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Post by Deleted on Feb 3, 2016 20:09:09 GMT -5
James de Monet wrote:
"How do you guys feel about the metagaming or powergaming aspects of the game and GDB, of late? To my perception, it seems like these things are on the rise, and I don't know how I feel about it. I am not much of a metagamer. Min/maxing and the complete expectation that you will do it (and the castigation/judgement/ostratization if you don't) is one of the worst things about all of gaming culture, to me, and the reason I can't play any MMOs to the endgame. I made my first character on Arm in 2000, and I am finding out things about skill code, branching, bonuses and penalties, etc. at a higher rate now than I have at any other time in my 16 years. I think that says something.
If I had to look for a reason, I think I would probably point to prevalent references to other sources of information on the GDB and a more relaxed approach to singular references to code mechanics than in the past (whole discussions still seem to be frowned upon, but people making comments like "all burglars only hunt creature X for Y reason" seem to be dropping everywhere, and a lot of times, I didn't know these 'facts' before they were presented as 'common knowledge'). I think some of it also stems from staff comments and code changes (like the ability to see your skill levels), but I don't find this source to be particularly damaging, I just think it facilitates the other kind.
How do you guys feel about it? Like, dislike? Surprised by these sentiments, think I must be pretty unobservant to not pick up on code mechanics over such a long period? I made this a poll so lots of opinions would be represented, not just a vocal minority.
I will say I have had character concepts that suffered because I never managed to branch or improve some skills that were important to the concept, but I also am beginning to get that feeling that if I don't skillmax in Arm, I might get kicked out of my clan in favor of someone who did, and I don't like that feeling. I don't like it at all. Thoughts?
P.S. I put this in general discussion instead of the code forum, because it's a thread about knowledge of code, not about the code itself. (Does that make it the meta-metagame thread?)"
Hey James,
Sorry your playstyle has been impacted by a counter-movement I've been part of.
That said, I'm not the only one that Nyr and others insulted and acted punitively against due to my playstyle of choice. Outside of the imms, some of the loudest voices in the Gdb standing up for roleplay over mechanical play have also been complete hypocrites, circulating maps, skill lists, spell information, House secret docs, etc.
I'm not the only player who tried without success to have a fruitful dialogue with staff, before turning to less gentle avenues. I have done some things on this board in anger. Mea culpa. That said, when a number of angry players and former players got to the point of replying in kind with the way we were treated by staff and some gdb luminaries, I hope you realize we did not act against some Eden of perfect roleplay.
This board has had an effect on the culture inside and outside the game. That said, I do not think that mechanical play is automatically counter to immersive roleplay. I assert, and challenge that we can find a middle ground. Like your post, I believe that staff will have to participate in this change to help it occur in a positive manner. Anger cannot drive long term creative, productive discussion.
Arm can, and must appeal to, and support many play styles. Muds need as large a population as possible. Trying to drive out decade plus veterans causes alot of problems on the way out. Even after they leave, this board proves that they have the ability to exact a certain level of harm.
Let us have a healthy game. I think we all agree on that.
Banme.
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Deleted
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Post by Deleted on Feb 4, 2016 1:18:58 GMT -5
Mainly the issue is that you CAN'T get anywhere in any kind of timely manner without heavy codeplay. I for one would genuinely prefer to fully embrace RP and let that be the only thing that dictates my character's actions, but if you do that, it'll take you many, many months to get a codedly useful character up and running. Considering how rarely any realistically played character finds a reason to use their skills that isn't motivated by the player's OOC desire to raise said skills, it would be nearly impossible to bring most skills above journeyman.
I mean, it's basically not possible to get backstab to a usable level without extreme twinking; you have to attempt to murder people 200+ times. How do you roleplay that? So you don't, you just decide that being deadly with a dagger is a reasonable part of your character concept and pretend that all those random alley stabbings aren't a thing that actually happened, and that your character got good at backstabbing in ways that actually resemble a life that makes sense.
