OT
Displaced Tuluki
Posts: 257
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Post by OT on Oct 5, 2017 12:44:49 GMT -5
I don't really think you can say that. It should frankly be beyond debate at this point that the stagnant habits of the playerbase are a direct result of staff actions (and inaction). The playerbase didn't collectively decide to become boring and unambitious. That happened because they gave up after one too many bad experiences with staff and the obstacles that they began to throw in the way of every imaginable player endeavor. Obviously there are things that players do which can be criticized, but I think it's disingenuous to say that both sides are equally bad and equally at fault. This is very much a problem created by staff's mismanagement of the game in the last decade.
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Post by lyse on Oct 5, 2017 13:30:51 GMT -5
I don't really think you can say that. It should frankly be beyond debate at this point that the stagnant habits of the playerbase are a direct result of staff actions (and inaction). The playerbase didn't collectively decide to become boring and unambitious. That happened because they gave up after one too many bad experiences with staff and the obstacles that they began to throw in the way of every imaginable player endeavor. Obviously there are things that players do which can be criticized, but I think it's disingenuous to say that both sides are equally bad and equally at fault. This is very much a problem created by staff's mismanagement of the game in the last decade. Nope, nope, nope. The player base absolutely has to take responsibility for shitty play. Staff has to take responsibility for not doing anything about it. Saying what is, is the opposite of disingenuous. I said I played in that miracle Byn where half the playerbase was in the Byn. I said it looked like the How to Skillup guides on here being played out in real time. I got shit on for saying that, that guy that admitted he has no life and plays Arm in all the time tried to troll me. It’s because I struck a nerve and it was the truth. People were logging on to spar, then logging back off, rinse and repeat several times a day, no rp just “hey wanna spar?” That shit didn’t just coalesce in a vacuum. I said that kind of behavior is not good for the game, got shit on for that too. I saw favoritism, poor roleplay, no roleplay, metagaming...pretty much everything that is wrong with the game in one go. And it wasn’t staff doing it, it was players. Players gotta carry that weight. It was allowed by staff because people were happy going out and killing shit. It became a problem when that became the only story to be had. It was a symptom of the problem. That being staff is playing their little game with their little favorites off in one corner, everybody else is going out to kill the tembo, go to red storm to make 100,000 sid that no one cares about or have kinky mudsex. If you’re lucky you’ll get an animation or an echo while you’re doing it. If not, have fun playing Armageddon the H&S mud. Any person of reasonable intelligence can see that is going on. Players do take the blame in some of this. Bad behavior is still bad behavior.
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ibusoe
Clueless newb
Posts: 176
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Post by ibusoe on Oct 5, 2017 14:04:20 GMT -5
Nope, nope, nope. The player base absolutely has to take responsibility for shitty play. Staff has to take responsibility for not doing anything about it. Saying what is, is the opposite of disingenuous. I think this type of analysis is problematic, Lyse. It presupposes too much on a false dichotomy where players and staff exist in some kind of balance. Players and staff shouldn't exist in some kind of balance - they should make a game for us that we'd actually want to play, or we can all just go play Eve Online or something. This is one of those situations where yes, it's 95% the staff's fault. We as players have never been empowered to make changes in the game. I've seen games with worse players that were a more positive experience, and it's because they had better staff. Staff have mismanaged this game during the entirety of my tenure. I said I played in that miracle Byn where half the playerbase was in the Byn. I said it looked like the How to Skillup guides on here being played out in real time. I got shit on for saying that, that guy that admitted he has no life and plays Arm in all the time tried to troll me. It’s because I struck a nerve and it was the truth. People were logging on to spar, then logging back off, rinse and repeat several times a day, no rp just “hey wanna spar?” That shit didn’t just coalesce in a vacuum. I said that kind of behavior is not good for the game, got shit on for that too. I saw favoritism, poor roleplay, no roleplay, metagaming...pretty much everything that is wrong with the game in one go. And it wasn’t staff doing it, it was players. Players gotta carry that weight. On an unrelated note, that's pretty much all that the Byn is good for. If you were expecting more out of the Byn than this, then you and I were playing a different game. Someone above had a good point that if you flattened the leveling curve somewhat, it would reduce grinding. No other solution is likely to be effective.
