|
Post by cjfunkmeister on Jan 1, 2015 20:05:13 GMT -5
Everyone likes to play theorygeddon. So I'm really interested to know how would YOU change Arm if you had the power? I mean in a general sense, like direction of the game, staff policies, new rules, areas of the game you would close/expand/reopen/invent, the works. Large or small, if you could change anything what would you do?
|
|
dcdc
Shartist
Posts: 539
|
Post by dcdc on Jan 1, 2015 20:41:38 GMT -5
I bring back Kanks... Expand the limits of the known. Try to take some existing out door area and x2 to make it feel bigger, more deadlier, complete with new secret hiddy holes for raiders, rogue witches, and defilers.
I'd bring back full fledged sorcerers.
I'd ban Delerak's alt accounts and make him head story teller under his Delerak account.
I'd seek out new story tellers and give them more freedom to do... story telling.
I'd allow players a bit more agency in terms of changing the world. No burning down taverns/cities on a whim, but allow indies wagons, warehouses, and other shit with out any need for staff.
I'd add special Luir's accent and Red stormer accent.
Other shit I can think of it or never hope to achieve.
|
|
delerak
GDB Superstar
PK'ed by jcarter
"When you want to fool the world, tell the truth." - Otto Von Bismarck
Posts: 1,670
|
Post by delerak on Jan 1, 2015 21:03:52 GMT -5
Some random shit/my 2 cents for what its worth. -Make food perishable. It should go bad over time. -Remove the endless water supply that clans get. -Document the virtual numbers of clans/orgnanizations publicly so people know population sizes of each clan/city/etc. This wouldn't apply to fringe clans like d-elf tribes. -Remove d-elf tribes as playable. They suck and don't add shit to the game to be honest. -Allow d-elves that live in cities. Are tribeless. Or just combine the two races for fucks sake. -A dwarven village should exist somewhere. God knows how many dwarves have had that as their focus. -Cap magick at a very low % of the pbase. Just because you have the karma doesn't mean it should be playable. These are the types of roles you should see as role-calls. Just to play an elementalist should be a big deal, instead they are far too common.
|
|
delerak
GDB Superstar
PK'ed by jcarter
"When you want to fool the world, tell the truth." - Otto Von Bismarck
Posts: 1,670
|
Post by delerak on Jan 1, 2015 21:04:12 GMT -5
-Make resources more important and fought over.
|
|
|
Post by magickermarco on Jan 1, 2015 21:10:43 GMT -5
I personally, 1) Expand the known world. 2) Remove Tuluk with a violent volcano explosion. Thus making Tuluk similar to Mal Krain 3) With the explosion, Luirs would be destroyed as we know it, they would relocate to the Mul Outpost. 4) Add more secret rooms for Rogue Gickers 5) Assign an Imm to govern over Rogue Gickers specifically. 6) Have a Templar and Unit assigned to hunt down Sorcs and Rogue Gickers specifically. 7) Make Gith a playable Race again. 8) Let players do stuff they want to do with minimul staff involvement. 9) Have staff throw out hooks for stories, and let them run with it, provided it is documented through the producers and admins. 10) Reopen Full blown Sorcs
|
|
Kronibas 2.0
Displaced Tuluki
this account will go inactive once I hit 420 posts
Posts: 389
|
Post by Kronibas 2.0 on Jan 1, 2015 21:14:32 GMT -5
close elves close half-elves open gith expand the world make resources more important to promote conflict
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 1, 2015 21:20:24 GMT -5
Introduce automated economic sinks that only affect unclanned pcs. A combination of a bank account tax, and maybe a random pickpocket attempt when you've been logged in more than X hours, and in most public places.
Introduce a set of resources only Agents, Nobles, their aides and Templars can buy. Make them start maybe at 25k. and go up from there. Some of them could be sold in a quarterly auction that only those pcs, and aides, could attend. Include in these resources wagons, storyline "starters", slave or guard npcs, and role call "slots".
Remove all artifact / component craft sales from public stores. Put them in stores only southern templars, gemmed, and such can access. If there is an "open merchant" of this type, put it someplace only mages and the strongest normals can reach.
Open a delf tribe outside the Pah. Run a plotline around why they arent just raiders.
Open a dwarf tribal clan. Run a plotline about what imms think dwarven rp can look like, as a way to improve player variations and foci to follow.