So people twink, and that sets the standard, because who's gonna handicap themselves in the name of fair RP when other people who might become your enemy don't do that? That would be ridiculous. For this reason, skilltwinking is okay as long as you don't go to completely absurd lengths (don't stand with a trigger overnight spamming peek) and don't grief other players in the process. But the preferable solution would be for the game to be designed in such a way that people more readily have RP-worthy reasons to use skills, and where you can get good in a more reasonable amount of time.
The other RPIs have generally handled this much better. In games like Atonement and SoI, I used to feel like I could just play my character and trust that the game would supply me with skills in a reasonable and timely manner. Those games were also designed so that it made sense to do things. You needed to hunt to get food, you needed to take groups out and scavenge in dangerous territories, you needed to use ranged attacks at times because it was the only way to take down certain types of animal. It wasn't all built on some fake premise. And it didn't take the better part of a year to get powerful.
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Post by Deleted on Feb 4, 2016 1:27:57 GMT -5
I know staff crackdowns make getting backstab to a reasonable skill level ridiculously difficult, but I didn't know it was standard practice to stab people in the 'rinth and then RP as if it didn't actually happen, basically retconning it. That's nuts.
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Post by Deleted on Feb 4, 2016 1:31:04 GMT -5
You have to fail backstab about 90 times to max it. That takes hundreds of attempts, because your chance to fail eventually ends up being <20%. Each backstab officially counts as an attempted murder, you can't explain it away as "getting in a tussle" or something like you might with regular combat; and while you can use it on animals, that's both vaguely frowned upon and only really feasible in the northlands. Backstabbing beggars in the 'rinth is a time-honoured tradition, and you can bet nobody actually RPs that their character goes out every day and attempts to murder a random stranger. One would have to play an insane mass-murdering psychopath to rationalize that.
But if you don't do that, and only use backstab when your character is legitimately attempting to murder another person, how many RL years does it take to rack up those countless backstab usages that it takes to get good? If you play that way, you'd probably never even hit apprentice, and your character would literally never become even slightly deadly. You would almost certainly die the very first time you attempted to use backstab on somebody you had an actual reason to want to murder. This is why people twink. It's basically necessary if you want to use certain skills. This also compels players to want to find the best methods to raise their skills in the least possible attempts, because staff might still smack you down if they notice you doing it. So they ask around for secret tricks, or skill lists. The game's mechanics create this behaviour.
It's not just about backstab, that's just the most obvious example. The same thing basically goes for any skill whose usage is significant in any way. You can max shit like sneak, hide, listen, hunt etc. without having to resort to cheating, but when it comes to most things combat-related or anything like steal or spells, you simply have to engage in shameless grinding if you want to get those skills to safely usable levels before your character dies of old age, or from attempting to employ said skill in a live situation without having twinked up first.
Armageddon isn't exactly a fun game for social-only roles in this day and age. It has become text-based Skyrim, so it's hardly any wonder that people want to create codedly powerful characters. Playing the perpetually unimpressive Private Amos isn't appealing in a game where absolutely nothing happens to such a character. I'll twink up a ranger/warrior/assassin and go on adventures instead. I used to like to play roles where I didn't have to worry about my skills, but as that became increasingly unsatisfying due to the diminishing emphasis on roleplay after Sanvean's retirement, I didn't have any qualms changing my game to accomodate the shifting nature of Armageddon.
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dcdc
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Post by dcdc on Feb 4, 2016 1:43:06 GMT -5
I can't stand to look at the thread.
Synthesis is there being blatant as fuck to a degree that if it was anyone else, you know staff be typing accounts notes right now.
Nergal is even more annoying. "We'll note it on the account" Well ok, but have thought of WHY!? people do that silly shit. Because the skill system is utterly ass backwards and the game has gotten so RP deficient, all there is to do is skill up. You can't dare start a plot of inject yourself in the social on goings with out some maxxed out karma laden gifted player murdering you and their all like "LE HARSH ARMAGEDDON". Yet dare to take the steps to meet those forces eye to eye in a conflict and provide a challenge. YER A TWINK HOW DARE YOU!?
