. It's easy to imagine why someone from that viewpoint wouldn't even think to advertise to a place like r/lfg or similar spaces dedicated to finding tabletop games. They don't even advertise to mud players.
Also, Armageddon "roleplaying skills" transfer poorly to non-RPI roleplaying spaces, and I find a handful of the former Armers I run into on MUSHes are either overly aggressive or genuinely don't understand collaborative roleplay. They learn eventually, of course, but that initial impression is a huge turn-off to people used to the collaborative play in tabletop games.
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Post by lechuck on Apr 5, 2022 20:53:20 GMT -5
In the higher echelons of the community, Armageddon's culture is steeped in exceptionalism. A lot of long-time players and staff genuinely believe Armageddon is the best place to roleplay, without exceptions. It's easy to imagine why someone from that viewpoint wouldn't even think to advertise to a place like r/lfg or similar spaces dedicated to finding tabletop games. They don't even advertise to mud players. Also, Armageddon "roleplaying skills" transfer poorly to non-RPI roleplaying spaces, and I find a handful of the former Armers I run into on MUSHes are either overly aggressive or genuinely don't understand collaborative roleplay. They learn eventually, of course, but that initial impression is a huge turn-off to people used to the collaborative play in tabletop games. And it's bizarre because Armageddon players generally aren't good RPers. Of all the RPIs and RPI-like MUDs I've played, Armageddon has bar-none the worst standards of roleplay. The overall quality is barely above what you'll find on an RP server in World of Warcraft. Things like emoting and characterization are a distinct afterthought for a majority of Armers, to the point where entire segments of the playerbase pretty much just don't do it. And while some will blurt out the tired old "emotes do not equal roleplay," it's not as if those players who struggle to come up with anything better than 'em grunts' will actually be exemplary roleplayers in other regards. They're the same ones who will abuse every trick of the code to come out ahead, do absurd things in-game with blatant OOC motivations, and generally play like you would in an RP Encouraged game. There's so many players on Arm for whom talking in an accent is sufficient and no effort is made to go beyond that. I remember once reading some GDB posts from some soapboxer preaching about the correct way to roleplay and what not to do and blablabla. I happened to know who his character was, and there was some PvP incident where we were at odds. When chasing his character, I put watch on him using one of the keywords in his sdesc and... began watching his mount. Can't remember what the exact word was, but it was something like him being the tall, cleft-chinned man and then he'd done a 'title inix cleft.' That was a player with karma, who was soapboxing about roleplaying standards on the GDB. And he was, of course, one of those people whose characterization never extended beyond 'say (nodding)' and 'em smirks at ~amos,' with no discernible personality to his PCs. Roleplay on Armageddon is trash, by and large. There's a few left who still make an effort, but the vast majority either don't bother or just aren't good enough at writing basic sentences to where their roleplay is appealing. I've seen 'tbh' and 'btw' used in IC speech more times than I can count. You even have veterans like mansa and X-D who have played for two decades or more, and their characters are often indistinguishable from NPCs with basic flavor scripts. I feel like for every dozen characters I meet, there's maybe one whose roleplay can genuinely be called good, two or three who are passable, and the rest is total trash. You'll find much better roleplayers even on a shitty degenerate game like Haven, or really any other MUD I've tried where RP is required.
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mehtastic
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Post by mehtastic on Apr 6, 2022 6:51:07 GMT -5
The moment I realized the vets were worse RPers than the newbies was back in the CAM days, when I was on an excursion with X-D's Krathi, who decided to cast walls of fire in a room in the Grey Forest. Being naive, I wished up thinking a staff member could make an interesting scene out of X-D basically starting a forest fire. The response I got was somewhere along the lines of "don't worry about it" and nothing else happened.
The game had almost 300 unique logins per week back then...
