Jeshin
GDB Superstar
Posts: 1,515
|
Post by Jeshin on Oct 23, 2014 17:12:57 GMT -5
Yes I am, I normally specify if I -believe- or -think- something happened and am not sure. But I am positive that Raleris had an emoted scene and it wasn't just a rumor drop. The stabber was likely an NPC.
|
|
fightclub
staff puppet account
In your base, killing your dudes.
Posts: 41
|
Post by fightclub on Oct 24, 2014 7:06:30 GMT -5
You should immediately kill this thread. You're giving the staff, who we all know actively read these forums good ideas, and this would risk ruining their reputation.
|
|
|
Post by BitterFlashback on Oct 24, 2014 8:55:45 GMT -5
Yes I am, I normally specify if I -believe- or -think- something happened and am not sure. But I am positive that Raleris had an emoted scene and it wasn't just a rumor drop. The stabber was likely an NPC. Just checking. You should immediately kill this thread. You're giving the staff, who we all know actively read these forums good ideas, and this would risk ruining their reputation. Nah. theyd have to blatantly retcon both fiascoes to use our ideas, which would be entirely in keeping with their rep.
|
|
Jeshin
GDB Superstar
Posts: 1,515
|
Post by Jeshin on Oct 24, 2014 9:08:34 GMT -5
I think some people are hoping that the posted ideas will influence future staff projects. I mean would it -really- hurt the staff to have a small scale test run of some of the anti-gdb's ideas? Then if we're all whiny bitches about it and still complain they can safely write us off as whiny bitches. If it works and everyone is happy then they never have to admit they got inspiration from the boards. It's a win win! As to the recent and 'final' Grey Hunt. I think I would have changed out it played out... REAL VERSION - The Grey hunt was announced in 2011 (need confirmation) and was participated in by several prominent and not so prominent Tuluki PCs including some foreigners. One of the issues was it ran for over 1 ooc year and took so long that the # of PCs involved kind of flipflopped around. Musadir (that old assassin) was probably going to win until he retired or died or just got RL'd. There were other competitors including Elrum & Izari who both finished it in 1 week at the end just to prove they could. The non-tuluki got that eventually won. A couple others. The 3 tests were riddle to bring back a plant, token of worth, and something else who cares. After the selection, the Hlum and Consort (spy) were in 'office' for a few months before the volcano HRPT occured where one died and the other defected back to Nak and got made a Sargeant in the ARM. After the war the Hlum and Grey Hunt were banished and they 'never existed' according to the Faithful Jeshin's Version - Announce the Grey Hunt after staff or PC lack of participation have the Sun King come out to the people in a surprise appearance. Have him give a prophecy about how the weakening of Tuluki resolve and yada yada can lead to grave future events. Have him say that the Hlum caste is dead and that when the final Hlum dies there won't be anymore. This is an IC answer to either lack of staff ability to run a coherent Grey Hunt or lack of player interest. Like you wouldn't believe how many PCs were like nah, don't want to be a Hlum. OR Announce the Grey Hunt and make a change to the rules where the least worthy Chosen House will be replaced by the newly appointed Hlum Lord who will create a new house until such time as the next Great Hunt
|
|
|
Post by jcarter on Oct 24, 2014 11:37:21 GMT -5
Less of a specific IC event but I've always been put off how it seems like there's no carrot for players. The natural progression of a PC goes newb - > skilling up/making connections -> Badass/Important Person. To get to those end points, there's a lot of unfun timesinks that exist for unknown reasons. Seriously, why does it take 10 days worth of playing time to become a decent warrior? What's the justification for it? Who knows. But 10 days worth of repetitive sparring (the safest bet) isn't fun. 10 days of killing safe critters isn't fun either. Making contacts and connections is (to me) arguably more fun and takes less of a focused time commitment, but still involves a lot of downtime and inactivity to actually get to that point.
And then you get there, and it's become a level of 'what now'. What's the point? For combat-focused people, obtaining better arms and armor is a function of money and nothing else. Go out kill some easy critters and sell their shit for maximized profit. Why? Because high-risk animals like salt worms and dujat have very little return. After a while when you're all kitted out anyway, you're really just kind of hanging around for the sake of hanging around. There's nothing to conquer, you're just a highly skilled badass for the sake of being a badass. Using skills is pointless because whoopiee you killed some gith that will respawn right away. Maybe you get into a high position of esteem as a badass, but that's it. There's no carrot. You'll never really get to do cool things like start your own mercenary outfit. You aren't going to get to open your own school of combat. You don't do much except exist.
Same applies to social characters. Let's say you're the most popular guy in town and wheel and deal your way into being a sid millionaire. Big whoop. You're never going to get a cool house, or to open up your own shop, or put together any long term goals. You just exist for the sake of it and reacting to events as they occur.
