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Post by RogueRougeRanger on Oct 31, 2015 13:00:32 GMT -5
Staff told you to stop Hytania's "Reward for Inked Hands" project... because it might generate Murder, Corruption and Betrayal? Seriously?? I think they were worried about the murder and not the corruption or betrayal when they gave me the OOC order, but yes.
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baobob
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Post by baobob on Oct 31, 2015 13:05:35 GMT -5
Then I completely understand your frustration. That is stunning to me: a successful Templar told to stop instigating hostile play against a mortal enemies' population.
This whole "we need to make a nicer game for the players" stance in the last two years is a serious, serious mistake.
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Post by RogueRougeRanger on Oct 31, 2015 13:12:16 GMT -5
Then I completely understand your frustration. That is stunning to me: a successful Templar told to stop instigating hostile play against a mortal enemies' population. This whole "we need to make a nicer game for the players" stance in the last two years is a serious, serious mistake. To me it was another example of the consistent lack of trust in the players. A lack of trust in players to make their own fun and to create fun for others. Also a lack of trust in players to play within the confines of the IC world.
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jesantu
Displaced Tuluki
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Post by jesantu on Oct 31, 2015 13:20:28 GMT -5
I still don't get WHY you were asked to halt the plot. They didn't at least explain what their reasoning was? Or did it just boil down to your senior NPC yelling at you?
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Deleted
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Post by Deleted on Oct 31, 2015 13:38:43 GMT -5
There was a bunch of reasons and thinking about the issue. Mainly it was a clash of virtual versus non-virtual. If the initiative was directed towards non-virtual, that ment a group of ranger indies/gemmed from the south would go north and start killing off PCs. Most of whom would probably be indie grebbers, newbs, and whomever else is not traveling in packs.
If it was targeted to virtual, then no Templar possesses the amount of money to pay for so many virtual hands.
But it boiled down to lack of trust to players. Because in reality, the initiative was awesome, and the players would take it and use reasonable amount of personal judgement and fair play to make running with that initiative to be a fun thing for both sides. Alas, they didnt trust the playerbase enough to let it run on.
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jesantu
Displaced Tuluki
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Post by jesantu on Oct 31, 2015 13:48:24 GMT -5
If I was playing a tuluki and found out some naki templar had been actively (and successfully) taking hands off my fellow countrymen I would've been super excited and been ready to amp up for war. I played in tuluk right up until its dying moments and watched with sadness....maybe if htania had been allowed to run her plot it would've actually increased the northern pbase. Man what a shame.
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grumble
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Post by grumble on Oct 31, 2015 13:53:44 GMT -5
My specific problem is not directly related to staff, though it is related. The way the roles are laid out, the documentation, who gets what role (I had karma range for a Krathi and spec-apped it, I was informed that, due to my unpredictable tendencies, that I was not trusted enough to play a rogue Krathi, I could either play a gemmed Krathi, or a rogue Rukkian of Vivaduan, this kind of upset me), encourage and reward specific personality types and traits, as well as methods of thinking, and discourage others. I think you can see with my account notes they've been kinder and more professional to me than many of you would be, it just so happens that what they "want" to see from me is not something I'm capable of... this leads to some players feeling discouraged, not caring to put in the effort anymore, not rolling up zany, wacky fun PCs, but very much stoic, outwardly boring people who don't take a chance on anything, though the character in question may have a very rich inner world I can't see. But that doesn't matter, you can play out that inner world by yourself in fricking notepad. The reason you're not, and maybe making a little money selling said story if you're lucky, is because you came here to write a STORY with other PEOPLE. Chances are, you're not the only one, I think it'd be safe to say that the majority of players put all this time and effort into making a character to interact with you, among others... while there is the occasional player who likes to stir up soap-opera style drama (just, ew), and there is the occasional player who likes to play out in the wilds like it's an FPS, teabagging dead gortoks and players alike while exclaiming, "lol newb lern plai", I think these players are somewhat rare in the setting, just based on my experience, and hopefully grow out of it. My problem is with other players. I'm not saying other players are somehow bad, I'm saying some of them are allowed far too much leeway with PKing, such as ignoring the virtual environment and setting like the previously mentioned ranger, or ignoring the OOC considerations of what it does to other players and their plots... while I can, count the number of times I've tried to kill another character on one hand, and the number of characters of mine who've had a murderous bone in their entire body on two fingers (please, no jokes about half-giant dongs being murderous bones. because then I'd have to change it to three fingers, which doesn't help my case. Pretty much I've only had two characters who have ever intentionally turned mercy off and stabbed another), I think it's safe to say there was some OTHER reason my Krathi wasn't approved than the fear that I'd have marched into Red's and roasted all the nobles, Templars and aides without warning. Yep, you guessed it, I'm thinking they were worried about rangz and strange alliances they couldn't control.