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Post by lyse on Oct 5, 2017 15:11:33 GMT -5
Nope, nope, nope. The player base absolutely has to take responsibility for shitty play. Staff has to take responsibility for not doing anything about it. Saying what is, is the opposite of disingenuous. I think this type of analysis is problematic, Lyse. It presupposes too much on a false dichotomy where players and staff exist in some kind of balance. Players and staff shouldn't exist in some kind of balance - they should make a game for us that we'd actually want to play, or we can all just go play Eve Online or something. This is one of those situations where yes, it's 95% the staff's fault. We as players have never been empowered to make changes in the game. I've seen games with worse players that were a more positive experience, and it's because they had better staff. Staff have mismanaged this game during the entirety of my tenure. I said I played in that miracle Byn where half the playerbase was in the Byn. I said it looked like the How to Skillup guides on here being played out in real time. I got shit on for saying that, that guy that admitted he has no life and plays Arm in all the time tried to troll me. It’s because I struck a nerve and it was the truth. People were logging on to spar, then logging back off, rinse and repeat several times a day, no rp just “hey wanna spar?” That shit didn’t just coalesce in a vacuum. I said that kind of behavior is not good for the game, got shit on for that too. I saw favoritism, poor roleplay, no roleplay, metagaming...pretty much everything that is wrong with the game in one go. And it wasn’t staff doing it, it was players. Players gotta carry that weight. On an unrelated note, that's pretty much all that the Byn is good for. If you were expecting more out of the Byn than this, then you and I were playing a different game. Someone above had a good point that if you flattened the leveling curve somewhat, it would reduce grinding. No other solution is likely to be effective. After I hit post, I thought wow I made the Byn sound really, really bad, someone’s going to focus on that. There were some really good role players in there and there always are a couple. The point was it was a microcosm of what is wrong with the game. More to your point why expect more from the Byn? Well here’s the thing it’s the game’s newbie school. People constantly filter new players through the Byn and they end up learning really bad habits and having an idea of the game that is only true for the Byn or certain players that are treated differently. That character I had in there? I left because I honestly believed that I had to have a really strong character and I had to play all the time to have a relevant character. That wasn’t true like I saw it at the time, but most of the players in there made me think otherwise. I believe they have flattened skill gains considerably already. The problem still is when you find yourself up against the guy that still knows of a way to skill up faster than normal. That’s unfixable, there’s always going to be that guy that’s something we’re going to have to accept. The second problem is always going to be that staff is still going to drop that super statted npc on you during that RPT or that super mob in your favorite hunting ground whether you’re middling or you’re really buff. I think my analysis is correct and we are in agreement that staff should be making a game that the players want to play. But what is that? That’s why I’m saying there needs to be a serious discussion. I’m under the impression the game you want to play and the game I want to play are two very different games. I disagree, players and staff should be in a balance. The game is set up that way due to the code being set up that way. What’s wrong with the balance as it is, is that staff seems to feel like it’s job is to inflict upon the player instead of telling a story. But as it stands, you can’t do anything without staff...even when you think you are, you’re not. It’s funny you brought up a game like EvE where a player can support themselves completely and utterly. Armageddon is not EvE by a long shot, if you want to play a game like that maybe you should be playing Eve. The game as it is is a skeleton of a world where the players and staff color in the rest. That’s the way the game is set up either through pvp or pve. The problem is it is not working as intended or it works that way for some people and not others. But now you got me curious. Since the game doesn’t work how I described or how I said it should be working...how does it work?
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dunebum
Clueless newb
Smells like beer and sweat
Posts: 108
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Post by dunebum on Oct 5, 2017 19:36:20 GMT -5
I remember nothing from this era because I was in between playing and not playing. I came back after a year or two and found that there were new subforums... ok cool, Arma Reborn. I can get behind that.
If you look at several other muds out there, one notably being Aardwolf (not RP, but stay with me), they've gone through multiple incarnations. Their codebase changed format, but in essence it was the same game.
I like the idea of a transformative change to a game world and starting fresh. A new chapter. Breathing new life into an old format. As it is right now though, ArmageddonMUD is still going strong. It may have a few less players at peak than it did before, but overall for its niche it is doing well compared to others (looking at you SoI).
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my2sids
Displaced Tuluki
Posts: 341
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Post by my2sids on Oct 8, 2017 13:45:17 GMT -5
Wow, I agree wholeheartedly with OT lyseGreat thread. The arms race is real and for the last 5 years what has turned me off from the game most of all was shitty behavior from other players. Notably from those that are playing leaders of clans. It's frustrating playing any character with color only to be snuffed out ASAP. I've put my characters out there plenty of times (leader or not) hoping that others would tag along to roleplay out a rivalry, etc. The last character I was able to do that on was my Borsail/Tor noble. Since then... really all I've experienced is "oh shit you're my rival I'm going to lock room kill you ASAP." Zzzzzz
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yoashi
Clueless newb
Posts: 101
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Post by yoashi on Oct 9, 2017 8:25:35 GMT -5
Admittedly, for me, the few times I've been able to have or even consider having a rival, its turned into that arms race. Or the person I'd consider as a rival ends up being one of those 3 line mdesc twinks that has little-to-no flavor or interesting points about them.
