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Post by BitterFlashback on Mar 6, 2017 12:01:49 GMT -5
Here, I'll dumb this down for you. Instead of actually participating in the conversation, you wasted my time and pretty much everyone else's by making your post about the conversation instead of a part of it. Nobody needs your assistance in telling them how to speak. Now you've devolved into lazy trolling and snark because you've mistaken my lack of respect for your meddling as anger you could poke at for fun. If you have nothing to add to the conversation, fine, but don't expect to be respected for playing the diplomat and trying to seem enlightened for refusing to acknowledge both sides aren't eternally equal in every conflict. That is intellectual cowardice, not enlightenment. Look, just because my post was long and you couldn't follow it because you skimmed it... that's not something I am going to second-guess myself over. That's your failure to comprehend what you're reading. When you sum up two paragraphs on people trying to dictate how other people emote as "people who emote differently from you are bad role players" it either marks you as willfully dishonest or genuinely too stupid to understand a fairly clear point. Okay, I think here is where we go off the rails. If this is the culture that "won" and took over Armageddon, shouldn't Armageddon be all about handing out treats and rewards? That sounds more like the long-lost Sanvean/Bhagharva era. Current staff doesn't seem to want to do shit for anyone. Like your previous post, this is the only tidbit out of everything you said that was actually a part of the conversation, instead of a bald-faced attempt by you to censor it in the name of openness. What I laid out is that these people essentially see Arm as a club for role players more than as a game world to play in. They want there to be barriers to activity for other people. Being able to get what you want done in the game is the main reward and they hate any competition that takes place outside of socializing, much of which is OOC. Why would I care about your opinion at this point? I'm serious. Ask yourself that before you continue weakly poking at me in the hopes your worthlessness in this thread can be salvaged by further derailing it. And finally, what do I actually contribute to this discussion. Motherfucker, I'm the only one contributing to this discussion in any meaningful way. Let's examine this claim, shall we? Gee, "driven individualists" and "cliquey retards." I wonder which kind of person you sympathize with, and which kind you identify as. There is a ton in your post that is very accurate, and worth listening to, but this "us vs. them", "I am a rugged and driven Arm individualist like a combination of Elon Musk and John Wayne in the desert while other players literally don't have any self-esteem" kind of characterization is a little over-the-top and kind of cliquey-retardish in itself, don't you think? Deficient self-esteem is also medicated by "driven individualist" accomplishment-seeking, btw.Personally, I'd like the game to be rich and bustling with both intrepid adventurers and tawdry gossips and romances. The latter make great targets for extortion and violent oppression by the former. I used the network of tawdry gossip as a murder weapon on several occasions as a Guild boss. They are different ways of playing within a multi-faceted game, and I don't think either way of playing the game needs to be demonized, reduced to "retards," or subjected to hilarious armchair psychoanalysis/projection if this is a legitimate "Actual Open Discussion" and not just yet another trashfest, not that those aren't a blast. The red is where you waste everyone's time dealing with a bullshit meta discussion about the discussion. The green is where you demonstrate you missed the repeated examples of driven individualists having political goals and thought I was comparing indy hunters and tavern-sitters, but at least you were on-topic, and your latest post is where you doubled-down on trying to control the conversation again because you're too stupid to participate in it.
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Jeshin
GDB Superstar
Posts: 1,516
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Post by Jeshin on Mar 6, 2017 12:07:28 GMT -5
While I agree with Bobo the hostile nature of the post doesn't do it any favors, I don't really care because the only downside to a biased hostile post is that people won't engage with it, not really a problem on this board. Also I can just discuss the points without using the aggressive terminology, easy peasy.
There is 100% a culture clash on Armageddon but it's not exclusive to the game (in my experience). It's a clash that happens across text-based roleplay games in general and it's based primarily on playstyle moreso than mental state (though you can argue those are linked). During the development of Project Redshift, which was never released I know I'm a loser, we identifyed the "cliquey" people as House Players. This was born from a discussion I was having with Jaunt where we were trying to ensure the game had a niche for the core playstyles. House Players are normally risk averse, social, and tend to be crafters. They also tend to focus their RP more on day to day situations and personal storyarcs. Meanwhile you have the Adventure Players (yes I realize the naming is still biased) who spend a significant amount of time outside the safety of "the town" or safe area. They tend to focus on pve/pvp content and want secrets to find and challenges to overcome from the gameworld itself. Sometimes you get the social version of the Adventure Player who seeks to shake up the status quo of "the town" area. There are other types and hybrids and exceptions but the gist of it is risk averse and risk prone. Personal fulfillment and External Challenges. Both playstyles have derogatory and over the top stereotypes of the other. You have the fme and the twink, as an example.
