|
Post by BitterFlashback on Nov 9, 2017 23:38:41 GMT -5
I think the whole game would be better without psions, much less a ruling class of Lirathans. Your idea would work just fine without thought police. Intrigue requires secrecy. You missed the part where they don't rule shit and aren't police anymore. My idea requires them to be as they are described. Post-Reconstruction Tuluk was always supposed to be a place where people were forced to behave a certain way or else. The problem was players are a bunch of fucktards and can't or else anything besides 1) instant death or 2) being a shitlord to you in private. So I'm shifting it. They're not policing thought anymore, they're performing psy-ops 24/7 for an unachievable endgame that still can have IC successes along the way.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 10, 2017 4:16:48 GMT -5
I think the whole game would be better without psions, much less a ruling class of Lirathans. Your idea would work just fine without thought police. Intrigue requires secrecy. Oh, God, let's not get rid of the last real supervillains in the game. Supervillains, or reasons to climb the karma ladder? edit: to be clear, I'm all for supervillains. Lets just implement better options to be one.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 10, 2017 4:18:09 GMT -5
I think the whole game would be better without psions, much less a ruling class of Lirathans. Your idea would work just fine without thought police. Intrigue requires secrecy. You missed the part where they don't rule shit and aren't police anymore. My idea requires them to be as they are described. Post-Reconstruction Tuluk was always supposed to be a place where people were forced to behave a certain way or else. The problem was players are a bunch of fucktards and can't or else anything besides 1) instant death or 2) being a shitlord to you in private. So I'm shifting it. They're not policing thought anymore, they're performing psy-ops 24/7 for an unachievable endgame that still can have IC successes along the way. I dont care what they rule or dont. Psions (and drovians before them) destroy secrecy. I assert secrecy is an essential component of intrigue and mystery.
|
|
jenki
Clueless newb
Posts: 156
|
Post by jenki on Nov 10, 2017 11:29:11 GMT -5
I'm all for bringing Tuluk back but if they bring it back, would they bring it back well, or would it suffer from the same problems it had before? Part of the problem, that I can only reiterate as many have already said, currently staff don't seem to be doing well with what they've got. What's happening that's fun, interesting, and engaging that people are trying to get in on and be a part of? Very little. I'm not sure if senior staff just tells their people "No, we don't like that" so most proposals get shut down and stifle their creativity making them less willing to try, or if staff just are being passive (responding to requests) and not actively pursuing plot projects behind the staff curtain. Or if something else is happening that doesn't actually create a effective presence in the game, who knows. Obviously some work is happening, they're bringing out new guilds, which is good. This is on the code side of the game, which is good to have. The other parts of the game needs love too, which I'm unsure if this is happening (plots usually go unpublicized so if something is happening there'd only be hints).
The reason to close Tuluk was sort of contrived. One reason given was to consolidate the playerbase, which is fine, but why did they want to consolidate the player base? Was there an active plot reason, like they needed people in Allanak to form an army or something to war against Tuluk? Which would be fine, and I think and fun. If the reason was just for the sake of having players play in more proximity, I think that's a bad reason. The game population, the active playerbase is like a goldfish in a bowl. The fish is going to grow to the size of the bowl. It's great to have people close together and creates great RP but if things get too crowded, people need places to move to to get away. If a bunch of clans are lead by sponsored roles are people disapprove of and don't like, people will attempt to make their own options somewhere else, like Tuluk. If those opportunities aren't there, they'll look elsewhere for those opportunities.
Opening Tuluk, or putting something there in it's place to offer players something different would be good. I think the player base would increase their weekly logs meaning the game would get more active players because something new is happening. If they did open Tuluk, they'd need staff who know how to give players an enjoyable experience support but based on the current state of things, I question if this is within the staff's ability to pull off.
|
|
seuly
Clueless newb
Posts: 103
|
Post by seuly on Nov 10, 2017 13:45:58 GMT -5
When other MUDs have consolidated the playerbase it has been a negative sign and action resulting in loss of players, loss of growth, and eventual reconstruction or closure, temporary or permanent, and neither really get the game back where it was in any kind of timely manner if at all. The game is stagnant, has been stagnant, and instead of listening to players and what they want of 'new' and 'bigger', they push the same-old, same-old, diminish any chance of upward or outward motion, and focus on things like guild restructuring, karma limitations, removing of guilds, making magickers less scary, etc. Zalanthas is extremely small compared to other MUDs with an example being Harshlands. It would be one thing if Armageddon was striving for wilds with completely individual rooms in terms of desc and design, but they aren't. They're cookie cutter with well over 80% of them being duplicated in a relatively lazy building manner.