Even when that isn't the case, most of the things I would want to do to mess with them are difficult due to playtimes and requiring the virtual world to react. I make it a point to do that's that don't require staff intervention beyond reports and such, because they are inconsistent.
More on topic though: I DO remember this time in the game. Shattered, and Gin/Quick, and Sharak and that damn sword. The game was super fluffy magickal but at least shit was happening. Even with Bhagarvha outright playing a PC alongside the movers and the shakers, and clans being given more reins to do shit like FIRE KANKS, there were things happening. I'd take the staff that are interested in making cool or fun plots over the ones that 'don't want to deal with us anymore'.
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grumble
GDB Superstar
toxic shithead
Destroyer of Worlds
Posts: 1,619
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Post by grumble on Oct 9, 2017 11:05:28 GMT -5
Just so long as I don't get railroaded into a laser light show half the characters die getting to, only to run, and never have any damn IC answers afterwards.
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yoashi
Clueless newb
Posts: 101
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Post by yoashi on Oct 9, 2017 11:35:49 GMT -5
Just so long as I don't get railroaded into a laser light show half the characters die getting to, only to run, and never have any damn IC answers afterwards. Its not the exact same, but similar happened to a Byn Sergeant of mine. Staff were really pushing this plot, or maybe it was the other Sergeant working with staff, I don't know. It was hyped up. It was inter-clan (except the other clans were just the AoD and animated NPCs from Noble House), and was supposed to be huge. None of the Bynners, besides the ONE SERGEANT really knew what was happening, and they made some IC missteps on their way. The opposing force had PCs on it, and the other Sergeant got plucked out by arrows pretty quickly. As the only surviving leader there, I wanted to be NOT THERE AT ALL in the first place. I had an NPC Lieutenant in my head telling me to keep going, I had people dropping around me left and right, and I was told to charge after the players that attacked us. Which of course, led most of them into something that killed like 2-3 instantly, because I didn't see it with everyone spamming me and my inability to multitask in a critical moment like that. So. We were being forced into a situation brought on by a now dead PC, half the people died just in the first skirmishes, we had to run, and not a single person could explain what we were doing there or what the 'original deal' was. It felt like "We want to do an RPT, so here's a cool plot" but then nobody anticipated other players taking offense to it. It wasn't poorly done, as such, but I feel like the "world didn't come alive" so much as "conflict appeared and people jumped on top of it". I feel like that's whats become of Arm. The staff, at least the ones that aren't Sponsored Roles 'volunteering' an hour a week, try. They do. But players are so starved for something fun, or exciting, that everyone jumps on anything interesting. The 2.Arm announcement had people trying a bunch of weird ass stuff, trying to climb mountains or exploring kryl hives and phase spiders... but why do that now? The vast majority of content is behind a Staff-wall, and its not that they're unwilling but simply incapable of facilitating. We as players don't genuinely know about these "interesting plot hooks", and when we become staff, we don't even know where to look. The mystery isn't gone, its guarded by ancient defenders that forgot why they were guarding it in the first place.
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Post by sirra on Oct 9, 2017 16:13:26 GMT -5
That's absolutely what happened. I left Armageddon in ~2006 as a hard bitten dwarf merc (Drake). Came back to find everyone fucking whirans and that his friend, an elf Byn merc Sharak (?), (albeit a great player), had become a nilazi psionic or some shit. It really permanently altered the tone of the game. When I left the game, Fathi was on her first character as an adorable Byn runner. When I came back she was the eater of worlds. X-D had been my Byn boss Tarq, and when I came back, he was on a god-tier character too. That was a great Byn crew. I wish they'd never announced Arm Reborn, cause I'd have never bowed out of it, then. These are two of what I consider some of the greatest RPers I've ever interacted with on Armageddon, but the whole change in tone and theme from eking out a Zalanthan existence to one more surreal plot after another was very visible. Imagine how I felt about it when I encountered people who I thought were shit RPers or shit players. Ok, fine. You'd like to return to 2005 Arm. What concrete, constructive steps could be taken towards that goal? Also, two of your characters I know about were in the top 10 hardest twinked characters I've ever seen in Arm. Be the change. 1) There are no concrete constructive steps that can be taken anymore. It would have to involve a wholesale removal of staff and replacement of them. At the very least, it would involve the removal of all the headstaff and having the best of what's left step up. That's unrealistic to expect. And most of those still left under the current regime are creatures of it. But it's what happens when RL organizations are overhauled (such as horrible sports teams or toxic companies). 2) I take that as a compliment. At this point, the best change I can be is to not play. I realized eventually that was the only way to make a difference. Why give someone like Nessalin or Nergal the satisfaction of lording it over you.
