Post by jazet on Oct 12, 2015 11:53:07 GMT -5
Just for a point of comparison to other muds, when it comes to "staff workload", Esos has a staff of three. THREE. One does code, the other two do building and story/player upkeep. Two weeks ago we adjusted the size of one of our cities, Kaiden, by adding a revised version of the slums/sewers/rooftops in that area. In about 14 hours of work, we went from a 45 room area to a 450 room area. Last week we adjusted the area around the city itself by tweaking the zone it is in. This as well became almost 10 times larger, including more mobs, more items in the forage-set and places to look into and explore. This was done largely in about 24 hours, but went in one week later to make sure everything worked properly. What has actually putting NEW into the game done? It's given the players something to be enthusiastic about and has sparked some more interest. Esos has been open for 18 years now, without downtime lasting more than one month. It started as Fourlands, then became something else, but it has been around the entire time. While some aspects of it are bare bones in comparison to some of the other muds out there, it is also stable, still developing and growing. As long as we have a single player logging in, then we're committed to adding to and enhancing the game to give that player something to do. The game isn't for everyone, it's not easy, and the world itself can be maddening with how absolutely godawful expansive it is. But we are always pushing ourselves to throwing more out there for players to do.
I have the bad habit of having the highest of hopes from players coming from other muds, especially Armageddon, in that I know how fiercely dedicated and loyal they are, generally speaking, when it comes to what they bring to roleplay, and I want to try and harness that and help it develop in our environment as much as I can, but there's also a flipside to that. More often than not I will have to reject a "special concept" someone sends in simply because they give me the assurance that they are a 6+ karma player on Armageddon or they have TONS of leadership experience. Sometimes I'll bite and I will set up a player in a leadership role, I will be enthusiastic because I like the concept they have put together, take the time to set them up, and we discuss the role and their goals...and they promptly never log in again. This happens so often it's bothersome. The criminal organization leader, the hunter with a great backstory, the military Sergeant, the forge working metalsmith. Roles that the game needs, and we've got a player who shows imagination and interest, but they just ...fizzle. So frustrating. Why? Because it isn't comfortable. It's not familiar. There aren't guides about how to ranger, how to merchant, etc. There's a curtain behind which easy access knowledge isn't available, and I think it scares some people.
There are so many players over the years that I've watched show up, dazzle me for a couple of hours with being super interesting and then they take off. And it's a who's who list of Armageddon famous personalities that I recognize, but have never talked to. Because I despise the backslapping and attaboy attitude that is all over the GDB, but I do recognize emails and user names, and it always fills me with "Man, the stories I could run with that player..."
Things I don't really do. I don't pander on mudconnector or topmuds for votes and advertising, because we've always been of the mindset that loyal players will drive interest with being earnest and honest. If they can find that one little thing that gives them a hook to stick around, then they will likely find a friend and tell them as well. And in doing so, they will take a bit of ownership in the playerbase growth and development. We've always preferred to have a more tabletop environment when it comes to personal stories and adventures, trying to push and nudge people into handling things PvP and utilizing player economics. There are times when it's immensely frustrating because all players have different needs and requirements of the game and it's economics. Some are content to peddle to other pcs from a bag of goodies, and others only go on a mad rush to npc shops to offload everything that isn't nailed down. It's a wicked balance.
We're always looking for new players and returning old players. And we've got so many roles open and available, just to give the social player something to do, the explorer places to visit and the skill-grinder the knowledge that they can play largely classless and learn to do everything available. Do something different, go ice fishing and play in the snow, mine ore and peddle it to a smith to get good metal gear. Just let yourself find a role and lose yourself in it. It's not terribly hard.
Right now I'd love to find people interested in the following roles:
1. An army Sergeant. A task master who enjoys training, playing those types of roles while invigorating the gameworld.
2. A tavern manager/owner. Set your own prices, adjust your menu, collect revenue, schedule events. If you're a social player who just wants to have a smoking jacket and a pipe while engaging people's stories? Do it.
3. Criminals, thugs, brothel workers and patrons alike. Our slums area is big now, there's plenty of opportunity.
4. Smiths and miners, creators of metal weaponry and armor that will be the envy of all. Mastercraft? Psht. Submit your items and we'll put them in for you to create.
5. Artists, bards, social butterflies. Entertainers with stories to tell and cultivate.
Just some observations as they relate to Esos. Thanks to our loyal players, we do appreciate everything you do and bring to the table, and we hope that we can drudge you up a few more people to share it with.
I have the bad habit of having the highest of hopes from players coming from other muds, especially Armageddon, in that I know how fiercely dedicated and loyal they are, generally speaking, when it comes to what they bring to roleplay, and I want to try and harness that and help it develop in our environment as much as I can, but there's also a flipside to that. More often than not I will have to reject a "special concept" someone sends in simply because they give me the assurance that they are a 6+ karma player on Armageddon or they have TONS of leadership experience. Sometimes I'll bite and I will set up a player in a leadership role, I will be enthusiastic because I like the concept they have put together, take the time to set them up, and we discuss the role and their goals...and they promptly never log in again. This happens so often it's bothersome. The criminal organization leader, the hunter with a great backstory, the military Sergeant, the forge working metalsmith. Roles that the game needs, and we've got a player who shows imagination and interest, but they just ...fizzle. So frustrating. Why? Because it isn't comfortable. It's not familiar. There aren't guides about how to ranger, how to merchant, etc. There's a curtain behind which easy access knowledge isn't available, and I think it scares some people.
There are so many players over the years that I've watched show up, dazzle me for a couple of hours with being super interesting and then they take off. And it's a who's who list of Armageddon famous personalities that I recognize, but have never talked to. Because I despise the backslapping and attaboy attitude that is all over the GDB, but I do recognize emails and user names, and it always fills me with "Man, the stories I could run with that player..."
Things I don't really do. I don't pander on mudconnector or topmuds for votes and advertising, because we've always been of the mindset that loyal players will drive interest with being earnest and honest. If they can find that one little thing that gives them a hook to stick around, then they will likely find a friend and tell them as well. And in doing so, they will take a bit of ownership in the playerbase growth and development. We've always preferred to have a more tabletop environment when it comes to personal stories and adventures, trying to push and nudge people into handling things PvP and utilizing player economics. There are times when it's immensely frustrating because all players have different needs and requirements of the game and it's economics. Some are content to peddle to other pcs from a bag of goodies, and others only go on a mad rush to npc shops to offload everything that isn't nailed down. It's a wicked balance.
We're always looking for new players and returning old players. And we've got so many roles open and available, just to give the social player something to do, the explorer places to visit and the skill-grinder the knowledge that they can play largely classless and learn to do everything available. Do something different, go ice fishing and play in the snow, mine ore and peddle it to a smith to get good metal gear. Just let yourself find a role and lose yourself in it. It's not terribly hard.
Right now I'd love to find people interested in the following roles:
1. An army Sergeant. A task master who enjoys training, playing those types of roles while invigorating the gameworld.
2. A tavern manager/owner. Set your own prices, adjust your menu, collect revenue, schedule events. If you're a social player who just wants to have a smoking jacket and a pipe while engaging people's stories? Do it.
3. Criminals, thugs, brothel workers and patrons alike. Our slums area is big now, there's plenty of opportunity.
4. Smiths and miners, creators of metal weaponry and armor that will be the envy of all. Mastercraft? Psht. Submit your items and we'll put them in for you to create.
5. Artists, bards, social butterflies. Entertainers with stories to tell and cultivate.
Just some observations as they relate to Esos. Thanks to our loyal players, we do appreciate everything you do and bring to the table, and we hope that we can drudge you up a few more people to share it with.