Fuck This Game.
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Post by Deleted on Feb 4, 2016 7:35:10 GMT -5
I agree that there is room for multiple playstyles. I like the original post a lot, and there's merit in discussing this in part because of hypocrissy.
Synthesis is right, too... the highest karma players I've ever known have always had maps and shit. It's hypocritical to sit there and try to act all high and mighty like malken is, being a hypocrite really. The same guys who admit having fallen into OOC cliques that undoubtedly expose them to all the juicy tidbits of the game's mechanics are the same people who will try to act snobby towards others for just having been more public about what those very same OOC cliques discuss.
Let's all try to be honest, at least, instead of some lying, backhanded little shit. Who's a liar.
RE: Nergal's response
Hey dude, I think most people will do shit like worry about skills because they aren't in a position to constantly roleplay. If someone like Malifaxis is playing a sponsored merchant, then they have all these built in fucking excuses to interact in a meaningful way with everyone from a nasty Byn runner to a fucking Borsail noble. The world is their roleplaying oyster, and often, tangible rewards are there for these interactions for someone playing that kind of character, in that sort of position.
ON THE FLIP SIDE, if you are Not Important, then you will find yourself with lots and lots of downtime. The only way to have less down time is to make the character "good" at something in order to presumably be hired to do Cool Shit, like Assassinate some Fucker, or Kill Something Rare for its X.
If you are bored and by yourself, then you should not have your balls busted for taking the time to practice archery. or backstab. or maybe just fighting in general.
If someone is the type of player to put in ten hours in a day, do you honestly expect them to sit around solo RP'ing by themselves and thinking and feeling for the entire time? No.
Nergal: "I think the visible skill levels didn't necessarily cause the metagame"....... how long has this guy been playing this game? He's flat out wrong. I don't think it's a bad thing - personally, I hated skilling up combat skills before this change, and I know for a FACT that this change has influenced my tendency to be open to playing more fighter guys. I very seriously doubt I'm alone.
" Ultimately we are trending toward giving players the information they need to build a character they actually want to play"
Well, I think you need to be careful with some ideas. I very rarely react strongly to discussion about the skill code - hey, look and see how many Tuff Fighters I've had out of 16 years, then try to call me a liar - but when I see shit like Adhira suggesting that players start with buff skills so they don't have to practice as much, I'm just like... no. That sort of huge change is hard to reverse.
Trying to beat the shadowboards at its own game is just something you need to be careful with. You don't need to get too caught up in doing that. I DO think that some sort of OOC supplementation to the whole skills thing would be good, but listing EVERY skill for every guild/subguild is maybe not for the best.
For example, the shadowboards are incomplete. I played an extended subguild over a year ago and branched something that surprised the shit out of me. I was like... oh, well THAT'S cool. Nowhere on the shadowboards was said branching mentioned, despite the fact that it was an extended subguild that would be THE most popular with most fighting non-warriors. I still haven't seen that skill pop mentioned at all.
I think a lot of shit that is Really Useful to people wanting to get their skills up is still concealed a bunch. They don't want it to get nerfed, heh heh, and as such don't mention it like some other things are mentioned.
I feel like there is a lot more to say about this subject. I will say, that for over twenty years, there has ALWAYS, ALWAYS, ALWAYS been a schism between focusing on the code... and focusing on roleplay. It's just that NOW, people are better equipped with tools and information to make their grinding not so fucking painful. There is less wasted time, but it still takes FOREVER to get good at shit. Look, I just put 14 days on a ranger in a month, mostly by myself. I am aware of how long it takes to get skills up. Even armed to the teeth with information and over a decade and a half of experience, it is still ARDUOUS AS SHIT trying to skill up a character.
If you are taking time out of the IC day to rest, and if you are roleplaying... then taking the time to focus on skills, even if it is thinly veiled, shouldn't be frowned upon. Unless it is somethig lame as hell... lol, I am not hating too much, though, I think it is funny as shit when I see a desert elf boxing a turaal. It literally makes me LOL. Heh. I ain't even mad.