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Post by sirra on Oct 9, 2017 16:53:46 GMT -5
I liked how combat skills and balance worked on the original Shadows of Isildur. Basically, you could become pretty good at fighting in about a month of frequent play, and then another two months or so would pretty much take you to your limits. You could accomplish most of this through training, and military clans had sparring NPCs around during training hours. I can't think of one problem that came from this model. People had skill caps that depended on their choice of stat ordering, they had their choice of fighting styles and weapon types and whatnot. There was plenty of room for characters to stand out and be renowned for their skill, even though you could cap out most of your shit over the course of a summer. One of the arguments sometimes dragged out to defend Arm's stat/skill system is that they don't want all characters to feel the same, but I never found that characters feel the same in games with better systems. Even though you could cap most skills on SoI in a calendar season, the game wasn't filled with godlike heroes who couldn't lose, nor did all fighters perform the same. One guy's sword skill might be capped at 60 because he prioritized constitution and willpower while another guy could get to 75 because he went all in on dexterity and agility. He would, in turn, be nowhere near as tough; but he might have great stealth. There was, if anything, much more variation between characters on SoI than there is on Arm because you could pick your skills and essentially create your own class. Instead, Armageddon has a model where it takes a frankly indefinite time to reach your peak. You're almost never done training, so the incentive to grind forever is there. Becoming even decent takes a serious amount of time, and becoming a noteworthy fighter takes so long that people widely embrace cheating in order to accomplish it before they die of old age IRL. Have you tried to master a weapon skill without playing loose and fast with the rules? Have you seen what some people, even clanleads, do to shave some months off that process? That's entirely unnecessary and completely avoidable with a better system. In turn, when people don't have to feel like they're massively weakening their character whenever they spend time doing something else, they'll be more compelled to take part in other activities. On Arm, players feel so strongly compelled to grind for skills because it's always possible, always necessary in order to stay in the arms race, and because it takes such an absurd amount of time that you get to feeling that you can't afford not to maximize your gains. In such a system, it doesn't take very much disillusionment with the roleplaying environment before you give up on it entirely and start to play text-based Skyrim instead. This could be a much healthier game if it didn't approach skillgains in this manner. There's no benefit to the way Arm does it, it simply leads people into bad habits and distracts from the things that make a roleplaying game interesting. What's worse, the code overwhelmingly incentivizes doing one thing and then the mores of the game aggressively chastise players for doing that. When you're on your first reasonably long-lived warrior and discover that mastering a weapon skill without twinking is likely to take you the better part of a RL year, is the player supposed to think "well, I guess I can just forget about that"? Or are they not more likely to think "let's find a way to make that process tolerable"? Next step is the discovery that doing so is largely mutually exclusive with roleplaying, because you don't get much interaction from sitting in dark gortok dens. When too many players resort to that, the game ends up feeling really empty. Twinking is nobody's fault but the game itself, because it's designed in such a way that it's the only thing that makes sense. The wildly random stats, the absurdly wide skillgain scale, the activities required in order to improve past middling levels... this all has compelled generations of players to do something that the staff expressly doesn't want you to do. Don't blame players for that. Armageddon has always suffered from this bizarre conundrum where the code tells you "do this!" while the staff and the Lizzies tell you "never do this!" It's actually one of the most severe failures of game design that I've ever seen, and staff has never been willing to acknowledge that this problem exists. I don't know why. I don't know how many people read this, but it's a great post from a game design perspective. Also, I find it hilarious that anyone has made an argument of not wanting arm characters to feel the same. You could easily max out any mage character in only a few days playing time. There were SO many people, who all they did was max out some elementalist, and then they could sit around the tavern all day. Granted, these people got their fucking asses handed to them owing to their lack of Off/Def...But even that didn't matter for a few of them (like whirans, goddamn you all). And even so, working off/def on a ruk, viv or krathi could be fun as hell. You just went out and killed stuff, and it didn't matter if you were branching anything. It's hard to enjoy though when it feels like 70% of the playerbase is playing a gicker cause they can't handle mundane grinding. It just always blew my mind why elementalists were so easy to max out, but it was essentially impossible for a warrior PC (the most generic zero karma character) to even branch a weapon without learning how to twink. Especially in the days before they showed your skill tier. I remember people playing 40-80 day warriors thinking they were hot shit, but in reality, they had stopped even the most incremental advancement back around day 15. Those people only got better if circumstances put them in the same clan as a twink who they could spar against now and then. And even then, sparring and teaching over time was nerfed. Like they didn't want any Bynner to have over Journeyman weapon skills. I would have made sparring and teaching even more effective instead of less effective. At least then people are RPing and interacting, and not just chasing stilt lizards. Even making it so that weapon skills steadily increased over time depending on the danger of the opponent you faced would've been better. If mages were forced to do insanely counter-intuitive things in order to get their spells to mon, I think a lot of people would have had a better appreciation of the game's fucked up advancement system. So many people basically came onto the game as a fuck me, or dicked around with a Byn, jumped into their first karma 1-2 elementalist role and never looked back until they were apping a mul and getting killed in the wilderness by day 2. That just made them hate people like me.