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grumble
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Post by grumble on Oct 31, 2015 14:06:59 GMT -5
I think I should add, at the time I spec-apped it I was thoroughly unamused with the situation in Allanak, rather, the kinds of players playing there, further, with the rinth, Tuluk, and Luir's, which is not to say they're bad players, I just can't play with them, although I've never had much trouble in Storm. Most of the hotshot players in Storm proceed out the gates and into the snapping mandibles of a vicious drov beetle, and Kurac mostly keeps to Luir's, where they have control over things, though they do visit frequently. In Red Storm, there IS no appeal to authority. There's no Lord Templar Snugglebottoms whose lap you can go wiggle your f-me aide butt on, there's nothing to protect the kinds of players I'm really not compatible with, from the horrors that lurk in the apartments of Storm, because when they start gossiping, recklessly raiding Stormers right outside the gates, or any other behavior that's not acceptable in Storm, that's when the raiders, mindbenders, necromancers and shoeless hermits crawl out of the woodwork and things get dialed up to 15.
Or that's how Storm was explained to me, how it was supposed to work in theory. Mostly you just wait for problem characters to get eaten by something nasty in Storm.
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grumble
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Post by grumble on Oct 31, 2015 14:35:39 GMT -5
And, lastly, I did begin to feel that someone, not sure who, on staff, was targeting me, specifically, there for a bit. I'm really not sure but, yeah, sneaking, paranoid suspicion, though they approved my last spec app without hassle. I stopped asking for account notes after my karma got docked, don't think I even bothered to complain about it, since no one was going to respond well to it anyway, didn't really care anymore. The last time I sent in regular character reports was with Chuckem. Some of my replies, then seeing the account notes, felt a bit discouraging. I was like, well, I tried to explain what was happening, but no one would listen. When reading the documentation for half-giants on Darksun: Ressurection, I noticed that Chuckem's behavior would have been COMPLETELY in line with those docs. In fact, I approve more of the documentation on the races there, because it's less designed like hard limitations on what sort of character you might want to play, less designed to generate "conflict" as part of racial roleplay, and more designed to provide guidelines without stifling interactions or turning the whole gameworld into some sort of kill-crazy bloodbath.
The game seems less-restricted as a whole, with more options open from the beginning, rather than simply saying "you can't do this", or "you must do this", more worded "Here are reasons you might not do it, and there you go".
EDIT: Jkarr, I think you misinterpret my wording. It's not that I think staff should interfere in player conflicts, I just think if the docs were worded differently, behaviors would shift, as requirements would change. I don't approve of the current behavior. When Htaniya's Red Hunt was at the tail end, I was in Luir's at the time, and got accused of some heavy shit involving raiding on the trade routes... I was, actually, somewhat involved, just, the incident in question was not something I was responsible for. More like, while in Red Storm I was supplying some of the hunters (one of whom, had VERY good reason to be participating) with gear, weaponry, arrows and bows. In Kurac I was helping them get in touch with the Merchants and Agents to buy more equipment and sell off some of the things they brought in to Kurac.
Malrith knew who some of the more active Red Hunters were, and told no one, and in fact, provided via the way, conversation, moral support, and silly jests to keep them inspired, entertained, and generally in good spirits.
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jkarr
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Post by jkarr on Oct 31, 2015 14:39:52 GMT -5
or ignoring the OOC considerations of what it does to other players and their plots... lol no the only one who should give a fuck about the other person behind the screen or their ooc plans for their char, group, and the game... is the other person behind the screen. its not the job or perogative of other players to worry, wonder, or speculate about that shit, much less let those concerns bleed into their char actions - especially since theyre by design not even sposed to be in a position to know the full effect of their actions ie old plots die new plots form etc. thus it shouldnt even factor in because from staff perspective as a player ull never know the full extent to how it affected the gameworld and basing ur char behavior on this is automaticly flawed by design and leads to some idiotic expectations of 'ooc mercy' from people that arent even in a position to make those decisions with a complete understanding and even if they were theyre still being meta in letting that influence their char behavior let staff continue being the inconsistent and poor examples who use icly irrelevant and unrelated ooc concerns to censor realistic responses from other chars and the gameworld (no u cant do that RogueRougeRanger because what if ppl in tuluk get murdered) lol
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jkarr
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Post by jkarr on Oct 31, 2015 14:54:32 GMT -5
response to grumbles edit: no i didnt misread it, i responded to this My problem is with other players. I'm not saying other players are somehow bad, I'm saying some of them are allowed far too much leeway with PKing, such as ignoring the virtual environment and setting like the previously mentioned ranger, or ignoring the OOC considerations of what it does to other players and their plots...