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Deleted
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Post by Deleted on Feb 4, 2016 7:46:30 GMT -5
there has always been a combat grind side of the game, and i think a lot of people, like myself, have historically chosen to stay the fuck away from large chunks of it because it often feels like it's just... totally unwinnable at times.
Having the information to at least mount a decent attempt, though, is a little encouraging. If anything, the advent of this sorta information makes me more inclined to play fighter type guys. Having skill levels listed has, too. I personally sort of ENjOY what has happened over the past several years in relation to skills, both from what this board has shared and what the staff have done in game - namely the "levels" that are now listed. But I do question the truth of what I read here sometimes... personal experience in relation to invisible mechanics should always be taken with a grain of salt.
Curious to see what other people think.
edited to add: I really don't like Nergal. Can't see how dudes like that get made admin. Shit won't change as long as dudes like him have that kinda attitude.
PSA Nergal... Malken's OOC cliques and AIM groups shred plots in a way that puts this board to shame... bruh if you think i'm lying then you obviously haven't spent very much time in AIM groups. or maybe you have and you're just being a manky finger-pointing liar and hypocrite.
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Deleted
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Post by Deleted on Feb 4, 2016 8:13:56 GMT -5
Yeah, pretty much. I brought that up in another recent thread: the potential for advancement in combat skills is too vast. When you make a new warrior/ranger, you're looking at easily six RL months of serious grinding to hit your peak. That's just too much. It makes the power scale too big. You shouldn't be able to put an entire summer's worth of nolife play into a character and still feel that there are still stronger characters of the same race and class in the game.
I keep comparing it to games like Shadows of Isildur, but I think it's a very important comparison. In that game, two or three months of heavy play and you'd be at your skillcaps. There was still a difference between characters because you could kind of build your stats and they would determine your actual skillcaps (I wish Arm's stats weren't so random), but people didn't feel so fucking compelled to go all-out Abuzer because they knew they'd get there anyway.
Armageddon is the only RPI I know of where there's a rogue forum dedicated to discussing the code, where there are cheat sheets of game mechanic info being circulated on AIM, and where your character's coded power is determined mostly by how well you know the obscure workings of the code. If Arm's community want people to stop metagaming, stop making it so that metagaming is so hugely tempting and advantageous. It doesn't need to be that way. The game creates that behaviour.
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Deleted
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Post by Deleted on Feb 4, 2016 8:17:40 GMT -5
I will say this too. I prioritized wisdom last time to make skill grinding LESS of a pain in the ass. On a ranger. edit: I put 14 days on that guy in a RL month... excessive yes, but it's fresh on my mind. @oldtwink , sirra , Synthesis and others are probably literally cringing at that, but I did it. All it did was make my dude get his ass kicked way more than he probably should have. It lessened the grind on languages, training stuff like poison, and a couple of other things... but as far as combat training went, the results didn't seem all that impressive. If Nergal wants to threaten code changes, well, maybe let things like wisdom help lessen the skill grind. Maybe it is already significant and the skill grind for combat skills is just so painful that even having high wisdom doesn't make much of a difference. If anything, my little experiment makes me want to believe what sirra and others are saying is true. I won't pretend to know for sure, though. I've played this game for a long time, but fighters have never been my forte.
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Deleted
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Post by Deleted on Feb 4, 2016 8:30:00 GMT -5
Yeah, the grindy combat skills will take forever no matter what. Last time I rolled a ranger, I got EG wisdom. After 40 hours of non-stop hunting and living off the land, fighting shit every hour and grinding to the best of my ability, none of my combat skills had gone up a single level from their starting point. I probably did as much fighting in a week as a character roleplayed "responsibly" (the way they ostensibly want you to) does in a month or more.
And before some Ghaati comes along to defend the code and claim that playing that way isn't meant to be effective: as long as you manage your ~1h skill timer, there's no loss of efficiency from training in that manner versus using your skills once or twice a RL day. As long as you don't overlap your skill timers, 40 hours of consecutive grinding is the same as a total 40 hours of hunting or whatever spread out over the course of a month. You just have to account for skill timers.