Introduce food spoilage. Keep clans supplied with a static amount of food and water per time unit, for all but the wealthiest clans.
Have a small builder imm team who does nothing but refresh the game environment. This doesnt have to only be an add, but if they remove anything, something else of similar size and scope needs to be put in, in its place. Refreshing the stage of a game is inherent in retaining explorer personalities.
|
|
|
Post by sirra on Jan 2, 2015 3:30:01 GMT -5
|
|
|
Post by BitterFlashback on Jan 2, 2015 8:29:13 GMT -5
i would open EVERYTHING back up. Except the Conclave and fucking gypsies. All roles, all races. Back on the table. Id fix tuluk as described in this post here. I'd also fix karma as described in the Arm 3.0 thread/ Sorcs will be unfucked. But i'll keep the subguilds because i really like the idea of thm as an addition to the game. not so much as a replacement. Lastly, i'd put all of the rules on one fucking page for the reasons listed in that link and this other one. Anything not on that page isnt a rule. And you can only be punished for breaking rules that exist in advance of you breaking them. All high-level clans would be closed. immedately. Day 1. All playable clans would be lower and middle class levl, where it wouldnt matter if a player got too important and screwd them up. Because the permannt damage they could do to the game world is minimal. The would be no designated clan staff. none. Players will now be responsible for all of their activty. Staff would no longr be involvd in world events. Not Even inventing them at the local level. Because everyone will now be playng characters who only matter to each other, there will be no need to badly lie to them about their importance in shapng world events. This will free up staff to do less glamorous things like actually processng player requests and character apps. Staff will still enforce ooc conduct rules, maintain quality standards in character apps, watch for cheatng, and so forth. But there will never be another RPT, HRPT, or any scenario where players wll be told to stop fighting during a war to watch a lghtshow. Staff will be assigned cities. players in those cities wll send their personal/clan requests in tied to a city, and the staff of said city will procss them in a FIFO fashion. Any staff member can field any requst. Obviously this doesnt mean every requst will be approved of, just that there won't be waiting around for a particular person to rubber stamp something. (There's a reason for assigning cities I get into whn i discuss storytellers.) Bureaucracy will be simplifed as follows:Producers - responsible for high-level decisions, which will be publicly announcd before being recorded in a single, centralizd place on the website. High level decisions are things like game-sweepng balance issues, economy issues, and so forth. or adding new races. Or ooc rule changes. in other words they deal with big picture things instead of micromanagng. Anything theyve approved/disapproved of and documnted will not require an admin/ST to interact with them on before implementng/rejecting. Which, incidntally, is how a fucking bureaucracy is supposed to work. Admins - responsible for coordinating with storytllers and players for implementing city-wide, wilderness, or clan-related game changes. These changs are limited to a broad scope. An admin clan-related change would impact all clans. Present and future. An economy change (e.g. deciding silt-horror armor should be 20% chaper) would impact every instance in an entire city. And it would fix somethng that fit with the Producers' direction or a type of issue theyre already empowerd to handle with autonomy. they would be focusd on things for the entre playerbase in a certain sector of the game. In other words theyre middle managers. Admins would take the producers decisons - as well as things admins are allowd to field on their own - and use the STs to make it happen. And like Producers, anything theyve approved/disapproved of and documnted will not require a ST to interact with them on before implementng/rejecting Storytellers - responsible for fillng player/clan requests in their assigned city / general wilderness area. They can do anything from implementng a resource to be found (that should be there but isnt hardcoded), processing mastercraft or custom ordrs, flagging things for a clan, and so on. and theyd also be responsble for providing a "world response" when requestd. Say clan A puts in a request to interact with a templar to screw over clan B. Whichever ST got the request first would take ovr handling the negotiations. And if things went well, they would add remarks to the city that clan B gets a tax hike because Lord Sinewy is gettng one knot of tho' per month to stick it to them. Clan B could then put in a request to investgate why theyre suddenly getting brutalized by the taxman every Ocandra. But for the most part the staff should only be facilitatng activity, rather than orignating it. And even then facilitation would be limitd to scenarios where players can't reasonaly be expected to do something without staff interventon (e.g. bribing the templarate, investigatng something that would have been witnessed by NPCs, etc). things that can be explained quickly in charactr could be requested with WISH instead of the request tool. this is limitd to the simple to avoid overwhelming STs, since theyd have to check [whatever tracking software Id put in] to see the current state of whatever to see where theyre starting from. And any ST with nothing to do and an empty request queue would be free to animate background stuff. Or toss out a minor NPC to handle somethng theres no PCs around to do. Someone suggested a really great idea where staff wouldn't have avatars anymore. Instead theyd create characters specifically to fit a player demand there wasnt a player (or enough players) for. this character would be entirely killable and unimportant in the big schem of things. But it would exist to faclitate players (I think the example usd was a fence whod take stuff from desert bandits into the city and bring them back out supplies). Any staffer could do that.