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mehtastic
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Post by mehtastic on May 22, 2022 7:20:29 GMT -5
No graphs for this post, just a quick observation. The first massive peak of each year is usually around this time of the year. The end of the school year and Memorial Day in the US probably contributed to this. 2014 and 2015 had an average of about 275 players in May, when the average for 2014 and 2015 was 253 and 236, respectively. The peak started to get smaller in 2016 (about 240 players in May with a yearly average of 220), then May's average dropped by about 15 players per year while the yearly average continued to shrink at a slightly lower rate. The trend has continued into 2022, where May's "peak" appears to be hovering at an average weekly rate of 160 players, not statistically different from the average this year so far. This probably means a few things: 1) The playerbase is getting older and doesn't get breaks from other things around this time (we kind of already knew that the playerbase was getting older, though) 2) The game no longer attracts as many new, younger players who suddenly have free time around this time of the year 3) Updates to the game (reopened Tuluk, code changes, etc.) are not attracting returning players or slowing down the rate of decline at all Not great news for the staff members looking to bully or jerk it to some fresh meat.
The second big peak usually happens in November, and at this rate I suspect that will get missed, too. The game is approaching a point of no return where it will face a rapid decline in players unless it actually succeeds at improving to a point where it can actually draw in new players on its own merit.
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delerak
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Post by delerak on May 24, 2022 11:16:05 GMT -5
No graphs for this post, just a quick observation. The first massive peak of each year is usually around this time of the year. The end of the school year and Memorial Day in the US probably contributed to this. 2014 and 2015 had an average of about 275 players in May, when the average for 2014 and 2015 was 253 and 236, respectively. The peak started to get smaller in 2016 (about 240 players in May with a yearly average of 220), then May's average dropped by about 15 players per year while the yearly average continued to shrink at a slightly lower rate. The trend has continued into 2022, where May's "peak" appears to be hovering at an average weekly rate of 160 players, not statistically different from the average this year so far. This probably means a few things: 1) The playerbase is getting older and doesn't get breaks from other things around this time (we kind of already knew that the playerbase was getting older, though) 2) The game no longer attracts as many new, younger players who suddenly have free time around this time of the year 3) Updates to the game (reopened Tuluk, code changes, etc.) are not attracting returning players or slowing down the rate of decline at all Not great news for the staff members looking to bully or jerk it to some fresh meat. The second big peak usually happens in November, and at this rate I suspect that will get missed, too. The game is approaching a point of no return where it will face a rapid decline in players unless it actually succeeds at improving to a point where it can actually draw in new players on its own merit.
I'll play devils advocate here for a sec and just posit that this is probably a trend with every mud. Muds have been in decline for a while and I'm curious if there are any muds where you don't see decline such as these observations you're making? Don't get me wrong I'm more than willing to shit on arms staff for losing me as a player and I already addressed that in a video so they aren't blameless but I don't think any mud (or very few) are going to show growth at this time. That was kind of nice of me above so now I'll be a little mean to Arm and relate how I felt after I started my "first look" mud series on YT. I always made YouTube videos for fun and when I asked on TMS for muds that want me to check out their games I had around 30+ messages. I got to maybe 10-15 of those games but not everyone resulted in a video. The funny part is the admins at those games were always super nice, very grateful and really cool with me making videos about their game, and some of these got 100-200 sometimes 300+ views on YouTube. That seems like not a big deal but in my opinion any views are good for getting attention to the mudding community, anyone making videos on muds is a huge deal these days and not many do. It felt good to do something for those games and know they appreciated the time I put into those vids. Arm on the other hand has never approached me or talked to me about my Arm videos. Quite the contrary I was regularly ridiculed on their forums by players and staff alike, even if my videos were supposed to be funny I would be insulted or they would talk shit in general, which doesn't feel good. I feel like they squandered an opportunity there. Anyone who is willing to put time energy and effort into a video for YouTube for your game especially a MUD with like 100 players tops should be appreciated and fostered so that your game gets some free advertising and attention on it.