After ~40 combat grinds, weapon skills were still novice. Dual-wield was still appprentice where it started. I raised stuff like sneak and hunt to advanced, and would have hit master in probably about 48 hours total; and in that amount of time, my combat skills hadn't gone up from their starting level. One can't really be surprised that people metagame and do what they can to find the information that lets them overcome these unreasonable hurdles.
Out of curiosity, how high did your weapon skills and dual-wield end up getting in 14 days played? I'm guessing apprentice or maybe low journeyman weapon skill(s), and journeyman dual-wield. That's less than 20% of the way to your peak, accounting for the increased difficulty of raising the skills as they get higher. 14 days played and you made a small dent in your progress.
It's possible to advance faster than that, but only if you truly know the secret twink-fu that you can only learn from old, bearded twinks in the mist-shrouded mountains. And even then it takes months and months to peak.
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Deleted
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Post by Deleted on Feb 4, 2016 8:45:10 GMT -5
Dual wield got to journeyman at like 13 (edit) days played. I am absolutely terrible at grinding combat guys... Guess I better get used to it now that my karma is gone, heh!
I used what little skill bump shit I had to bump piercing weapons twice, so it was at journeyman (edit) BY THE END of those 14 days. Slashing weapons stayed at apprentice, where it started due to southern origins.
Going back to Nergal talking about plots being spoiled for a moment:
Hey, guy... people don't really spoil a lot of plots here because it potentially outs them each and every time they do that... so you simply do not see much of that here.
ON THE FLIP SIDE, AIM groups do not so readily attract the attention of staff. Not only are spoilers immune to oversight there, but players will also huddle up OOCly for other reasons, not just spoiling big plots, but to accrue a network of info about PCs, what's going on in general, who's playing who... THAT sorta crap. Go ahead and say it doesn't happen; if you do, you're just demonstrating bias toward your friends/people willing to agree with you.
"Cracking down" on this board is just punishing players who say a SMALL FRACTION of what other players say in private, publicly. Don't be an effing hypocrite. looking at you, malken and others. Many others.
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Deleted
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Post by Deleted on Feb 4, 2016 8:58:14 GMT -5
Grinding combat isn't technically difficult, it's more about knowing the best places to do it once you start getting good, and being aware of just how much is actually required to increase your skills. The mistake that less experienced players make is that they go out and kill one scrab, missing two attacks over the course of the fight, and think that they've gained anything. They then do that twice a day for a month and notice that their skills are all still apprentice.
So they start looking for secrets and "forbidden" information, which is kind of a slippery slope. It is better for the game if people don't go browsing for OOC info, because once you've set your feet in that world, it's hard to just pick up the information you need and not peruse all the other shit that the game is better off not having everybody know about. It's pretty harmless to learn the skill lists, but a map of the subterranean cave grid spanning from Allanak to the Shield Wall isn't really supposed to be common knowledge. But somebody who has popped his OOC Info cherry will find that very quickly.
In short, it's the game's own fault for leading players into metagaming. Overly oblique mechanics and a lack of basic information like a reasonably detailed world map (but without 100% accurate room grids and a million footnotes about every secret exit or spawning plant) is the reason people do this. Not because they're shitty players.
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Deleted
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Post by Deleted on Feb 4, 2016 9:49:41 GMT -5
oldtwink I don't know what's intended with combat code and skill timers. I don't play warriors like, ever. I think I played 2 in the past 15 years. Other combat guilds I don't grind except magick classes cause the spells you need to be useful don't exist til you branch the first ones. Once I get the spells I need I ignore all the other ones and just use the ones I need. Never maxed out any character and never had to.