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grumble
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Post by grumble on Oct 31, 2015 15:02:44 GMT -5
Sometimes I do think it's an important thing to at least consider first. You're saying not to give a damn, and I'm saying to at least try to consider it first. Just because you can doesn't mean you should, and some people play like, well, let's just say, their OOC desire to kill other characters seems to be a bit of bleedthrough. We're also encouraged not to play suicidally, a point I frequently bring up. Sun Tzu said something like, know your enemy as you know yourself. This is important. A lot of characters DON'T know their enemy as they know themselves before proceeding to go nuts with the kill command. There's a lot they're in the dark about.
EDIT: I should add, Malrith had to learn this one the hard way, while staring down the blade of a broadsword wielded by a particularly vicious elf, who had happened to be close to another elf that had, found out about Malrith's strange relations and was too much of a loudmouth, so had to be dealt with. It was only by stalling, then appealing to her militia contact, then her greed that he was able to escape with his life. Further, it's highly possible he and his friends killed a merchant who had just left Kurac, because the merchant had seen them raiding on the trade routes... by this time, when a particular character mentioned this merchant and wondering what had become of them, Malrith knew to keep his mouth shut. I am by no means guiltless, I make mistakes here as well, and I have to see the fallout and the reasoning behind why I shouldn't have done that. Both seemed justified at the time, but he didn't enjoy it and he was thoroughly ashamed of himself. Well, he was raised by a tribe of pacifists, so it makes sense.
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grumble
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Post by grumble on Oct 31, 2015 15:21:03 GMT -5
But these here had some nasty fallout, and it's been something I've had to keep in mind since. My other long-lived characters have had less inclination to murder their enemies because, truth be told, they could cut them down in seconds, even a long-lived assassin would have been afraid of them. A c-elf merchant rogue cannot bank on that, they would have to eliminate a potential threat at the earliest available opportunity. If you'll notice in my account notes, Malrith is criticized for having traveled the known, which is unheard of for a city elf, living a very nomadic lifestyle, but he had to, because people would act like some crazed supervillian had walked into town if he stayed for more than a few weeks. I think once, thinking the heat was off, I had him go back to Allanak, and, before the day was out contacts were warning him that militia and Templars were stomping the streets, screaming his name and words like "Audacity!" and "Arena!". I'm sorry, c-elves may be afraid of the sands, I RPed that out, he was terrified of them, but he was more terrified of the Templars and soldiers.
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punished ppurg
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Post by punished ppurg on Oct 31, 2015 15:33:10 GMT -5
They would have rather us grab you up and kill you than you go outside the gate as a city elf. It's pretty fucked up. Even when you were in Red Storm, we still had Drovians spying on you. It was hilarious to me and my PC at the time.
When literally nothing else is happening, all we could do was stalk you.
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grumble
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Post by grumble on Oct 31, 2015 15:38:00 GMT -5
Bwahahahaha! Damn he was notorious. One of the Templars filled him in shortly before Red Storm crim-code got him (always check for windows in your apartment), he said "We have criminal case files, you may not know this, but I have made an effort to read as many as I can. There's one name, that's in, EVERY single one over the last ten years. Do you know who's name that might be?"
EDIT: Yeah, when they started doing that, I had to sneak into the rinth IMMEDIATELY. How I got away? When Borsail was posted up staring down Hathor's with a particularly scary employee, as they discussed what was going to happen to Malrith if they could catch him? Yes, there was a spy listening in... well, let's just say, there are many, many scary drawbacks to, having Nilazi friends, but in a situation like this? Indespensible. My elf crossed the known in seconds, and no one could say he rode, because, by Drov, he WALKED down that spooky grey hallway, ran like he was on fire from a Rantarri, then walked into Tuluk like he belonged there, and FORCED himself to NEVER even THINK about how he got there.
2ND EDIT: Further, I recall, he was, accused of working WITH the fricking Stitcher. I mean, he wasn't, but it's like, wow, where do you people get these ideas? That's like, just, who does your investigating, anyway? Yes, I know I was constantly being watched by Drovians. Before discussing sensitive information, I'd OOC for consent (j/k). What was even funnier is when they weren't after him, he was shacked up with a female Tuluki human. I can only imagine what thinks and feels of the poor player being forced to watch an elf screw a human on the orders of a Templar were.
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