Suggestions from the Shadowboard
Mar 28, 2015 1:08:28 GMT -5
bastilleangel, nobody, and 7 more like this
Post by BitterFlashback on Mar 28, 2015 1:08:28 GMT -5
So thre was this thread on the GDB where the staff decded to poll the playerbas for ideas...
gdb.armageddon.org/index.php/topic,49004.0.html - Armageddon Brainstorming - Get it while it's hot
And Ive been debating and asking advice about whether or not to comment on it. Because i really had a lot to say on the matter. And because my time and energy have been depleted for the past month by a new job.
so i'm going to post as briefly as i can. And if anyone has any interst in this topic or a particular remark, i'll elaborate. or defend my points. or whatever else. Im also not concealing my typng style for these points as i won't be writing them normally anyways. so no intentonal errors.
Here is a list of everything the staff can do to improve the game. And reduce their workload.
gdb.armageddon.org/index.php/topic,49004.0.html - Armageddon Brainstorming - Get it while it's hot
Adhira
We're doing some brainstorming on the staffside about changes to some of our structure and processes. As part of this we thought it might be worthwhile to canvas the playerbase and get your input on a few different areas. We're looking for methods to streamline what we're doing staffside. We want to be able to put more of our staffing time into doing things that more directly affect the game. To free up our time so that our staff can run storylines, and participate in those plotlines, make the world more dynamic and perhaps even put some spit and polish on some of those neglected spots out there.
So we are taking this next week to solicit your feedback, feel free to throw out those oddball suggestions, sometimes it's those leftfield comments that strike a chord, sometimes it's the tried and true suggestions that we've talked about 100 times before but the timing is finally right - either way we're seeking input for our own brainstorming process so post away.
We're doing some brainstorming on the staffside about changes to some of our structure and processes. As part of this we thought it might be worthwhile to canvas the playerbase and get your input on a few different areas. We're looking for methods to streamline what we're doing staffside. We want to be able to put more of our staffing time into doing things that more directly affect the game. To free up our time so that our staff can run storylines, and participate in those plotlines, make the world more dynamic and perhaps even put some spit and polish on some of those neglected spots out there.
So we are taking this next week to solicit your feedback, feel free to throw out those oddball suggestions, sometimes it's those leftfield comments that strike a chord, sometimes it's the tried and true suggestions that we've talked about 100 times before but the timing is finally right - either way we're seeking input for our own brainstorming process so post away.
And Ive been debating and asking advice about whether or not to comment on it. Because i really had a lot to say on the matter. And because my time and energy have been depleted for the past month by a new job.
so i'm going to post as briefly as i can. And if anyone has any interst in this topic or a particular remark, i'll elaborate. or defend my points. or whatever else. Im also not concealing my typng style for these points as i won't be writing them normally anyways. so no intentonal errors.
Here is a list of everything the staff can do to improve the game. And reduce their workload.
- Staff Activity
- Stop protecting players from other players
- Allow nobles to pay a crime-specific fee to automatically have someone pardoned by an NPC.
- Character reports are limited to what players have already done, not what they're planning to do.
- Staff no longer approve/disapprove player activity; staff react to it appropriately after its happened or not at all.
- Stop picking PCs to die to make your RPTs seem more intense.
- Find ambitious leader players and give them something to achieve. Then stay mostly out of the way.
- When you see an active PC leader who seems to be gobbling up all of the hires, it's because s/he is keeping people active. Find a similarly ambitious player and set them up to be that PC's rival. Then stay mostly out of the way.
- Instead of inventing RPTs to plague cities with monsters, find players who should be working against/with each other and use RPTs to cause them to encounter each other. Then stay mostly out of the way.
- Whenever a clan is doing excessively well in your eyes, figure out who their rival(s) should be and make an attempt to get people to play rivals. Then stay mostly out of the way.
- Stop resolving things PCs could be employed to attempt to resolve When players are going on murdering sprees (or whatever else is pissing you off), don't stop it. Instead:
- Inform the appropriate PCs (templarate, local tribe, whatever) whose ROLE is supposed to include dealing with that shit.
- Make it clear through NPCs you reward success and punish failure, but it's up to the PC(s) to make an outcome happen.
- If they have nothing to go on because of code limitations, animate some NPCs to point them to the PCs they should speak to while actually investigating the crime. Then stay mostly out of the way.
- If there are no PCs to interview be the change and make some NPC witnesses/informants (if there would be any). Then stay mostly out of the way.
- Leave it to your PCs to figure out who did what and how they want to resolve the problem, then react to it appropriately afterward.
- Stop doing busywork (instead of addressing the game's problems):
- Stop building new rooms
- Stop removing rooms/cities/content
- Stop coding shit that doesn't matter
- Start addressing the game's problems
- There are countless duplicate rooms. Tweak them. Add unique animation scripts.