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Post by sirra on Oct 9, 2017 17:27:10 GMT -5
I think this type of analysis is problematic, Lyse. It presupposes too much on a false dichotomy where players and staff exist in some kind of balance. Players and staff shouldn't exist in some kind of balance - they should make a game for us that we'd actually want to play, or we can all just go play Eve Online or something. This is one of those situations where yes, it's 95% the staff's fault. We as players have never been empowered to make changes in the game. I've seen games with worse players that were a more positive experience, and it's because they had better staff. Staff have mismanaged this game during the entirety of my tenure. On an unrelated note, that's pretty much all that the Byn is good for. If you were expecting more out of the Byn than this, then you and I were playing a different game. Someone above had a good point that if you flattened the leveling curve somewhat, it would reduce grinding. No other solution is likely to be effective. After I hit post, I thought wow I made the Byn sound really, really bad, someone’s going to focus on that. There were some really good role players in there and there always are a couple. The point was it was a microcosm of what is wrong with the game. More to your point why expect more from the Byn? Well here’s the thing it’s the game’s newbie school. People constantly filter new players through the Byn and they end up learning really bad habits and having an idea of the game that is only true for the Byn or certain players that are treated differently. That character I had in there? I left because I honestly believed that I had to have a really strong character and I had to play all the time to have a relevant character. That wasn’t true like I saw it at the time, but most of the players in there made me think otherwise. I believe they have flattened skill gains considerably already. The problem still is when you find yourself up against the guy that still knows of a way to skill up faster than normal. That’s unfixable, there’s always going to be that guy that’s something we’re going to have to accept. The second problem is always going to be that staff is still going to drop that super statted npc on you during that RPT or that super mob in your favorite hunting ground whether you’re middling or you’re really buff. I think my analysis is correct and we are in agreement that staff should be making a game that the players want to play. But what is that? That’s why I’m saying there needs to be a serious discussion. I’m under the impression the game you want to play and the game I want to play are two very different games. I disagree, players and staff should be in a balance. The game is set up that way due to the code being set up that way. What’s wrong with the balance as it is, is that staff seems to feel like it’s job is to inflict upon the player instead of telling a story. But as it stands, you can’t do anything without staff...even when you think you are, you’re not. It’s funny you brought up a game like EvE where a player can support themselves completely and utterly. Armageddon is not EvE by a long shot, if you want to play a game like that maybe you should be playing Eve. The game as it is is a skeleton of a world where the players and staff color in the rest. That’s the way the game is set up either through pvp or pve. The problem is it is not working as intended or it works that way for some people and not others. But now you got me curious. Since the game doesn’t work how I described or how I said it should be working...how does it work? The saddest thing about the Byn, is that the sparring is pretty much worthless once you've capped shield use/parry. Because of people who for some reason objected to non-gicker characters becoming decent at what they do in even a quarter of the time that gickers can, all usefulness of sparring/teaching has been stealth nerfed over the years into oblivion. The only way to get any utility out of a sparring clan is to brawl, practice subdue, rescue, guard, etc. Fighting people with weapons while unarmed is a great way to boost def. The only way to actually level a skill past journeyman/advanced, is to go fight spiders in a sandstorm, and who knows, that might even be nerfed now. The quality of RP in the game would improve dramatically, if they gave non-gickers a way to see continual advancement without engaging in counter-intuitive behavior. Not that it matters anymore.