|
|
|
Post by BitterFlashback on Nov 10, 2017 20:06:04 GMT -5
You missed the part where they don't rule shit and aren't police anymore. My idea requires them to be as they are described. Post-Reconstruction Tuluk was always supposed to be a place where people were forced to behave a certain way or else. The problem was players are a bunch of fucktards and can't or else anything besides 1) instant death or 2) being a shitlord to you in private. So I'm shifting it. They're not policing thought anymore, they're performing psy-ops 24/7 for an unachievable endgame that still can have IC successes along the way. I dont care what they rule or dont. Psions (and drovians before them) destroy secrecy. I assert secrecy is an essential component of intrigue and mystery. You can assert whatever you want, but if you want to actually persuade someone to your point of view you're going to have to support those assertions with logic. "Mindbenders break secrecy by existing" is a shit argument against keeping them in the proposal for Tuluk I made. I could say the same thing about keeping stealth characters or anyone with listen. The reason to close Tuluk was sort of contrived. One reason given was to consolidate the playerbase, which is fine, but why did they want to consolidate the player base? The one given was a crock. Nyr was one of those jackasses who wants to change the game to be the one who changed it since he was a storyteller. He destroyed Tuluk on purpose because, after destroying it on accident and washing his hands of the whole thing, another staffer was put in charge who was actually bringing it back. He got sand up his ass about that and, hey, completely eliminating an entire city is a huge change so he was all about that. Opening Tuluk, or putting something there in it's place to offer players something different would be good. I think the player base would increase their weekly logs meaning the game would get more active players because something new is happening. If they did open Tuluk, they'd need staff who know how to give players an enjoyable experience support but based on the current state of things, I question if this is within the staff's ability to pull off. I completely agree with everything except the last sentence. The main thing they need to do is learning to stay out of the way. That may be beyond them, so the next best thing would be letting them practice their meddling in a way with limited damage. Recreating Tuluk as a place people can't really visit or leave makes it into something of an experimental sandbox. Players can try it out and see if they like what the staff's doing. Regardless of how players react to Tuluk, what's going on there is mostly isolated. They don't have to experience it and they don't have to deal with other players experiencing it. The game is stagnant, has been stagnant, and instead of listening to players and what they want of 'new' and 'bigger', they push the same-old, same-old, diminish any chance of upward or outward motion, and focus on things like guild restructuring, karma limitations, removing of guilds, making magickers less scary, etc. Zalanthas is extremely small compared to other MUDs with an example being Harshlands. It would be one thing if Armageddon was striving for wilds with completely individual rooms in terms of desc and design, but they aren't. They're cookie cutter with well over 80% of them being duplicated in a relatively lazy building manner. I definitely think they'd be better off expanding the world instead of shrinking it. The idea that people would play more if they ran into other players more is a an erroneous one. People like to isolate themselves away from other players they can't stand. Reducing players' ability to just go, "You know what? These people are fucking boring. I'm going to go rent a silt skimmer." means the only option they have to get away from people they hate is to quit the game.
|
|
|
Post by legendary on Nov 10, 2017 22:29:54 GMT -5
I definitely think they'd be better off expanding the world instead of shrinking it. The idea that people would play more if they ran into other players more is a an erroneous one. People like to isolate themselves away from other players they can't stand. Reducing players' ability to just go, "You know what? These people are fucking boring. I'm going to go rent a silt skimmer." means the only option they have to get away from people they hate is to quit the game. This is exactly the problem. And it's a very big problem when you've been around a game long enough to know most of the older players by their style and persona preferences. My last tour of the game was my shortest to date, because Allanak had a number of players I couldn't stand to be around and they never seemed to log off. Storm was home to a few raiders that supposed they were a big deal, but all they were doing is plagiarizing content and themes from somewhere else. Luirs was Luirs, but I did run into an edge lord with "black cherry" hair. I tried him out in hopes he was interesting, but he was one of the worst I encountered. I don't know how someone so tepid could sneak in with a sdesc like that, but I'd never have let them get away with it. Staff, do me a favor for old times sake, and change it to something that doesn't conjure metal images of unpopular sodas from the 90s. There's no escaping from the depressing mediocrity of the game, because there is no place left to escape to.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 10, 2017 23:24:26 GMT -5
You can assert whatever you want, but if you want to actually persuade someone to your point of view you're going to have to support those assertions with logic. "Mindbenders break secrecy by existing" is a shit argument against keeping them in the proposal for Tuluk I made. I could say the same thing about keeping stealth characters or anyone with listen. After Qoriya, many players know that a psion can read another character's bios. I've talked to several players who have written bios very carefully to avoid being outed as a mage or other dirty scum. I similarly know several of us who have been chastised for pking in Tuluk, because a Lirathan "should have seen it coming and reacted". One of my characters whacked a Tuluki in a blinding sandstorm, on the edge of Tuluki territory, after reports and wishing up, and still got slapped. Either psionicist overlords have to be fallible with partial coverage of an area, or no rebellion or treason will ever get past the planning stage. After dozens of pcs killed by Qoriya, I found it pretty lame that a southerner agent made it to consort of a Hlum, and then chopped down the tree of life. Now that nilazi are removed from the game as pcs, I dont know of any defense against the omnipresent evil eye of psions. Maybe I am not aware of all options.