Yeah, I get the whole 'living the character' thing but it's kind of a crock of shit. These things are fun for a while but the novelty wears off pretty quick. Sparring isn't fun. Living in a stagnant world isn't fun. I want to be a badass warrior who does adventures. What adventures are left? Explore an old area of filled with nothing but deadly monsters and no actual incentive to be there? Go to Mantis Valley for the sake of it? There's no carrot to entice me to play through the boring parts (10+ days of sparring, hell even 5+). Same with socializing. For a while, the fun is getting established. But when you're there, who cares.
How would I fix it? Add dynamic content. Gith raids are hurting Salarr's caravans (coded weapon prices everywhere go up) so the Byn and players have to step in. The sands wash away an old tomb with riches that a ballsy band of players can explore and find a Ring of Windwalking or whatever that they sell to a templar for tens of thousands of obsidian. Now they can buy a compound instead of a shitty apartment and hire NPC guards to protect their equipment while they set up for the next adventure. A merchant can open a stand up and sell their wares. When they get big enough they can get a shop. And so on. More things to actually strive for.
Of course this would require some work on staff side of things. But frankly I don't think it's really that crazy of a system and mentality to be supported when you literally have an active staff of around a dozen people for a pbase that peaks online of 50ish players.
|
|
drunkendwarf
Displaced Tuluki
SUCK IT, NYR AND ADHIRA
Posts: 211
|
Post by drunkendwarf on Oct 24, 2014 12:08:28 GMT -5
But staff would have to take time out of micro-managing every aspect of their players and actually put forth creative effort into actually making the game fun. You...they'd have to actually act like good Game Masters and allow the world to respond, react and evolve around the actions of the players instead of just forcing the players into their cookie cutter, stagnant world! The horror of it all!
|
|
|
Post by BitterFlashback on Oct 24, 2014 12:22:10 GMT -5
How would I fix it? Add dynamic content. Gith raids are hurting Salarr's caravans (coded weapon prices everywhere go up) so the Byn and players have to step in. The sands wash away an old tomb with riches that a ballsy band of players can explore and find a Ring of Windwalking or whatever that they sell to a templar for tens of thousands of obsidian. Now they can buy a compound instead of a shitty apartment and hire NPC guards to protect their equipment while they set up for the next adventure. A merchant can open a stand up and sell their wares. When they get big enough they can get a shop. And so on. More things to actually strive for. Of course this would require some work on staff side of things. But frankly I don't think it's really that crazy of a system and mentality to be supported when you literally have an active staff of around a dozen people for a pbase that peaks online of 50ish players. this comes back to something i've been pointing out for years. The stakes are too high. The staff has made it impossible to do anything with their content because every clan is the most important group that does what they do. And because of that any player-driven change would be game-changing. I am actually very interestd in what theyre doing in Tuluk with warrens families. it's the first positive new direction I've seen the game goign in. there's a real chance, assuming they do a disposable clan right, that it might be the first step towards getting arm into an upward spiral.
|
|
|
Post by jcarter on Oct 24, 2014 12:53:10 GMT -5
imo there's only two real ways to run the game, which coincides with MMO styles:
1)A hands-off style sandbox where players have the tools to make their own fun. This will never be Arm because it requires a more sophisticated code like Atonement had which gave players the latitude and flexibility. 2)Dungeonmaster-type style where staff regularly interact, run and assist with plots, and take a much more hands-on approach. In this case though, staff are responsible for making a good amount of things happen and being the big movers and shakers. Or there needs to be actual coded content for players to do.
Now you can obviously have a combination of both, but generally you're going to be mostly grounded in one or the other. There's a level of dissonance with staff's policy of the game and the tools that are there. 'Players are responsible for their fun' and a general hands-off approach with things implies a sandbox style game. But the code is nowhere there to support it. The IG economy is dominated by code. Beyond basic equipment, top-tier stuff is coming from this sandbox/coded mix where a player loads it up or has an imm load it up for them. Players are unable to build anything or leave any sort of coded mark on the world beyond extremely superficial, like drawing with chalk. Players face an extremely low cap on how far they can advance in their clan and the authority they can wield. It's pretty clearly not a sandbox environment. You could even reasonably put forward that new MMOs like SWTOR or FFXIV are closer to being a sandbox than Arm.
On the theme park side of things, it's a miserable failure. The DIKU code is made for this stuff, and the majority of DIKU muds are a hard-coded theme park style with events and quests for players to do. For staff involvement though, they're hands off. There's very few staff-supported RPTs that are run. Yeah, they happen, but in no way should you play Armageddon and base your enjoyment off of staff providing entertainment. I'd say probably the Byn gets the most of those and quest style adventures. The only IG coded quests are elementary gathering (salt, sid, clay, etc). Beyond that, there's very few things for players to codedly do. Kill monsters for the sake of it in one of the most embarrassingly crude and simplistic combat codes that's out there. Seriously, the combat code is awful and outdated. It's a 30 year old DIKU framework that's had a couple of bandaids (reel code).