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mehtastic
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Post by mehtastic on May 24, 2022 13:38:47 GMT -5
No graphs for this post, just a quick observation. The first massive peak of each year is usually around this time of the year. The end of the school year and Memorial Day in the US probably contributed to this. 2014 and 2015 had an average of about 275 players in May, when the average for 2014 and 2015 was 253 and 236, respectively. The peak started to get smaller in 2016 (about 240 players in May with a yearly average of 220), then May's average dropped by about 15 players per year while the yearly average continued to shrink at a slightly lower rate. The trend has continued into 2022, where May's "peak" appears to be hovering at an average weekly rate of 160 players, not statistically different from the average this year so far. This probably means a few things: 1) The playerbase is getting older and doesn't get breaks from other things around this time (we kind of already knew that the playerbase was getting older, though) 2) The game no longer attracts as many new, younger players who suddenly have free time around this time of the year 3) Updates to the game (reopened Tuluk, code changes, etc.) are not attracting returning players or slowing down the rate of decline at all Not great news for the staff members looking to bully or jerk it to some fresh meat. The second big peak usually happens in November, and at this rate I suspect that will get missed, too. The game is approaching a point of no return where it will face a rapid decline in players unless it actually succeeds at improving to a point where it can actually draw in new players on its own merit.
I'll play devils advocate here for a sec and just posit that this is probably a trend with every mud. Muds have been in decline for a while and I'm curious if there are any muds where you don't see decline such as these observations you're making? Don't get me wrong I'm more than willing to shit on arms staff for losing me as a player and I already addressed that in a video so they aren't blameless but I don't think any mud (or very few) are going to show growth at this time. That was kind of nice of me above so now I'll be a little mean to Arm and relate how I felt after I started my "first look" mud series on YT. I always made YouTube videos for fun and when I asked on TMS for muds that want me to check out their games I had around 30+ messages. I got to maybe 10-15 of those games but not everyone resulted in a video. The funny part is the admins at those games were always super nice, very grateful and really cool with me making videos about their game, and some of these got 100-200 sometimes 300+ views on YouTube. That seems like not a big deal but in my opinion any views are good for getting attention to the mudding community, anyone making videos on muds is a huge deal these days and not many do. It felt good to do something for those games and know they appreciated the time I put into those vids. Arm on the other hand has never approached me or talked to me about my Arm videos. Quite the contrary I was regularly ridiculed on their forums by players and staff alike, even if my videos were supposed to be funny I would be insulted or they would talk shit in general, which doesn't feel good. I feel like they squandered an opportunity there. Anyone who is willing to put time energy and effort into a video for YouTube for your game especially a MUD with like 100 players tops should be appreciated and fostered so that your game gets some free advertising and attention on it. I'm inclined to agree that Armageddon is not the only MUD with similar trends. It's been clear for at least a decade that MUDs are generally shrinking. To play devil's advocate against myself, to Armageddon's credit, it was actually immune to that shrinkage in the early 2010s at least. If anything, the game grew during that period. The (partially-broken) data from that area ostensibly shows as much, I just don't put it in these reports because there are huge gaps in the data. Perhaps I should try to include it and fill in the gaps with estimates next time.
Nowadays, it's really only MUSHes, or MU* hybrids with MUSHy characteristics, that are growing or at least maintaining large (for MU*s) playerbases over the past several years. Also, RPIs like Alter Epoch (formerly known as After Earth) and Harshlands at least see some small gains in their playerbases. Nothing impressive, and they're still a little smaller than Armageddon, but at least they're not shrinking. It's worth noting here that no MUD is as public with their login numbers as Armageddon is, and I have to go by these games' who counts to get a rough sense of how many people are playing. Fortunately Harshlands lets you log in as a guest and check on that anytime.
I think what strikes me about Armageddon in particular is that it never really used anything to its advantage. The text medium draws roleplayers in, but it's mostly MUSHes getting that part of the pie, not Armageddon, for whatever reason. There are huge roleplaying communities online but Armageddon doesn't advertise to them. It shies away from social media and exposure in general. So it doesn't surprise me that it squandered the opportunity to be featured on a Youtube video. Especially when such a video would be promoted by Google search over, say, this forum, and negative reviews about Armageddon on Reddit.