In Bitter's post he posits that Adventure Players need to have the majority influence on the game for it to grow and I would say that games which cater to that playstyle may feel more progressive in their content than games that cater to House Players. The reason (once again) being that risk aversion doesn't normally lead to significant world progression unless the staff are pushing it themselves to create new personal RP hooks for the House Players.
Now that's a lot of supposition so lets just delve into a scenario in which Armageddon can cater to House Players (like Bitter's says they are now) and still be a good game.
1. House Players are risk averse, but they can enjoy RPing the outcomes of risk. In fact RPing about the failures and successes of Adventure Players is one of the key inputs that give House Players variety outside of the stuff they create for themselves.
2. House Players tend to be long lived and wealthy. While House Players are risk averse they enjoy being influential and wealthy (as long as it's not to risky). They are the source of large budgets for Adventure Players or the buyers of the Adventure Players spoils from going outside of "the town".
3. In a game with predominently House Players and few Adventure Players, the staff can still drive the plot in meaningful ways to provide House Players (and the game) new content and a changing future.
So I've laid out those three points and now for the finale. The closing of Tuluk. Yes the Kryl Queen Brain Slug Mindbender Psionic takeover closing of Tuluk. If they hadn't closed Tuluk and instead had left it open, downgraded the overtness of the plot slightly, that would have been a perfect progressive world plot to appeal to House Players. They live in Tuluk, they aren't directly affected, but they see changes all around them. They flee Tuluk, try and secure their safety in Tuluk, or turn to Adventure Players to try and solve the problem. There's a lot of possibility for House Players to engage with that plot hook and for small population Adventure Players to have a staff generated challenge to overcome.
Likewise the Black Robe rebellion in Allanak, with a minor tweak, could have been a good plot progression catering to House Players that still enables the smaller population of Adventure Players as well. Even the apparently vindictive Lord of Storms Sands? Whatever that took over Luirs could play to both with a minor tweak. Though Bitter's correctly states that by providing a challenge for players to overcome, Adventure Players become energized. That's why when catering to House Player's with challenges you need to make them higher level, less obvious solutions, and more affecting of day to day life. They need to have a more diverse effect and longer time horizon.
I feel like I've lost the plot a little with this post, but since I typed it up. I'm posting it and will re-focus on my next one.
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Post by BitterFlashback on Mar 6, 2017 12:27:22 GMT -5
Also I can just discuss the points without using the aggressive terminology, easy peasy. I will word-murder you for this, because I am a rage beast. ... but in all seriousness, the initial groups I am describing overlap with both what you call "House Players" and "Adventure Players". I'm really beginning to suspect people are jumping to conclusions and assuming when I say "driven individualists" and "cliquey retards" I'm talking about what people like to play. (This, in spite of my references to nobles, merchants, and agents as being driven individualists.) Let me put this another way. When I refer to someone as a driven individualist or a cliquey retard, I'm talking about the players and the relationship they establish with other players and the staff. The driven individualists are mostly trying to get their game experience in-game; reliance on the staff is seen as an impediment. They look for things they can make happen in-game on their own or with other players. This is why I refer to them as positive; even when they are doing stupid crap they still create activity for others and compete on an even field with them as players. The cliquey retards are mostly trying to fit in with a role player club, and climb up the ladder of this club for perks and pomp and respect. The game to them borders on being little more than a a medium for OOC social climbing. Unregulated role playing is anathema to them; they look to the staff for activity and expect the same of others. They interfere with other people's role playing, sometimes by being shitheads on the GDB (OOC social pressure), and sometimes by killing things through staff. I really thought my countless references to players would make it obvious my remarks about the player behavior was OOC behavior as players, not IC behavior. Don't get me wrong, though. I'm not saying your post isn't adding to the conversation, Jeshin, I'm saying it doesn't actually address the two cultures I originally spoke about.
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Post by lyse on Mar 6, 2017 12:39:28 GMT -5
I debated whether to respond to this, but I see since it's going to go off the rails, here goes.
What's killing/killed/held the game is stasis is twofold: It's boring and the player-staff divide is great. Full stop.