So you have this weird combination of a codebase that's made for themeparks and can in no way facilitate a sandbox environment, but staff hold the expectation that it is indeed a sandbox. And it's funny because the pbase has this emperor's new clothes style attitude, where they keep praising what a sandbox environment it is and anything can happen and just be your character while oblivious that 'be your character' is actually boring as hell and not at all supported. Which is also kind of funny too because so many of these people manage to be their characters in the most optimal manner of skilling them up in as fast of a time as possible, but that's a different rant.
But I think there's a lot of frustration, especially from people on these boards, because we see that it's not a sandbox and never will be. So we either want assistance in making that happen through imm support, or to be entertained. Neither of those things ever happen though, so you get us burn-outs that are fed up with the status quo. Or maybe that's just me. When I look at Arm, especially whenever I see the 'just give it another chance' thing I say why. It's great that there's new fauna around Allanak (a theme park style addition to give more coded things to do) but seriously players have been asking for that for 15 years. I remember seeing complaints on the old style GDB about it because the power jump from jozhals to tarantulas and beetles was ridiculous. But at it's core, nothing has changed. We're not supported with a sandbox style code despite policies encouraging that manner of play, and in the year 2014 this grind for days to be not shitty is outdated and unfun.
It just falls flat to me on so many levels, and I think it's pretty clear through actions and culture of the game that the staff don't agree with the assessment I've outlined. Which is fine and not an issue but needs to be emphasized to people who feel like we're just ugh banned disgruntled players. Yeah maybe some are, but some of us strongly disagree with the direction and policy-level decisions that the administration makes. I think there's plenty of legitimate points there but doubt they'll ever be addressed, or even accepted, in any capacity beyond the stereotypically vague and generic statements we're used to seeing pushed out.
|
|
|
Post by lyse on Oct 24, 2014 16:53:07 GMT -5
There's really only one way Arm can be run and that's DM style.
The thing is, most players would be happy as a pig in shit with some animations, echoes and occasional mindless plot. Like you said before and I said before J, "adventure time". That's all most people really want.
I think skill grinding would be a thing regardless of how the skill system worked. But I feel like whoever reviews apps should have the ability to set skills to higher levels. A 33 year old caravan guard background should have at least some of those skills to reflect being a caravan guard for the last thirteen years. Kind of a Mush-like concept, but doable.
|
|
|
Post by jcarter on Oct 24, 2014 17:59:24 GMT -5
You'll never get rid of skill grinding, but the system as it is now is a relic of the past. Games and audiences have changed, and it really hasn't carried over to Arm. Compare 1999 EverQuest to WoW now. Back in 1999, the idea of a game where you could solo stuff or do quests or have group finders was laughable by developers. These were just things that were so considered out of the question and against the 'idea' of an MMO. 15 years later and we know how shitty and unfun those aspects of games were.
Arm hasn't caught up with that yet. I think a lot of systems are still in place with the reasoning of "it's just how we do things". I can't imagine how much backlash the idea of starting off warriors with upper level apprentice or journeyman level skill would get, both from staff and the pbase. But why is the starting skill level set so low? Why is every character starting out as someone who is so much weaker than the rest of the IC world? What does having a minimum amount of skill grinding time on the level of days to be able to kill coyotes actually add to the game?
Times have changed, but policies and systems really haven't. Most people who are coming in to Arm aren't used to permadeath and spending weeks of their lives getting a character to just be able to survive. It turns away players and discourages actually 'being' the character when you have to re-enact the arguably weakest part of the game. But that's just my two cents.
|
|
|
Post by topkekm8s on Oct 24, 2014 18:23:39 GMT -5
B-b-but your character will naturally grow really strong if you just log in once a day and play normally!!!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Oct 24, 2014 18:27:56 GMT -5
It's just like starting with contact at apprentice and barrier at novice when every npc in the game, including nonhuman npcs of all types, literally to the last, has contact and barrier both at master.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Oct 24, 2014 20:20:59 GMT -5
The time to skill up is kind of necessary in order to preserve the value and relative scarcity of very dangerous PCs. The alternative would be a lot worse: twinks would have too easy access to griefing tools, and the low value of a skilled character would lead to a lot of unrealistic roleplay. The issue isn't really the time it takes (and it doesn't take *that* long if you know how) but the fact that there's absolutely fuck-all to do 90% of the time.