I said in an earlier post in this thread that the people at the top of Armageddon genuinely believe it's the best game in existence, and essentially "sells itself" by merely existing, and doesn't need to be advertised. They're very wrong and I almost feel sorry for them. It's a weird sort of hubris for a hobbyist to have, which leads me to believe that running Armageddon is more than a hobby for top staff, in an unhealthy way.
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Post by lechuck on May 24, 2022 14:53:47 GMT -5
MUDs on the whole are in decline, but the good ones do just fine. The wider MUD community isn't like a lake where removing some portion of the water leads to a uniform drop in the water level across the entire thing. The MUDs that are good continue to thrive, and new ones can crop up and find success--see Arx, an absolute smash hit that launched, what, four or five years ago? At the moment of writing, on a Tuesday afternoon, it has 95 players online. While the total number of people playing MUDs has dwindled, that doesn't mean it's just natural and inevitable for a particular MUD to lose players.
While Armageddon doesn't advertise itself all that well, it is a staple name in the MUD community and everyone who's into roleplaying surely knows about it. It remains one of the most frequently discussed games in places like /r/MUD. It's not as if the game is dying because it has slipped into obscurity. People just don't want to play it. It still gets 10-20 new accounts per week, but almost none of them decide to stay, and established players have been leaving at an unsustainable rate for the last six or eight years. Armageddon has been losing players at a rate that far surpasses the overall decline of MUDs.
In my view, there have been three primary factors in Armageddon's downfall:
1) Bad staff. This actually seems to be a lot better than it used to be; or it did, last time I played. Can't say anything about anything recent since I don't know, but the real problems mostly went away when Nyr finally fucked off. It's still far from perfect, however, and the game suffers immensely from a lack of staff members who are actually able and willing to make the game exciting. They're mostly RP police and paper-pushers.
2) No story. Nothing happens in Zalanthas anymore. The game is totally stagnant and offers nothing to anyone who wants more than the most basic routine of logging in to spar, craft, talk or fuck. This has become progressively worse over the years. There is no longer even the vague pretense of a forward-moving story, and clans are so severely stuck and rigid that there's nothing going on between them. The game is a complete snoozefest.
3) Ancient, crappy code that sucks to play with. The combat code is a grotesquely unbalanced mess rife with instakills and wildly mismatched options, the skillgain code is terrible for reasons that have been discussed to death, and the same can be said for the stat system. Crafting is borderline useless, stealth is busted as fuck, the economy is a joke, no way to communicate with someone whose playtimes don't match yours, etc.
A hell of a lot of players have quit because of these problems, not because they stopped playing MUDs.
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Post by Azerbanjani on May 24, 2022 18:30:40 GMT -5
1) Bad staff. This actually seems to be a lot better than it used to be; or it did, last time I played. Can't say anything about anything recent since I don't know, but the real problems mostly went away when Nyr finally fucked off. It's still far from perfect, however, and the game suffers immensely from a lack of staff members who are actually able and willing to make the game exciting. They're mostly RP police and paper-pushers. 2) No story. Nothing happens in Zalanthas anymore. The game is totally stagnant and offers nothing to anyone who wants more than the most basic routine of logging in to spar, craft, talk or fuck. This has become progressively worse over the years. There is no longer even the vague pretense of a forward-moving story, and clans are so severely stuck and rigid that there's nothing going on between them. The game is a complete snoozefest. 