Now when I say it's boring don't get me wrong, I'm not saying I want staff to entertain or be entertaining. I feel like the game is more or less an empty shell that promised some things it just doesn't deliver on. I saw Taven's post on why she left and it made me really sad. What I got out of it was the part where she basically said "You go from character to character hoping to meet the right people to play with so you can have that magical moment." I think all of us have experienced that and to be honest it sucks that you have to even do that. I fully emphathize with her and it's pretty much the same reason I stopped playing. The game should be full of magical moments and it shouldn't be blind luck.
I've said this before and I'll continue to say this until I'm blue in the face. You can't have a game that promises Murder, Corruption and Betrayal and it doesn't deliver on any of those things. There is no overarching story, there isn't much context in which your character is doing things and only certain concepts work. It's boring, plain and simple. Not only is it boring, a good chunk of playing feels like a complete waste of time. RP cuts out due to people minding timers, rushing off to train or the tembo probably respawned or whatever, it feels very mechanical. If they're at 30 players at peak and 10 of them are staff, you can't tell me volunteer or not nobody has time to create a story. Even the most basic MMO has some sort of crappy story to play along with. Armageddon doesn't. The game is mostly players that enjoy minding timers and avoiding RP. Ever been out in the waste and come across a random player and they speed walk past you? Of course you have. Most people play MUDs to interact with people. Why else is that warrior wearing that jewel encrusted cod piece with other items that scroll your screen when you look at them? So you can tell them how awesome they are, so you can interact.
The thing that stuck me with Bitter's story about Kurac wasn't so much the staffer that started the plot vanished. It was that a plot was started and more people flocked to it because....story. They wanted to be a part of the story. That shouldn't be glossed over. You can go out and kill the tembo 1000 times, but guess what? The tembo is going to be in the same place it always is and it's most likely going to end the same way. That's not fun.
Which leads me to the player-staff divide. The wrong people won and the wrong people were listened to. The people that were very vocal about "being left alone" and "I make my own fun" won out over the players that viewed the game as a cooperative storytelling experience. What that really meant was, "I wanna have fun with my little group...do shit for me!" So now you have a staff that is hands off, players that aren't interested in interaction....except with certain people. It's stuck in a perpetual loop of that.
So you have people that love to say "This isn't a Mush..." yet in a Mush, you truly can make up your own story and run your own plots. In Armageddon, you don't have the tools to do that which leaves one thing. Staff. You can't have a game where it feels like staff is unresponsive and you can't truly do your own thing either.
I don't know whether staff doesn't trust players with plots, players don't respond to plots or which came first. But that has to stop or staff should just give players a toolset to truly create plots on their own and call it a day. But you can't have the game with one foot in "I make my own plots" from players and "Do what I say" from staff. It's so ridiculous, it's laughable.
I truly get that from looking at the GDB, the game is full of mouthbreathers with nothing of substance to say and I feel like that's how staff views it. But some kind of bridge has to be built and some kind of compromise reached, because that in itself is gamebreaking.
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Post by BitterFlashback on Mar 6, 2017 12:58:48 GMT -5
RP cuts out due to people minding timers, rushing off to train or the tembo probably respawned or whatever, it feels very mechanical. If they're at 30 players at peak and 10 of them are staff, you can't tell me volunteer or not nobody has time to create a story. Even the most basic MMO has some sort of crappy story to play along with. Armageddon doesn't. The game is mostly players that enjoy minding timers and avoiding RP. Ever been out in the waste and come across a random player and they speed walk past you? Of course you have. Most people play MUDs to interact with people. Why else is that warrior wearing that jewel encrusted cod piece with other items that scroll your screen when you look at them? So you can tell them how awesome they are, so you can interact. This is a very good point. While it's not the thing killing Arm (as it's been this bad for a very long time), it does beg the question, "Why is there such a huge impediment to characters becoming skilled?" You can't even blame this one on the code; staff could make it so every skill gain is 5 or 10 points, or just manually set people to some arbitrary number. Instead, if your vision is anything other than someone who gets rolled in combat or a thief who can't steal anything or a crafter who can't make a profit, your choices are grind or fail. It definitely is not helping the game. The thing that stuck me with Bitter's story about Kurac wasn't so much the staffer that started the plot vanished. It was that a plot was started and more people flocked to it because....story. They wanted to be a part of the story. That shouldn't be glossed over. I'd add the way it was handled, as well, is worth noting. The story was inflicted on Kurac, but from that point on a lot of it was just Mekeda asking the players how they wanted to react (because they ran most of the clan ICly), then telling them what they had to do in order to meet the goals those reactions required. In other cases players invented their own requirements for things that just made sense (e.g. "You guys go hunt to cut down on our meat and material costs" even though all of that is virtual anyways). From that point the players delegated subtasks and the reasoning to their subordinates who did the same. There was basically always someone around who needed something done or needed to do something, for coherent reasons to achieve a practical goal. But you can't have the game with one foot in "I make my own plots" from players and "Do what I say" from staff. It's so ridiculous, it's laughable. What I find funny is every time I asked what constitutes a "plot", when speaking to these people insisting the game has too much activity to keep track of, is I could never get an answer to that question. Is it a "plot" when some noble has their aid examine a new mole on their neck to see if it's a tumor? Is it a "plot" when someone decides to make a new pair of shoes and hires someone to fetch a fresh chalton hide? I couldn't get an answer for the minimum value of a "plot" for all the "plots" they say are happening.
