vex
Clueless newb
Posts: 133
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Post by vex on Jun 23, 2020 20:33:29 GMT -5
lol dude if you just completely go out of your way to avoid everything that the current staff members enable and provide to the game, you'll have fun!
That's the jist of it. Yes.
Welcome, to whatever is left, of the Armageddon experience.
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Post by Krentakh on Jun 24, 2020 14:09:45 GMT -5
Has nothing really happened worth putting on the history page in 2 years? 2 years including a covid spike of players? If I was a producer and nothing happened in my active game for 2 years worth putting up, I'd resign so someone with actual enthusiasm and passion can have the encouragement to do something. The last entry on the history page happened 26 in-game years ago. That's 1118 real-life days, or just over three years. It has been over three years since anything was written on the history page. And pretty much all entries from the last fucking decade are about gith. A few others are about tepid politics and bullshit. It has been many years since any player initiative or player-driven story made it onto the game's history page. It's not that a bunch of stuff has happened and they simply forgot to write it down, either. Nothing fucking happens in this game. It's so boring that it's legitimately amazing. I've never seen anything like it. It's so tedious and bereft of meaningful direction that it's kind of impressive. I didn't think the game could end up like this while still having a huge amount of staff and a sizeable playerbase by RPI standards. Like... people must genuinely be trying very hard to avoid doing anything. I didn't think you could have this many storytellers and players without something automatically happening on a regular basis. It's a case study in stagnation. How the hell can that even happen? How does a game go downhill so consistently over the course of years without anyone going "hey, let's try to fix this." It's like a car crash in slow motion where the driver has all the time in the world to brake and avoid it but simply chooses not to.
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Post by desertsexsimulator on Jul 22, 2020 5:37:36 GMT -5
POV: You're a young female Armageddon player who just joined staff.
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jkarr
GDB Superstar
Posts: 2,070
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Post by jkarr on Oct 11, 2021 9:27:15 GMT -5
They shut Tuluk down because what else could they do after we ruined the plot? It'll reopen a few years from now when they've had time to recover from our spoilers. like clockwork talk abt one helluva BitterFlashback to the present
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Post by lechuck on Oct 16, 2021 9:19:50 GMT -5
From "The Allanak Problem" on the GDB: I have, and less then 20 years ago, although not by much. And I have a few more years then you. By 18 years ago it was becoming far less common and by 15-16 years ago...Only Submit or die. You submit to this collar you can never remove, you work for us whenever we tell you to, there is no escape anywhere in the world...and have to live in a segregated section of the city....Or...Die, The very definition of enslavement. And the best kind (or lowest, depending on which side of the gem you are on) because you do not have to care for them at all. I am not quite sure why the "allowed to live in the great city of allanak EVEN though you are a mage" Along with the idea that this is a good thing, changed to "allowed to live". And let me be clear. I do not so much have an issue with the gem system itself. I have an issue with the way it has been played out, and that is the reason many players/PCs consider it enslavement. If it was common practice for a templar to ignore a mage on the salt flats not bothering anybody...(Laughable today) And if they caught a mage that was not actively casting in the street or walking around with some noticable spell on...and it was Take gem, Or we strip you, leave you a knife and waterskin and kick you out the gates...Or pay a fine and kicked out. And if you come back again it better be to ask for the gem or you die. AND to not care about harmless mages outside the city. I would have no issues at all. But that is not the case. I think it comes down to the matter of frequency of occurrence. I've seen magickers take the gem without death more recently than that, but not so often, and increasingly seldom in the last handful of years. It's a result of the way things have changed. People roll in as templars. They're expected to do this and that, so on and so forth; but at the end of the day, they can only really react to the events that happen to them. If someone turning themselves in as a magicker has only happened once in the last three month, and the documentation says that most magickers are forced to take the gem in order to live, you're just at a crossroads. Do you do what the documentation says usually happens or do you go with the impulse that accomodates that player's