RPIs have often been a bit low on the time invested vs. action participated in, but in the last five or so years, Armageddon has really taken that to an absurd extreme. Certain people with low standards will bang on about how there's plenty going on, but they're the ones who think "Chosen Lord Bob hired me to find bimbal leaves (out of absolutely zero need for bimbal, but a sense of obligation to tell people to do *something*)" is a plot. To more critical players who can tell worthwhile roleplay apart from pointless busywork, Arm has been stone dead frankly since it became clear that Reborn was actually Stillborn.
You can spend such long periods of time in a clan without anything whatsoever happening outside of what you can create from the ground up yourself (which, as a lowly nobody with no staff support and an absurdly stifling schedule, can be almost nothing) that the idea of spending a couple of months training your skills is unbearable. You tend to unlock more opportunities for fun when you have high skills, which is half the reason people strive for it, since people simply care more and are more drawn to highly skilled characters. Until then, you have to make it all happen yourself without being given anything to work with.
It's not even a difficult problem to solve. How many of you haven't played a soldier in the militia for over a month without ever witnessing a crime or getting to leave the city for any meaningful reason? You're lucky if there's one uneventful routine patrol in that month, often there'll be none. It's statistically unlikely that you'll get to make an arrest every IG year as a soldier. Similar things can be said about most other roles, and the recurring issue is that staff does almost nothing to give substance to any role.
Some will then insist that it's entirely the players' responsibility to make things happen, but it isn't. They have a part to play, but if they're given nothing to work with, they can't be creative enough. The stagnation coincided with a steady decline in staff involvement and willingness to work. It's not as though the players, to whom the activity level of the game is all-important, collectively decided one day to stop trying and let the game die out so that they couldn't have fun playing it anymore. People didn't suddenly quit making an effort; the game changed and has lost everything *except* the effort that players make, increasingly often with strong opposition from the staff that should be accomodating them.
The game is so bereft of everything that makes almost every role work. You can go through all the archetypical roles categorically and point out why:
Soldiers - Practically no crime and very rarely any military conflict. The need for PC soldiers is so laughably contrived and non-existent that the role feels like a complete farce. Even when there is a bit of RPT conflict, it's almost always about mages. A lot of the same applies to templars, though they have the ability to force their way into involvement with other things.
Criminals - Poverty and wealth in this game is a joke, the economy is so far beyond broken that most of the things that pertain to criminal roleplay just aren't applicable to the actual gameplay. The crimcode and general code associated with criminal actions is also very primitive. If you do make an attempt to play a criminal, the city's militia is so starved for purpose that they'll drop on you like a ton of bricks the moment you emerge from obscurity.
Merchants - Almost no craftable goods are desirable, most gear can be bought from NPC merchants, and most sales are just loaded up by staff. Merchants are glorified UPS delivery men who just cart shit from the storehouse to the customer.
Hunters - Nobody needs meat. Staying fed is trivial in this game, and most clans just have an NPC cook with unlimited supplies of cooked food. Skins are also pretty useless for the most part and serve mainly as a means to skill up tanning for the stuff it branches into.
Nobles - The game's political scene, when anyone tries to keep up the pretense at all, is laughably shallow and meaningless as you can't ever change anything except complete the cookie-cutter quests that staff give you, which don't amount to anything entertaining or useful (uh... renovate that pointless building over there. How? Well, throw 50 logs of wood in the room and send a report.)
Mercenaries - Nobody ever hires them out of any actual *need.* You don't need an escort when you drive your wagon from Allanak to Tuluk because nothing whatsoever was going to happen anyway. Mercs live on the goodwill of other players to hire them out of a sense of obligation and/or a desire to seem relevant in some way, but it's all completely artificial. They don't need eachother, but the players feel like they ought to do it.
Tribals - Your territory is never really threatened by anyone, the lands cannot be depleted of their resources, your shitty goods aren't wanted by anyone, and you'll never have enough players to do anything significant. Anything you do end up involved in will be so steeped in magick that you can't affect (unless you're a mage yourself, which at least half of tribals do seem to be) that it feels like something out of WoW.
The list goes on and on like that, and it's so fucking OBVIOUS what the solutions are in each case. Also, the solutions mostly have to come from staff -- repair the economy; broaden the options for crime; maintain the presence of threats to the clans that are meant to deal with them; redesign the game's itemization so that most crafts are of actual use and the merchant houses serve a real purpose; implement periodic resource depletion so people give a shit what goes on in the world.
These are not things the players can do. The players have tried everything they could, but the extremely archaic and inexplicably unsupported game (considering the size of the staff roster) is such a constant hindrance that everyone just gives up. The above needs aren't even that big of an ask, this game has an absolutely insane number of staff members for an RPI and they've had years in which to do this. They just don't.
|
|
|
Post by topkekm8s on Oct 24, 2014 20:25:49 GMT -5
i came
|
|
fightclub
staff puppet account
In your base, killing your dudes.
Posts: 41
|
Post by fightclub on Oct 25, 2014 14:27:21 GMT -5
Fuck...
|
|