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Post by sirra on Mar 6, 2017 13:59:30 GMT -5
The announcement of Arm 2.0 seemed like the beginning of the downward spiral to me, both at the staff and the player level. With the whole 'no new anything' policy, it's not surprising the more creative of the staff would fade out. Especially as Arm 2.0 dragged out for year after year with little getting done. Remember Sanvean's original prediction of "six months"? I was attacked and insulted on the then-GDB for daring to suggest this wouldn't happen. How many years later was it before they finally aborted the project? By then the damage was done. The culture of stagnation was in place. Always wondered what happened to the people they recruited to do building for Arm 2.0. It's like they vanished almost the moment they were appointed. Then, of course, there was the impact on the player base. Between the prospect of the world ending (making doing much seem futile), some left and others let their roleplay slide. It wasn't helped by the wave of mages that appeared, which generated the whole OOC mage-hate movement. And the 'no new anything' took its toll over the years as people came to realize nothing they tried to do could leave a lasting mark on the world even if Arm 2.0 was postponed indefinitely. And all because someone brought Arm to the attention of the Wizards of the Coast (or whoever owned the Dark Sun "intellectual property"). Who actually probably didn't give a rat's ass about Arm since no money was being made, but the staff apparently panicked and launched the whole 2.0 fiasco. From what I recall, staff didn't so much panic, and I don't think WOTC ever cared about the game. But Armageddon was enjoying a high tide around 2006ish, and they wanted to make the game more uniquely their own. There was some post about how they might be able to charge advertising or such (or something stupid like selling t-shirts or mugs). Basically, staff got way too far up their own creative asshole, at how brilliant and original all of them must be, and decided they could make a better game, which was free of all the obligations or entanglements of the last. They failed. Really spectacularly. For the same reason that movies often fail or stall out in Hollywood owing to development hell. A lack of leadership and vision. Unfortunately for the game, it took them about 4-5 years to admit their 'failure'. Which meant 4-5 years of neglecting Armageddon, with the 'no new anything' policy, and just being apathetic. To put it in the simplest terms, 'doing nothing', after 4-5 years of broken promises, became the staff culture. The apathy was all the more bitter and defensive, because it came on the heels of an embarrassing and public failure. Ever since then, staff have had contempt for their own game, I think, as much as for their players. Personally, I was so disenchanted by them announcing the end of the world in like six months, that I lost interest to continue my character (Which was Drake, the T'zai Byn dwarf at the time) and quit playing Armageddon, figuring I'd come back when it was a real game again. It took three years before I migrated back to play again. About 30% of the active playerbase also checked out, and although a few straggled back in eventually, many never did.
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Post by BitterFlashback on Mar 6, 2017 15:22:54 GMT -5
gloryhound: Well I'll definitely agree Arm 2.0 was a fiasco that was bad for the game, but how do you think it's contributed to the current status of having 0.78% player retention and 30 players active on average? As for it being doomed, I knew it was doomed before it started when they said they were going to incorporate everyone's ideas and try to let everyone contribute. That doomed the thing to development hell before it began. You can't manage a programming porject that way. sirra: Granted, it kicked the crap out of the playerbase, but do you believe it's part of why Arm's actively dying now?
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dunebum
Clueless newb
Smells like beer and sweat
Posts: 108
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Post by dunebum on Mar 6, 2017 17:57:58 GMT -5
What is killing Arm? A lot of what BFB said. Many people would argue it's only getting better, but I think it all comes down to one thing that has been occurring slowly over the years.