3) Ancient, crappy code that sucks to play with. The combat code is a grotesquely unbalanced mess rife with instakills and wildly mismatched options, the skillgain code is terrible for reasons that have been discussed to death, and the same can be said for the stat system. Crafting is borderline useless, stealth is busted as fuck, the economy is a joke, no way to communicate with someone whose playtimes don't match yours, etc. A hell of a lot of players have quit because of these problems, not because they stopped playing MUDs. 1: Shalooonsh is a dumb asshole but generally is okay if you just avoid him like he has a disease. Fucker does not know how to talk to people and that's okay Majikal WAS okay before he was staff but then once he got on staff and I guess saw how Shalooonsh is allowed to talk to people started behaving like Shalooonsh and being insufferable. Other staff are various measures of meh, useless, or okay. I like Draugrr quite a bit and when I was actually playing a character that wanted to change the world a bit he actively supported me. I had many situations in which he'd approve something, then I'd get a 'So upper staff didn't agree with me' a few days later. Which was frustrating, to say the least. This ties in with #2 I had decent experiences with Akariel but almost none were actually in a -staff player- relations way, I've heard he was quite the cunt I had neutral-negative experience with Nergal but I got to chatting with him after his breakdown and he was a pretty cool dude. 2: I was trying to advance medicine at what I believe was a logical avenue, that could have taken years and lots of prestige and study to perfect. It would have been only something those with education or money could have done, and it may have trickled down from there. Then staff went 'no tho' so it died there. If staff wants change in the world they can send me an email asking for help or letting me actually do it I guess but at the rate its going they don't care and it severely limits certain ideas. Everytime someone makes 'That medicine/herb group' every other IRL year I just feel bad for them. There's nothing to do. In the grander scheme of plots I've complained about this enough that doing it more is just insanity at this point. So I'll do it anyway Nothing significant happens. Noble houses move up and down (After YEARS) but that doesn't have a tangible effect on the world, or even Allanak, it just effects how much Lord fuck gets from his monthly stipend. Random groups pop up, or sorry...random groups that get 2 in game months of set up pop up, and attack Allanak or somewhere. Spoilers: They lose. It doesn't feel like staff knows how to run a story. 3:Yeah. Also crafting isn't useless. It makes you money! ...Which they nerfed with the economy not resetting all the time so everything is full but still! But money is...worthless. And basically only useful in the hand of a noble. So you could use it as bribes! But staff decides arbitrarily when nobles can actually exert influence, even with money.... Oh. So it's useless.
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Post by lechuck on May 24, 2022 19:39:23 GMT -5
It really is impressive how dysfunctional the game's economy is. Money matters for the first little while since you don't start out with everything you need, but once you've got the regular equipment and cures and whatever your concept requires, money pretty much becomes irrelevant. Even for the rare concept that might genuinely have a need for large sums, there are so many ways to effortlessly generate infinite money that it has no actual scarcity. This also means that most characters won't be particularly interested in it. Ever try paying someone not to kill you? How often has that worked? Hell, bribing templars and soldiers usually has the opposite effect of what you intended as it gives them a reason to investigate you and find reasons to fuck you over, which they invariably do. Bribing is suicide. It's much, much safer to just not give the plot-starved authority figures an excuse to look into your activities.
And once you have the basic stuff required for your role, what else is there to do with money? You're not gonna buy fancy furniture for your apartment because a) it serves no purpose whatsoever and b) your apartment will get broken into approximately eleven times per week, so anything of any value whatsoever is gone next time you log in. You can't buy slaves. You can't buy property or rent a shop. It takes about as long to create a merchant company as it takes to complete a bachelor's degree. And since money has so little value, players aren't going to respect money. As I pointed out, try handing your local templar a gigantic bribe and then do something that could get you executed. You're still getting executed, because that money had no real value, but the opportunity to briefly break from the day-to-day tedium of Armageddon is worth something to that templar.
And crafting is so completely pointless. Hell, pick making and brew are the only ones for which there is any demand whatsoever, simply because these are things that are both useful and not readily available. Nothing else is worth a fucking thing. Storebought stock items are every bit as good as crafted stuff, and you can just go and buy it anytime you need it instead of having to track down a crafter, explain what you want, wait for him to make it, then wait for a chance to meet up again, and probably end up paying more for the same quality of stuff than you would in the bazaar.