concept? It comes down to the fact that most roles are scrounging for reasons to exist. Same goes for when a law enforcer catches a thief, or when a Guild member meets someone unaffiliated but potentially competent in the alleys. When nothing has happened for so long, you tend to go with the reaction that most represents your role. It's often a reaction that, by rights, should not happen every time. Unfortunately, due to current circumstances, it does happen every time and locks players into certain patterns of play. The templar can't really be expected to react with leniency the first time they meet a magicker, even if the lore says that it's something that they might experience on a regular basis. If we get right down to it, Armageddon doesn't really work with its current player count. The bulk of the documentation was written in a time when players were subjected to these aspects of the setting often enough that they could adjust their reactions to the circumstances of the event. Now that anything which is even slightly unusual is likely to be the biggest thing that happened to you for the last month, it no longer works. About a year ago, player numbers reached a point where the sensible decision would have been to focus all play on Allanak and its immediate surroundings. Instead it was expanded, and this is now causing problems. Tuluk could have been reopened four years ago and it might have worked out, but now it's just making things worse. It was the wrong time to do it, and it reflects in all aspects of the game, but most notably Allanak. Surely noone can deny that numbers have dipped below critical mass. It's a daily topic on Discord. The game struggles to reach 30 players during peak hours and sits at less than 15 throughout most of the day. One of the ways in which this comes to play most prominently is in people's reactions to maickers. Since it now happens so rarely that most characters experience it maybe once in their lives, their reaction to it will be skewed by that fact. For years, people complained about the constant culling of content in the game. When player numbers were still healthy enough, it felt wrong to shut down this clan or that, or render this race or that area unavailable for play. Then, as a consequence of those actions, fewer and fewer players stuck with the game. Now we're at a point where there's not enough to fill out even the most basic roles, and then they choose to reopen Tuluk? Maybe there was the hope that this would bring a bunch of players back, but this hasn't happened. It had the adverse effect: players are now so spread out that everyone is starved for interaction, causing more players to quit, and thus leaving every location even more desolate. Who can honestly say that anything meaningful goes on in the game anymore? Players are spread so thin that they can't make anything happen. Major world events are so rare that noone has anything to build upon. You log in, you look around, you can't find anyone to interact with, and then you log off. That's today's Armageddon. On some level, I can see that current staff might have been in a lose-lose situation. If they didn't open Tuluk again, things would have continued to stagnate as they were. If they did, the playerbase would be stretched untenably thin. This is an issue that should have been addressed several years ago, during that vast span of time between the Reborn fiasco and recent times where almost nothing happened for years on end. But it wasn't, and now it just feels like too little, too late. I don't have a solution handy that could fix everything overnight. Tuluk should not have been opened again, sure, that's easy to say; but now it's done. The game's story should not have spun its wheels for half a decade, but that happened. I can be an armchair developer and say that they should promptly shut down Tuluk, Luir's, and all but one desert elf tribe, and center all play around Allanak, but I wouldn't want to be in the shoes of whatever administrator had to make that call. Still, it's the only way I see a future for an ArmageddonMUD that peaks at 30ish players at most, and often struggles to reach that figure at all. This game is actively in the process of dying, not because it has too few players to survive (although it has begun to head in that direction) but because the game's design cannot sustain these numbers. You can't have two dozen different clans in a game that barely has two dozen players at peak hours. You can't have four major centers of play (Allanak, Luir's, Tuluk and the Tablelands; hell, it could be five if you counted Red storm, and six if we consider the 'rinth a separate sphere) when the game sits at under 15 players throughout most of the day. But at this point in time, who's going to make the decisions that remedy this? It would be a very big decision, one that openly acknowledges past mistakes, and I can't see anyone doing that at this point.
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Post by Azerbanjani on Oct 16, 2021 10:45:15 GMT -5
Have people realized staff isn't open to dialogue with players yet?