The game started as a DIKU derivative, which is Hack n Slash based. They added permadeath, dark sun, and a beautifully built world. Over the years, the game focus turned away from Hack n Slash and more toward RP. Most people were fine with this, as "RP-enforced" was loosely enforced back in the day. I don't think I ever once had a staff member bother me about one of my c-elf pickpockets doing unrealistic shit.
At some point "RP-enforced" became strongly enforced. Again, people grudgingly agreed that it was fine, mostly because there were awesome stories being told by staff. I'm sure you can think of many plots that were run, but off the top of my head the Copper Wars was a great way to involve people from all walks and play styles.
I think where the game started to really suck was when it became "RP-only". Yeah, I dig roleplaying games. I like to think I'm ok at them, but I'm not an 8 karma player. At most I had 4 karma. This is when staff actively started to suppress players who enjoyed the original DIKU form of Armageddon. If you focused on the game world, exploring, learning secrets, or being even remotely good at fighting, it felt like you were marginalized in favor of tavern sitters.
All in all, I enjoyed the phase of Armageddon where "RP-enforced" was loosely enforced. Staff would gently remind you that it wasn't cool to talk about the NFL while in game, but wouldn't actively tell you how your roleplaying skills sucked.
I would much prefer the game go back to somewhere between "RP-enforced" being loosely and strongly enforced, but the staff of this game currently have a different vision.
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Post by sirra on Mar 6, 2017 18:48:16 GMT -5
gloryhound : Well I'll definitely agree Arm 2.0 was a fiasco that was bad for the game, but how do you think it's contributed to the current status of having 0.78% player retention and 30 players active on average? As for it being doomed, I knew it was doomed before it started when they said they were going to incorporate everyone's ideas and try to let everyone contribute. That doomed the thing to development hell before it began. You can't manage a programming porject that way. sirra : Granted, it kicked the crap out of the playerbase, but do you believe it's part of why Arm's actively dying now? It started then. That's when a lot of people left, and a lot of good staff got disillusioned. It allowed a small core of people who were playing/staffing the game for reasons beyond making it an attractive destination for newbies (i.e, the cliquey retards), to really solidify control staff-side. And like I said. It marked the serious transition of staff culture from being a bit more relaxed and fun, to something that they tried to be faux-official, bureaucratic and managerial. They did that in preparation for the new game, but the new game never arrived - just the convoluted administrative schemes they had in mind for it. They made a big post about this at the time, how their 'administrative reforms' that they planned for Arm 2.0 would enhance Arm 1.0 instead...lol. Their lack of progress also encouraged a kind've shameful, reclusive and opaque style of interacting with the playerbase, that over time, just became the norm. Armageddon's original culture began to die in ~2006. It was mostly completed by 2009-2010, and has been a fairly different game ever since. A lot of this has involved finding new ways for staff to do as little as possible, and to occupy themselves with busywork. If Armageddon instituted a completely open cgen, with absolutely no oversight or interaction from staff (so no special requests, etc), and they got rid of the karma system (so like say, you could only app a human every 24 hours, but could only app a mul every six RL months), and players had the tools to form and manage their own clans...the game would boom in popularity.
But that would require getting rid of Nergal, Adhira, Nessalin, etc, and having a completely open, uncensored culture.
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Post by sirra on Mar 6, 2017 18:59:25 GMT -5
I think where the game started to really suck was when it became "RP-only". Yeah, I dig roleplaying games. I like to think I'm ok at them, but I'm not an 8 karma player. At most I had 4 karma. This is when staff actively started to suppress players who enjoyed the original DIKU form of Armageddon. If you focused on the game world, exploring, learning secrets, or being even remotely good at fighting, it felt like you were marginalized in favor of tavern sitters. A lot of this mindset began with Sanvean and Adhira. As far as rewarding 'tavern sitters' and pure RPers, with very high karma. And a lot of those players eventually became staff over the years. Not all of them were bad people. Talia was nice. But Talia was definitely no halaster or shaloonsh. Sanvean loved clueless female tavern sitters. Not saying this to be mean, but the more tinysex you engaged in, and the less combat, the more Sanvean adored you. You could get a lot of karma back in the day, just doing nothing. And a lot of those people that got high karma from tavern sitting? They eventually did get interested in the coded side of things (once they had coded power), and turned out to be cheating jackholes as well. Like the mindbender I killed in Salarr. Nyr started out as a code-oriented player (he was a shitty RPer), but once he got into the driver's seat, he had this horrible habit of being jealous and envious of current players, and doing what he could to cockblock them. Nyr basically became the prototypical horrible GM who hits on your girlfriend with NPCs, and always tries to one-up his players with some god-mode pseudo-NPC character of his. Or if you've ever had a GM who decided the combat stats of all villain NPCs, simply by making sure they were better than the best fighter in the group, and to hell with anything else. Nessalin has just always been a cancerous little, apathetic neckbeard, who just lingers on the periphery in the background, doing very little, but occasionally making wordless sounds of pleasure to himself as he shakes his little ant farm to watch them scurry around. In a just world, horrible staff eventually get burned out and move on with their lives. But in Armageddon, for whatever reason, horrible, jaded, burned out staff found a way to stick around forever and ever, and ever. All they've done is ruin the game.