They've completely failed to implement the most basic necessities of crafting in games: scarcity and desirable products. The main things that people would actually want to buy from a PC can't be crafted anyway: camouflage gear, wearable glow-crystals, and spice. Lockpicks are essentially free to make and the only hurdle is finding somebody who actually plays a fence and therefore has the ability to make the good ones. Cures are cheap and you only really need to buy a few of them and then you're most likely set for life since it's not as if you're gonna get dosed with terradin on a regular basis. Get a few for bloodburn, one for terradin, and maybe one for grishen and heramide if you're feeling adventurous. Odds are high that you will never need to buy new cures again.
For an example of what actually does work, look at the SoI-Atonement-Parallel category of MUDs. It was actually difficult to get the best crafting materials, so it had a lot of inherent value, and the best equipment in the game was crafted, with no other way to get it. The NPC shops sold some basic stuff that would let you play your character, but if you actually wanted good equipment, you had to have it crafted or buy it from someone who did. It worked amazingly well. Crafting was the backbone of these games. A skilled armorer was incredibly valuable to a clan, and it was a tragedy if they died. Wealth was really important if you wanted to become powerful, because having high-quality weapons and armor mattered a lot and it took a hell of a lot of resources to get there.
Instead, Armageddon has this garbage economy where some dude's mastercrafted razor-edged obsidian tactical swing-sword is no better than the generic one you can buy from Salarr for 150 'sid, and armor does so little that there's no meaningful difference between the best of the best and the sandy-yellow chitin shit you can buy in the bazaar or loot off of that one NPC that a 0-day character can gank at night. And that's to say nothing of basketweaving, clayworking, stonecrafting, flower-whatevering and all the other trash crafting skills that produce nothing of any use whatsoever. Anytime I've tried to play a crafting class, I was immediately struck by that feeling of "why the hell am I doing this? I could have just made a fucking miscreant/tailor or something."
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Post by Azerbanjani on May 26, 2022 10:49:08 GMT -5
I firmly believe Miscreant/Any subguild is the best combination in the game*
*For city going individuals, I will contend that outdoor could be argued that raider/scout/stalker are the best outdoors but you'd have to figure out the outdoor meta for the time I'm currently not up to date. I assume it's just 'charge people' in which case Raider is probably the best because you can ride + gear yourself to max ride anyway
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mehtastic
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Post by mehtastic on Jul 30, 2022 15:47:09 GMT -5
Recently got word from a friendly face on staff that since Armageddon has been getting a lot of votes on Top Mud Sites, it's had an influx in new account creations compared to previous months. However, retention is basically zero.
I've said this before, but without efforts to address the underlying issues with the game, attempting to attract new players is counterproductive. Without improving the game itself, new players will just see a bad game and stay away from it forever. If you improve the game, then invite new players to look at it, they're more likely to stick around.
On a different note, I know a player who was addicted to Armageddon, quit, and out of wanting to scratch a severe itch for online RP, dipped his toes back in Arm. He quit a couple of days later because the taverns are full of quiet people and the cities are full of PCs who zoom past without interacting. Most of the people who play, are playing by themselves.
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Post by Azerbanjani on Jul 31, 2022 14:22:06 GMT -5
Recently got word from a friendly face on staff that since Armageddon has been getting a lot of votes on Top Mud Sites, it's had an influx in new account creations compared to previous months. However, retention is basically zero. I've said this before, but without efforts to address the underlying issues with the game, attempting to attract new players is counterproductive. Without improving the game itself, new players will just see a bad game and stay away from it forever. If you improve the game, then invite new players to look at it, they're more likely to stick around. On a different note, I know a player who was addicted to Armageddon, quit, and out of wanting to scratch a severe itch for online RP, dipped his toes back in Arm. He quit a couple of days later because the taverns are full of quiet people and the cities are full of PCs who zoom past without interacting. Most of the people who play, are playing by themselves. This mimics what I've heard more or less. Rates are basically still the same. I haven't taken a look at Arm in a while and I probably won't do it again unless I lose my mind or it's *REALLY* on the decline, see how the dying goes. Till then I play tabletops and actually enjoy myself.
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