We get so much about staff meetings and all this 'Good job staff, Very cool!' shtick, as if people have to talk to staff like they are dogs and are oh so proud of them for stuff every other game has been doing for years (Listening to god damn suggestions), yet we can look at the forums for: 'Here's a change we did with little player input. I won't talk about it' Players: Hey it would be really neat if you talk about it Staff: No Like 5 more players: I think this is a thing people usually talk about Staff: Anyway we made this change for -reason that had no reason to be hidden-, we aren't going to change it Player: Would you be open to changing it in the past? Staff: No
Or: Staff: People have been talking about things we no likey in this thread, locked
Where has staff showed an indication it actually cares about feedback? Even when they ask for it its within this such limited fucking scope that it rarely matters. 'Hey we are changing the classes up. Provide no feedback unrelated to these 2 skills thanks' Now Miscreant sucks slightly more and Infiltrator unsucks slightly more but a lot of decent feedback involved changing more than just hide caps, it involved making things actually fit their niche.
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Post by lechuck on Oct 16, 2021 11:19:34 GMT -5
Yeah, there's not much of an open dialogue. That has frankly always been the case. If anything, I'd say that staff is more receptive to feedback these days than they were before, but they still pretend that they aren't. Nevertheless, many of the talking points that began on this forum have eventually led to changes. Often they do it in a roundabout way: we talk about something, and then it becomes a topic in the non-shadowboard circles, and finally staff listens. It's just the natural course of events.
Without intending to toot my own horn, many of the topics I've raised here are now frequent subjects of discussion amongst the playerbase. It's clear that they all read this forum or listen to those who do; and while the game's popularity has diminished to such an extent that its current state can officially be called its twilight years, there are three distinct and frankly equal portions to the Armageddon community: the GDB and in-game discourse, the Discord channel where people are a little more forthright, and then this forum where there is no filter.
Before the shadowboard came about, and obviously before Discord, the only link was between the GDB/in-game stuff and staff's direct authority. People talked on AIM, but often it was just two or three friends sharing their wildly inaccurate interpretations of the code and things like that. For a time, this forum was a platform for all walks of life, from those who hated Armageddon and wanted to see it fail to those who cared about the game and wanted to use the shadowboard to influence positive change. Those who wanted to see Armageddon fail have... honestly probably got what they want, at this point, but probably not through any influence of their own. Many who loved the game have also left because it's just on its last legs. In some strange way, one might say that the ones who still visit - and play the game - are those who truly want the best for Armageddon.
I fully believe that everyone on staff belongs to that category, but some of them may have lost sight of the game's zeitgeist. That's not some new things. Parts of staff have been out of touch since... probably forever, if we get right down to it; it's known that the likes of Nessalin never play at all, nor did Adhira keep her finger on the pulse, and so on. I strongly suspect that Brokkr, while he clearly cares about the game, does not really grasp the zeitgeist of players and the topics that they care about. That's why the big class revamp didn't really hit the spot. He hasn't got the perspective to see any, well, perspective beyond his own, and staff perspectives rarely line up with those of the players in a game like this. That comes into play in decision like "well... we're bumping the hide skill of two classes by 5 points, so let's give 90 scan to everyone and their dog."
But they do have the right intentions. I think we've moved past the days of Nyr and his ilk, when some members of staff were truly irredeemable. One can say what they want about Shalooonsh and his controversail relationship with female players, but that doesn't change the fact that these people mean to do what's best for the game. They just don't get it right half the time. Opening Tuluk again, in an age where there already weren't enough players without it, is a sign of that. It's also a sign of their listening to the playerbase, but acting too slowly and without querying people for feedback first. I'm pretty sure that if they had publically asked people back in July, or whenever it happened, if opening Tuluk now was a good idea, they'd have had a lot of feedback that indicated that it wasn't.