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jkarr
GDB Superstar
Posts: 2,070
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Post by jkarr on Mar 6, 2017 22:37:06 GMT -5
And like I said. It marked the serious transition of staff culture from being a bit more relaxed and fun, to something that they tried to be faux-official, bureaucratic and managerial. They did that in preparation for the new game, but the new game never arrived - just the convoluted administrative schemes they had in mind for it. They made a big post about this at the time, how their 'administrative reforms' that they planned for Arm 2.0 would enhance Arm 1.0 instead...lol. Their lack of progress also encouraged a kind've shameful, reclusive and opaque style of interacting with the playerbase, that over time, just became the norm. everything else is spot on but staff being purposely opaque and reclusive with players was the norm way before arm 2 plans got announced the only diff is that they bureacratized what used to be a more personal and informal system of being this way with players direct emails wish convos and inroom talks were the standard along with clan leader npcs if it was something handled ic, the new system just discourages the kind of hands on direct interaction that got minor shit solved on the spot
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my2sids
Displaced Tuluki
Posts: 341
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Post by my2sids on Mar 7, 2017 1:51:38 GMT -5
I'm really enjoying the game right now, so....
I don't give a shit if player numbers are down. Quality is up, imo.
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Post by lurklord on Mar 7, 2017 2:59:29 GMT -5
I think it's cute how he's accusing people of being cliquey retards while admitting to having a secret discord hugbox that he criticizes other people's play-style on to the point where they've managed to insultingly stereotype everyone that doesn't play in the way they think is the right way. But it's ok when he does it. His clique's the good one. It's probably not even a clique, they're merely a gathering of lone wolf driven individualists.
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punished ppurg
GDB Superstar
Why are we still here? Just to suffer?
Posts: 1,098
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Post by punished ppurg on Mar 7, 2017 7:32:35 GMT -5
I think it's cute how he's accusing people of being cliquey retards while admitting to having a secret discord hugbox that he criticizes other people's play-style on to the point where they've managed to insultingly stereotype everyone that doesn't play in the way they think is the right way. But it's ok when he does it. His clique's the good one. It's probably not even a clique, they're merely a gathering of lone wolf driven individualists. We don't hide anything, senpai. It's all out there in the open. Anyone can participate, and be held to the esteem of their merit as opposed to the whims of our collective favor. We actually do more than tavern-sitting, too. I don't keep track of karma; and no matter how much you ride my dick, I'm never giving you admin access. So you see, it's a healthier environment than Armageddon in general. I could set everything to private on the discord; I purposely don't. It's as much a safe space as Rhodesia was. Do we have an RSS feed to catalogue and sort through every single post on the GDB? That's not our prerogative, but it's become clear that every post here is attached to a paranoid corkboard just waiting for enough of a reason to excise someone from the community. I'm the only one doing any hugging in the discord, and it's of Armali. I find your comparison to be in poor taste. This isn't your grandfather's socialist boutique here: our ideas work. They are going to work wherever they can be planted, and damn us for our tenacious efforts to grow these memetic roots in a game we love for the sake of improving it (objectively, mind you). No amount of tavern-sitting can compare.
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Post by lurklord on Mar 7, 2017 8:37:07 GMT -5
That's the point. You've abandoned the veil of anonymity and embraced everything an RPI tries to protect it's players from in favor of forcing your shitty ideals down everyone's throats. Right now it's incredibly hard to care since all you do is lick eachother's wounds and obsessively monitor the GBD in hopes of catching Armageddon staff posting something silly so you can e-roast them, but IF another game gets released it's going to get ruined by this normalized meta.
If you can't shrug and accept different strokes for different folk then you're part of the problem and have no right to be telling people what the cure is.
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