|
|
|
Post by BitterFlashback on Nov 11, 2017 1:16:44 GMT -5
You can assert whatever you want, but if you want to actually persuade someone to your point of view you're going to have to support those assertions with logic. "Mindbenders break secrecy by existing" is a shit argument against keeping them in the proposal for Tuluk I made. I could say the same thing about keeping stealth characters or anyone with listen. After Qoriya, many players know that a psion can read another character's bios. I've talked to several players who have written bios very carefully to avoid being outed as a mage or other dirty scum. I similarly know several of us who have been chastised for pking in Tuluk, because a Lirathan "should have seen it coming and reacted". One of my characters whacked a Tuluki in a blinding sandstorm, on the edge of Tuluki territory, after reports and wishing up, and still got slapped. Either psionicist overlords have to be fallible with partial coverage of an area, or no rebellion or treason will ever get past the planning stage. After dozens of pcs killed by Qoriya, I found it pretty lame that a southerner agent made it to consort of a Hlum, and then chopped down the tree of life. Now that nilazi are removed from the game as pcs, I dont know of any defense against the omnipresent evil eye of psions. Maybe I am not aware of all options. There's at least a paragraph and a half worth of material in my proposal that should have made it obvious to you that the things you're complaining about now couldn't happen in it. Why do you think I keep bringing up "the context of my proposal"?
|
|
|
Post by topkekm8s on Nov 11, 2017 9:49:19 GMT -5
Bitter, you're wasting your creative energy on this game.
|
|
punished ppurg
GDB Superstar
Why are we still here? Just to suffer?
Posts: 1,098
|
Post by punished ppurg on Nov 11, 2017 14:42:18 GMT -5
Bitter Everyone, you're wasting your creative energy on this game. Fixed that for you, buddy. Truth of the matter is, everyone's going to be coming at the setting with different perspectives. What ultimately sucks about the staff inflicting their understanding of the setting from on-high, their hidden documentation usually has no expression in the game setting or actual basis in the day-to-day machinations of the world until they arbitrarily reach out and fuck a player over with it. If Tuluk is going to be brought back, there needs to be no stupid secrets. No hidden, "Oh yeah, Tek is dead, but you're not supposed to let the players know that" lame writing drivel. Put the concept out, and expect that players will RP not knowing things they're not supposed to know about. That way, there's no confusion. We can easily spot the lameos that know too much.
|
|
|
Post by BitterFlashback on Nov 11, 2017 16:01:54 GMT -5
Bitter, you're wasting your creative energy on this game. Who dat? I used to know a guy named topkekm8s, but he vanished long ago... are you his son? If Tuluk is going to be brought back, there needs to be no stupid secrets. No hidden, "Oh yeah, Tek is dead, but you're not supposed to let the players know that" lame writing drivel. Put the concept out, and expect that players will RP not knowing things they're not supposed to know about. That way, there's no confusion. We can easily spot the lameos that know too much. Well I couldn't really keep anything I was describing secret since I'm laying it all out in public. That said, I don't think secrecy fucks up the game as long as it's 1) stuff the players legitimately could figure out IC and 2) only a tiny fraction of the secrets are wannabe-writer behind-the-scenes bullshit and the majority are naturally generated secrets created by the PCs' behavior in various competing factions. Doesn't seem to be much interest in my idea, though, so I'm gonna take kek's advice and stop developing it. I think it would have been a great way to introduce the staff to the concept of real competition, where everyone has limited resources and has to screw each other over for them, rather than everyone is part of an immortal organization with virtual resources that can feed them and outfit them indefinitely. I was going to have things like "Food is rare outside your faction's distributors and hard to buy. If your faction isn't meeting goals, they don't have food to give you, and you'll be codedly starving for a while." Would they have done it? Probably not. They seem deadset on the mindset that their job is to feed players activity and players' jobs are to be spectators for staff writing, actors in the grand unseen script, and friendly critics.
|
|
dcdc
Shartist
Posts: 539
|
Post by dcdc on Nov 11, 2017 20:59:55 GMT -5
Bitter, you're wasting your creative energy on this game. Tell'em. Also when are you going to socialize with us scum again? Rogue left in a huff and I miss when some one use to call me a commie faggot on the daily. all check your pms
|
|