But they didn't. Instead, a murky soup of years of messy feedback made its way back to staff through a long and winding road from here to various players to Discord to actual staff ears, and so a decision was made that may have made sense four years ago but no longer does. It's not that they don't listen, it's that they listen to the people who have to toe the party line and pretend that they don't visit here, and so can't give feedback right after they read it here, because then it'll look like they brought the message right back from the evil scoundrels of the dreaded shadowboard. But at the end of the day, anyone who has followed the game's general discourse can tell that that's what happens.
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punished ppurg
GDB Superstar
Why are we still here? Just to suffer?
Posts: 1,098
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Post by punished ppurg on Oct 16, 2021 12:25:11 GMT -5
When you look at all the feedback in Halaster's thread, the common theme is time. Time. Time is the obstacle for people playing. They say they don't have enough time.
When you have a game meta-balance directive that relies on hundreds of hours of skill fails to become borderline competent, players don't have the time. When you have IRL months, nigh upon a year of jumping through hoops to "prove" that you "earned" the right to inflict your minor merchant house upon the gameworld, players don't have the time. When someone can have their efforts and investment in the game world wiped away in a blink of an eye by some sponsored role, or some pissant patronizing staff animation, or some doofus playing Armageddon like a PvP mush: they don't have the time.
There's only one solution that comes to my mind. 2-3 karma should not be the refuge of gimmicky overpowered races and magic classes: let those players hop in with "ready to go" MUNDANE classes. Let them bypass the grind entirely, once/twice a month or so. Let them hit the ground running without having to waste some 100s of hours stumbling over failing arrowmaking for the umpteenth time. Watch how the mundane world opens and thrives. And let's not delude ourselves with the petty calls of, "The grind is necessary!" And "Boosted characters should have a low ceiling cap / no gains so that the old way is better!" There's only one way to get the oldbies coming back: respect their time. Let karma be a measure of whether the player has shown they can handle mundane "power" enough to get it every character -- if they so choose. Let them be the movers and leaders for the have-nots: no sponsored roles or oversight necessary.
Armageddon's meta-balance directive of time invested to "get good" is what has killed it for many of the players. Even if someone manages to avoid the poor management, the staffer alt abuse, and all the other issues raised on these forums? They can't avoid the solid fact that Armageddon as a game does not respect their time. It is the one obstacle that everyone faces.
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Post by Azerbanjani on Oct 16, 2021 14:06:56 GMT -5
That's a very good point. Just about every reason for people not playing is time. Yet how much have we seen changed to the grind? The new classes starting at higher levels doesn't really fix this, you still need to dedicate a load of time. Here's 'Returnoftheking's message he made on Armageddon that got removed because he said something later on in the thread staff didn't like, so instead of removing only the messages they didn't like they told him he wasn't welcome, removed his messages entirely. I was thinking 'Wow, this is real informative. I'm gonna save it incase staff deletes it' And what do you know? They did. Here it is, I copied and pasted it. I should have screenshot it instead but hindsight is 20/20. pastebin.com/yVCR6Ee4
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Nov 10, 2021 1:39:38 GMT -5
When it comes to intoxication, especially when dealing with preconceived notions about how people are in certain states, I think a lot of people just act on knowledge that simply isn't very legitimate.
In terms of creativity and just... negatively affecting who I am, as a person... then undoubtedly, alcohol trumps nearly every single other inebriating substance. Hands down, unquestionably. Now, people who consume alcohol regularly tend to be a lot better about this. But myself, I mean, I am not an alcoholic and don't come close to drinking everyday, so, when I do to great excess, well, I'm definitely not my best as a person. When I'm doing something like writing, for instance, I'll notice fewer mistakes. Even major ones. That lowered level of cognizance that might allow for conversations with, say, strangers at a bar to come easier, will similarly just nail a person to the fucking wall when it comes to the ability to proofread, doublecheck, impose needed filters, and lots of higher-order functions related to super-dialed in, super in-tune writing.