- Transition from hard-coded clans to database-driven clans that can be created, deleted, and refreshed while the game is running.
- Actually put some metadata on the permanent clan ranks instead of having different groups with linear progression.
- Fix the economy.
- Figure out reasonable costs for all recipe components
- Write a script to go through each recipe, setting the value of the result based on difficulty so its value is more than its components
- Lower the cost of food and water everywhere
- Add low-cost/low-quality food and water everywhere
- Add a general health stat based on the quality of food, water, and rest the character has over time; make it boost or reduces all other stats by a level or two based on how far from "normal" it is.
- Reduce the availability and increase the price of good shop gear
- Make all weapons, equipment, and food craftable
- If players still have too much money, reduce the buying price shops offer worldwide, and push more buying power to the hands of PC GMH leaders and nobles.
- Actually make trade profitable. Take goods (obsidian, wood, seasonings, skinnables, foods, etc.) and make them sell for super cheap where they are found and fairly profitable the further you go from their source.
- Add raiders back into the game. Which clan is unimportant. Once trade is actually profitable it will need to have predators again.
- Fix the weapons and equipment.
- Take whatever shit you still have in flatfiles and copy it into any database. Use DB2 if you have to.
- Run some queries to output all the objects with their material, bonuses, weight, etc.
- Set the value to something that makes fucking sense. If you're not sure what, write a formula to do it for you.
- Use a script to apply these new value to the game objects.
- Permanent Clans
- Remove the hiring cap.
- Give players full autonomy but limited authority
- If a clan eats up all the players, it's because said clan is keeping players active. Imitate what they're doing right.
- Stop bothering to make a world response; things players do should only get a response from PCs or their NPC superiors
- Noble clans
- Pay nobles a shitload more money
- Drop aide pay to shit. Nobles can chose to reward them for good service with money and gifts.
- Alter the crimcode so noble aides/guards are only crimflagged for attacking each other, soldiers, highborn, or important GMH members
- Alter the crimcode so that noble aides/guards will not be killed on purpose when crimflagged
- Aides/guards should be let off from jail without bribes/groveling, provided they didn't attack someone important or piss off a templar
- GMH clans
- Remove automatic pay for merchants/agents
- Remove all limits on how much (anything) can be sold
- Set the wagons so they can't be driven over the Shield Wall by bored players trying to make shit happen.
- Reduce the automatic pay for guards; make part of their compensation weapons and equipment
- Stop making leader characters out to be important. Including highborn.
- Players can't change the gameworld with autonomy; make their roles unimportant by definition
- A player's rival shouldn't matter to their superiors (or higher ranked nobles). They're unimportant and they should deal with their equally unimportant rival themselves.
- Nothing any player does will have (non-virtual) side-effects outside of their standing in their clan because they're going to be treated as being that unimportant.
- Let people take stupid risks with their sponsored/leader characters.
- Do not restrict nobles from going outside, traveling, or doing any other dumb shit they want to risk their lives doing.
- Flag nobles so they're auto-wanted if they go through the gates of the wrong city if you're that fucking concerned about what nobles will do.
- If something should have consequences, apply the consequences after the player does whatever and only if they make it back.
- Player Clans
- Make this a thing
- Let players create clans on the fly with in-game commands
- Do not put in any requirements players must meet in advance to start a clan
- Stop trying to force players to hunt down and spend time with your bored nobles.
- Don't come up with bullshit pricing people have to meet in advance; let players start from broke.
- Give them a free sharable bank account. When it hits a certain level of wealth, that's when you notify your templar PCs there's a fresh stone to squeeze some blood from.
- Give them sharable storage spaces. Make them virtual rooms that can be rented/accessed from each Nenyuk bank. Base the RL monthly cost on the max weight setting the clan chooses to pay for. Don't make it particularly expensive; autopay for each storage space out of the bank account every RL month.
- Each clan should have these tiers:
- Leadership - Clan creator is the highest rank. This tier can hire/fire anyone into any tier at their own rank or lower.
- Merchant - The crafter types.
- Guard - The fighty types.
- Collector - A grab bag tier. Spies, hunters, and really anyone you only want casually part of the clan.
- Each tier should have 5 ranks. (1 - lowest, 5 highest)
- When the supreme leader dies, the next guy down in Leadership is automatically promoted.
- In the event this tier is empty after the leader dies, leadership goes to the highest ranked member in the Merchant/Guard tier.
- All promotion ties are handled based off of seniority.
- Players should be able to set the ranks each tier can access the clan account and storage at and the maximum they can withdraw per RL week.
- Don't make specific rules on how much players have to pay templars to keep their clans or pandering they need to do to avoid flak from nobles. Let the highborn players come up with this when the opportunities present themselves.