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Post by RogueRougeRanger on Feb 4, 2016 9:58:05 GMT -5
James de Monet wrote: "How do you guys feel about the metagaming or powergaming aspects of the game and GDB, of late? To my perception, it seems like these things are on the rise, and I don't know how I feel about it. I am not much of a metagamer. Min/maxing and the complete expectation that you will do it (and the castigation/judgement/ostratization if you don't) is one of the worst things about all of gaming culture, to me, and the reason I can't play any MMOs to the endgame. I made my first character on Arm in 2000, and I am finding out things about skill code, branching, bonuses and penalties, etc. at a higher rate now than I have at any other time in my 16 years. I think that says something. If I had to look for a reason, I think I would probably point to prevalent references to other sources of information on the GDB and a more relaxed approach to singular references to code mechanics than in the past (whole discussions still seem to be frowned upon, but people making comments like "all burglars only hunt creature X for Y reason" seem to be dropping everywhere, and a lot of times, I didn't know these 'facts' before they were presented as 'common knowledge'). I think some of it also stems from staff comments and code changes (like the ability to see your skill levels), but I don't find this source to be particularly damaging, I just think it facilitates the other kind. How do you guys feel about it? Like, dislike? Surprised by these sentiments, think I must be pretty unobservant to not pick up on code mechanics over such a long period? I made this a poll so lots of opinions would be represented, not just a vocal minority. I will say I have had character concepts that suffered because I never managed to branch or improve some skills that were important to the concept, but I also am beginning to get that feeling that if I don't skillmax in Arm, I might get kicked out of my clan in favor of someone who did, and I don't like that feeling. I don't like it at all. Thoughts? P.S. I put this in general discussion instead of the code forum, because it's a thread about knowledge of code, not about the code itself. (Does that make it the meta-metagame thread?)" Hey James, Sorry your playstyle has been impacted by a counter-movement I've been part of. That said, I'm not the only one that Nyr and others insulted and acted punitively against due to my playstyle of choice. Outside of the imms, some of the loudest voices in the Gdb standing up for roleplay over mechanical play have also been complete hypocrites, circulating maps, skill lists, spell information, House secret docs, etc. I'm not the only player who tried without success to have a fruitful dialogue with staff, before turning to less gentle avenues. I have done some things on this board in anger. Mea culpa. That said, when a number of angry players and former players got to the point of replying in kind with the way we were treated by staff and some gdb luminaries, I hope you realize we did not act against some Eden of perfect roleplay. This board has had an effect on the culture inside and outside the game. That said, I do not think that mechanical play is automatically counter to immersive roleplay. I assert, and challenge that we can find a middle ground. Like your post, I believe that staff will have to participate in this change to help it occur in a positive manner. Anger cannot drive long term creative, productive discussion. Arm can, and must appeal to, and support many play styles. Muds need as large a population as possible. Trying to drive out decade plus veterans causes alot of problems on the way out. Even after they leave, this board proves that they have the ability to exact a certain level of harm. Let us have a healthy game. I think we all agree on that. Banme.
One reason for a focus on the code is because the code is one avenue where players can still achieve (the other is griefing). If a player wants to achieve something on Arm they used to be able to rise up via RP, however with the Culture of Limitation and the glass ceiling especially, that is no longer really possible. So achievers gravitate to the code.
Also, if PCs are really being fired from clans for being codedly underdeveloped as James de Monet suggests, then removing the clan caps would help that problem. That way clan leader PCs wouldn't need to worry about opening up spots under their cap to bring in code monkeys to keep themselves alive during the next spider RPT.
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punished ppurg
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Why are we still here? Just to suffer?
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Post by punished ppurg on Feb 4, 2016 10:05:06 GMT -5
A leader kicking some dude out of a clan for having lame skills has probably never happened since I can remember. Either the underling was completely unable to perform, or the leader held some sort of grudge, or the underling was abandoning clan RP to do his own thing.
If I'm the Sergeant of the Byn, and this Merchant/House Servant joins and can never function in the clan, then you kick them out. That's completely different from "Recruit Amos, your slashing is still at apprentice. I'm not letting you become a Private."
Unless you can point to a specific leading character who has done that, I'll remain skeptic. That's a boogeyman about meta that I don't think exists.
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