When it comes to illegal - or legal - drugs, I feel like those that affect the same receptors that alcohol does - GABA receptors - are the only substances that comes /close/ to rivaling that sort of damage. Xanax, Valium, Ativan, etc... While these substances don't "make a person drunk" in the strict sense of the phrase, they do tend to just slow people down to a similar, if not greater, degree. These medicines, when they aren't abused, also have the capacity to provide enormous beneficial effects, which is why they're often prescribed to veterans and others who have endured seriously traumatic shit. Looking back on my life, at the times I regret the most, or when I've made the most mistakes... nearly every horrible situation and terrible scenario links directly back to alcohol or medications designed to tap into its mechanism of action: the manipulation of GABA receptors.
Most recently, I... you have to understand, I've been isolated in the mountains, either with my ex, a government attorney, or by myself, by and large totally fucking cut off from society, since the onset of COVID-19, just... so far fucking removed from everyone and everything, like, it is a heinously mother fucking rough deal at times... and sometimes, not too terribly often, but sometimes, I will pay a guy to drive some beer out to me. Because that's one thing I haven't figured out how to order off the internet cheaply or reliably ---- yet. Anyway, this last time, I was drinking beer for a couple of days or so and having a good ole time. But... I got so freaking hammered that, when I came to... I was fucking playing Armageddon, like, /hard/, for the first time in the better part of a year.
I sort of rolled with it, and, quite frankly, even after drying out a bit... I've found myself having a really, really good time. It is really nice, sometimes, especially when you're somewhat cognizant, to throw yourself into a creativity-oriented /thing/. So much of the media, entertainment outlets... all of these ways to pass the time... are just, NOT comparable, for me anyway, when it comes to a /thing you can do/ that requires the expenditure of that degree of imagination. Only a week before that, when I had said to myself for the first time in forever:
Hmmm, I feel like playing a game.
I had made a Steam account for the first time and bought some games... and became so fucking bored, so fucking quickly, like, I just lost interest blindingly fast. There's just only so much thinking, reflecting, emotion... whatever... that goes into something like Destiny 2.
My first several days playing Arm were... sorta rocky, in part because I was working on that beer I'd had a guy drive in, and in part because it had been a decently long time since I had last played. Eventually, though, I felt like I was starting to immerse myself in a way that I hadn't in a while... and that was really nice. I found myself existing in a way that the sixteen year old version of me would have never, ever imagined: growing weed in some remote, mountainous area with nothing to do but take care of plants, feed the chickens cats and dogs... and play the fuck out of ArmageddonMUD. As much as I like to bitch sometimes, that is just, like... I mean, if that ain't nice, then I dunno what the fuck is.
But, well.
I just hope it hasn't been at anyone else's expense to the degree that it caused them negativity, or frustration, or ill-will, or anything that felt more bad than good - and if it has been... then I am genuinely sorry.
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punished ppurg
GDB Superstar
Why are we still here? Just to suffer?
Posts: 1,098
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Post by punished ppurg on Nov 11, 2021 13:04:10 GMT -5
Kronibas, I'm happy for you. Housewives and hermits are Armageddon's target audience. From a utilitarian standpoint, I hope you derive as much enjoyment from the game that you possibly can before you inevitably get bit by the snakes in the grass.
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jkarr
GDB Superstar
Posts: 2,070
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Post by jkarr on Nov 12, 2021 5:25:30 GMT -5
Kronibas, I'm happy for you. Housewives and hermits are Armageddon's target audience. From a utilitarian standpoint, I hope you derive as much enjoyment from the game that you possibly can before you inevitably get bit by the snakes in the grass. lol then it seems that like company likes company how have u been enjoying the game of late buddy
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Post by psyxypher on Nov 30, 2021 22:23:35 GMT -5
Been getting awfully nostalgic for these games lately. Despite the real big toll it kinda took on my mental health to play. Part of me still wants to try again despite all the drama I went through when I quit Apocalypse. I don't even know if I'd be accepted back. And I'm definitely unsure if I should.