|
|
dcdc
Shartist
Posts: 539
|
Post by dcdc on Jan 2, 2015 11:07:06 GMT -5
Someone suggested a really great idea where staff wouldn't have avatars anymore. Instead theyd create characters specifically to fit a player demand there wasnt a player (or enough players) for. this character would be entirely killable and unimportant in the big schem of things. But it would exist to faclitate players (I think the example usd was a fence whod take stuff from desert bandits into the city and bring them back out supplies). Any staffer could do that. I suggested that actually I can't remember the thread. Partly because I hate to discourage folks from being on staff As well to make sure staff doesn't become so disconnected from the player base, they forget how to play.
|
|
|
Post by sirra on Jan 2, 2015 11:40:48 GMT -5
Armageddon could be such a great game, if just a couple normal hobbyists were involved at the top. People who aren't total failures at people management, and who know what a stakeholder is. And the importance of treating them professionally.
|
|
Jeshin
GDB Superstar
Posts: 1,515
|
Post by Jeshin on Jan 2, 2015 12:08:59 GMT -5
CCP and RiotGames both subscribe to the Stakeholder business theory. They are arguably the most successful companies in their respective niche markets. CCP being EvE Online and the most successful space MMO. RiotGames being the most successful free-to-play and MOBA in the world right now.
|
|
|
Post by gloryhound on Jan 2, 2015 14:20:57 GMT -5
CCP and RiotGames both subscribe to the Stakeholder business theory. They are arguably the most successful companies in their respective niche markets. CCP being EvE Online and the most successful space MMO. RiotGames being the most successful free-to-play and MOBA in the world right now. I wouldn't use Eve Online as an example of what Armageddon should be. The game goes on, so I suppose you could call it successful from a business point of view, but pretty much every player leaves it after a while because in the end, it's not a game, it's just work. Grinding, spreadsheets, and nothing you do ever changes the bleakness.
|
|
|
Post by sirra on Jan 2, 2015 15:09:41 GMT -5
CCP and RiotGames both subscribe to the Stakeholder business theory. They are arguably the most successful companies in their respective niche markets. CCP being EvE Online and the most successful space MMO. RiotGames being the most successful free-to-play and MOBA in the world right now. I wouldn't use Eve Online as an example of what Armageddon should be. The game goes on, so I suppose you could call it successful from a business point of view, but pretty much every player leaves it after a while because in the end, it's not a game, it's just work. Grinding, spreadsheets, and nothing you do ever changes the bleakness. Thats all mmos, really, and why a mud is still sometimes more entertaining.
|
|
dcdc
Shartist
Posts: 539
|
Post by dcdc on Jan 2, 2015 16:13:17 GMT -5
Eve is in way successful, because it allows that type of Emergence where at one point you are making your own fun. Its a game where it is easy to get bogged down into Spread sheets and shit. But if you're a creative player, and you find a niche is can be a blast. As well the game only grows, CCP to date (at lest to my knowledge) has never removed whole parts of the universe. Players can build, destroy, and create with out need for TPS reports and 356B forms.
They really do listen to their players, they find things that work, and choose to replicate it. Same with Riot... if something is working well for the players, they expanded upon it, the drop shit that isn't working.
Arm on the other hand, finds things that work, fucks them up so players are force to deal with shit that doesn't work. Because those at the helm are way too self absorbed to listen to their player base, it's like fun pisses them off. A tiny very vocal minority calls the shots, runs the show, and that's why your 4 day warrior in the militia has spent more time standing around in taverns then actually... being a guardsman or warrior. Because don't you wanna role play complimenting each other's brand new tdesc while engaging in masturbatory flowery emotes while ignoring each other for the most part, till the 1 hour timer goes and up and it times to spar for the 19th time that RL day?
Because hurr durrr Role play!
|
|