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lurker
Clueless newb
Posts: 79
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Post by lurker on Oct 26, 2017 9:52:49 GMT -5
What I remember was staff finally not giving a fuck about a big stale picture, and giving us the fun we wanted.
We had monster attacks in allanak. Haflings flung waves at tuluk. There was TWO WARS (granted staff bitched out on making them cool, but they did give us war!) This was the period of time I had some of the most fun I ever had in Arm.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Oct 26, 2017 10:19:41 GMT -5
The saddest thing about the Byn, is that the sparring is pretty much worthless once you've capped shield use/parry. Because of people who for some reason objected to non-gicker characters becoming decent at what they do in even a quarter of the time that gickers can, all usefulness of sparring/teaching has been stealth nerfed over the years into oblivion. The only way to get any utility out of a sparring clan is to brawl, practice subdue, rescue, guard, etc. Fighting people with weapons while unarmed is a great way to boost def. The only way to actually level a skill past journeyman/advanced, is to go fight spiders in a sandstorm, and who knows, that might even be nerfed now. The quality of RP in the game would improve dramatically, if they gave non-gickers a way to see continual advancement without engaging in counter-intuitive behavior. Not that it matters anymore. I agree with you about the Byn. It is my favorite clan and I wont join again without master/capped weapon, dual if I need it, shield and parry. Once the Byn is just a base O and base D grind, it might be worthwhile again. I agree with you about the rp. I've found three ways now to master a weapon without twinkery, although the third takes a substantial setup effort. You can understand why I am loathe to spell them out here.
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ibusoe
Clueless newb
Posts: 176
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Post by ibusoe on Nov 4, 2017 20:44:23 GMT -5
The saddest thing about the Byn, is that the sparring is pretty much worthless once you've capped shield use/parry. Because of people who for some reason objected to non-gicker characters becoming decent at what they do in even a quarter of the time that gickers can, all usefulness of sparring/teaching has been stealth nerfed over the years into oblivion. The only way to get any utility out of a sparring clan is to brawl, practice subdue, rescue, guard, etc. Fighting people with weapons while unarmed is a great way to boost def. The only way to actually level a skill past journeyman/advanced, is to go fight spiders in a sandstorm, and who knows, that might even be nerfed now. The quality of RP in the game would improve dramatically, if they gave non-gickers a way to see continual advancement without engaging in counter-intuitive behavior. Not that it matters anymore. Sirra gets it. I think that the noobs that play Arm these days need to understand that ninja clan has limited use for people that don't know how to spar. If you're in the Byn and you're not the guy who can one-shot a carru with a bow, pretty much my only use for you is as a sparring partner. You have one job. People who are bad at sparring invariably fall into one of four various subtypes. Deep: You think that the fact that your character emotes and has a nine-line description makes them interesting. And technically it would, if your character were going to stay alive for more than a game year. Sadly, interesting characters don't usually live long so you're destined to get eaten in the first ten minutes of an HRPT when you take a gratuitous shot at a jozhal on the ride out after making everyone wait for you. You type the wrong keyword and attack your mount instead. qq some more, noob Special: You are elite. You're special. No one can get anything past you! Your mom tells you that you're cool. If you weren't cool, how would you manage to take care of nine cats! Customer Service Desk, Junior Associate Grade Two don't you know! You've been onto me from the start. The way I hit you when you're not ready at sparring practice...it's almost like I'm try to rapidly generate failures on the parts of our characters! Like I'm trying deliberately to fail! Don't hit me before I'm ready, I want to see how long I can last against you and don't want to practice the unneedful flee command! Voted most likely to rat me out to staff/sergeant for leaving an empty whiskey bottle on your character's bunk. Antisocial: Hangs out in the stables so that their dung-mining perl script can work. Somehow manages to emote less than I do. Gets mad at you for somehow breaking their perl script. Doesn't have time for sparring practice. Facebook profile has at least three references to John Galt. Tavern Sitter: Wants everyone in the Gaj to know that they're in the Byn! Never buys an ale in the Gaj. Pretends that their VPNC cousin owns the Gaj. Will high-five a mage, a Legionnaire, a full-blooded gang member and an elf in sequence without washing their hands. Accuses everyone of picking their pocket while they're afk. Picks everyone's pocket while they're AFK. Basically, if you're bad at sparring you're less interesting than one of the sparring dummies.
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