Still, that sense of wonder and desire to try a magical character who will inevitably devolve into a spice miner or drown in the sea of silt. Or just try an Elf or something. Elves were super fun.
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Post by lechuck on Dec 1, 2021 1:09:55 GMT -5
Well, you're missing nothing right now. The game is definitely in a slump. I can't say if it'll climb back out and have some kind of revival, but at the moment, things are really dull. Peak numbers are usually in the low 30s and all that happens in the game is that artificial brand of 'we animated some NPCs for your clan to kill so you can't say nothing happened this month.' As far as genuine organic intrigue and inter-player plot goes, there's pretty much nothing. No conflict between clans, no gamewide story, nothing that you can pick up and make something out of.
If your idea of a good time is to roll up a character and kill some animals, that part of the game is still there. If you want to get involved in meaningful interactions between characters and clans, it's almost completely absent nowadays. The level of hype in the game can often be measured by the activity of this board, and if nobody has posted anything about current events for months on end, it's because there were no current events for months on end worth posting about.
It's still a passable single-player survival RPG, like a text-based Skyrim, with the occasional surface-level interaction with other players. If you expect there to be more than that, it probably isn't there unless you hit the jackpot and happen to get involved with the few remaining pockets of interesting roleplay still left in the game. Most players never cross paths with that and are never given the opportunity to get involved with anything that feels like it matters.
There's not much more to say about it. Gone are the days where your clan might have to duke it out with another clan over water rights or whatever. Gone are the days when there was enough intrigue between nobles that assassins and spies had a place in the world. Gone are the days when war between Allanak and Tuluk was a sufficiently real threat to where playing a soldier felt relevant. You can fuck around on a ranger-type character and have some moderate fun with that, but if you expect to find roleplay that feels like it matters, you're most likely going to be disappointed, because it just doesn't exist in enough quantities to where every player can expect to encounter it.
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Post by psyxypher on Dec 2, 2021 0:23:34 GMT -5
Well, you're missing nothing right now. The game is definitely in a slump. I can't say if it'll climb back out and have some kind of revival, but at the moment, things are really dull. Peak numbers are usually in the low 30s and all that happens in the game is that artificial brand of 'we animated some NPCs for your clan to kill so you can't say nothing happened this month.' As far as genuine organic intrigue and inter-player plot goes, there's pretty much nothing. No conflict between clans, no gamewide story, nothing that you can pick up and make something out of. If your idea of a good time is to roll up a character and kill some animals, that part of the game is still there. If you want to get involved in meaningful interactions between characters and clans, it's almost completely absent nowadays. The level of hype in the game can often be measured by the activity of this board, and if nobody has posted anything about current events for months on end, it's because there were no current events for months on end worth posting about. It's still a passable single-player survival RPG, like a text-based Skyrim, with the occasional surface-level interaction with other players. If you expect there to be more than that, it probably isn't there unless you hit the jackpot and happen to get involved with the few remaining pockets of interesting roleplay still left in the game. Most players never cross paths with that and are never given the opportunity to get involved with anything that feels like it matters. There's not much more to say about it. Gone are the days where your clan might have to duke it out with another clan over water rights or whatever. Gone are the days when there was enough intrigue between nobles that assassins and spies had a place in the world. Gone are the days when war between Allanak and Tuluk was a sufficiently real threat to where playing a soldier felt relevant. You can fuck around on a ranger-type character and have some moderate fun with that, but if you expect to find roleplay that feels like it matters, you're most likely going to be disappointed, because it just doesn't exist in enough quantities to where every player can expect to encounter it. I forgot to mention I was playing Apocalypse, not Armageddon. I have no idea what's going on with Apocalypse right now, though I know the game has been in a slump. It was fun while I played. Even if I managed to get people to royally hate my guts. But success is measured in enemies, is it not?
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