jkarr
GDB Superstar
Posts: 2,070
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Post by jkarr on Jan 19, 2019 3:52:32 GMT -5
sure and avoid the other pts too however u like the truth hurts
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Post by Krentakh on Jan 19, 2019 3:56:14 GMT -5
Holy shit, you're astonishingly stupid.
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jkarr
GDB Superstar
Posts: 2,070
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Post by jkarr on Jan 19, 2019 3:57:05 GMT -5
Alright, I give up trying to discuss anything with you if you think speaking the name of a class is the same as complaining about what the class is called. Jesus fucking Christ. When I deliberately point out, for instance, that it's weird to branch backstab/sap from a weapon skill that goes all the way up to master, how the flying fuck do you read that and decide "the thing the guy is complaining about is what the class is called"? ur not a complete moron go see how the second line tastes
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Deleted
Deleted Member
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Post by Deleted on Jan 19, 2019 16:10:06 GMT -5
I mostly agree with Krentakh.
Most of us have played more than 100 pcs. Some of us are over 200. If you arent, you have probably had a couple basic characters over 50days played. After having played the basics ad nauseam, I dont think the new guilds deliver alternatives to what was taken off the table.
Where the competition for a full mage? Where is the rarefied air of a branched advanced weapon?
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Post by shakes on Jan 19, 2019 17:02:49 GMT -5
I will say that under the new system, it's increasingly hard to distinguish yourself in a group. Oh, you can do leatherworking? So can everyone else.
I loved adventurer on paper, but after playing a few I really was frustrated with them. Hard to pin down exactly what's wrong, but they're very squishy and they take forever to branch into anything useful.
Another weird thing is the starting points for skills. Take for example, fletchery. If you start in the south, with a scout, you cannot raise fletchery without going north to find branches. You start too low to even attempt turning a long bone into an arrow shaft and too low to make sling bullets. I might be wrong on this and simply missing something, but I've had trouble with it.
Miscreant is the king of the city and stalker is the king of the wild. But maybe that's a balance issue too. A scout is supposed to be a slightly more combat oriented ranger than a stalker, but I found almost no difference in how tough a high end scout can be and a high end stalker. The addition of some extra weapons skills doesn't help you outside of the sparring circle, it seems.
I don't know why people would be leaving over this. I think you may be missing another crucial change there that came right alongside the new guild rollout.
Karma gating. That hideous system where your karma is spent and must regenerate. I know for a fact several people I played with quit because of that. They told me that's why. And it's led to others sitting around doing jack-all and taking zero risks because they don't want to lose their snowflake.
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Post by jcarter on Jan 19, 2019 21:36:23 GMT -5
The complaint about identity relates to figuring out what are the strengths and weaknesses of the classes. That's a valid point, but I don't think that either identity or strength maximizing should be the focus of class system criticism. My first take on the new system agreed with players that didn't think that the new system encouraged enough flavor to the new individual classes. I soon concluded that this was a very 1970's view on classes, stemming from an era (e.g. Dungeons and Dragons) where initial editions of the game had only like five classes that were very very different. i disagree. it's extremely confusing to have 15 different classes, and a myriad of subguilds to then pick, for new players and players that are not veterans of the system. let's say you want to roll a thief/rogue type character. you go look at the classes page and you're left with four options that will stand out: fence, infiltrator, pilferer, and miscreant. you then need to sit there and parse through the skills to figure out which one is slightly better for whatever idea you have. without referring to the class pages, can you describe the distinctions between those classes? imagine being a new player and going to the class pages for each, and look at the skills lists and try to figure it out. it's confusing and a huge turn-off.
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tedium
Clueless newb
Posts: 164
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Post by tedium on Jan 20, 2019 0:17:54 GMT -5
TBH I think that losing people that fixate on class mechanics might be a good thing for Arm at this point. There aren't any strong RP MUD options right now, and Arm could probably draw the few high-quality players still drifting around if they focused coding effort on the player-storytelling side of things. I'm not going to weep because 40 year old social misfits will have to play Achaea if they want to absolutely decimate people that don't build for PvP.
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Post by lechuck on Jan 20, 2019 1:00:54 GMT -5
Eh. I mean, PvP is probably the one thing that the new classes facilitate as the combat classes got better at killing. Enforcer is the nuts, infiltrator has better combat skills than assassin did, and you can even take someone out with a miscreant if you work on it. Raider is warrior with master archery and charge. Combat skills start considerably higher than they used to. If your goal is to PK softies, it's never been better. I don't see where that would be the reason to quit playing. It's probably more about waiting two years and not getting something more innovative than this.
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jkarr
GDB Superstar
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Post by jkarr on Jan 20, 2019 3:37:22 GMT -5
Eh. I mean, PvP is probably the one thing that the new classes facilitate as the combat classes got better at killing. Enforcer is the nuts, infiltrator has better combat skills than assassin did, and you can even take someone out with a miscreant if you work on it. Raider is warrior with master archery and charge. Combat skills start considerably higher than they used to. If your goal is to PK softies, it's never been better. I don't see where that would be the reason to quit playing. It's probably more about waiting two years and not getting something more innovative than this.if combat pcs are leaving because of this then they are idiots because based on what hes saying this is the last reason anyone like that still playing would find it a good reason to jump ship
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Post by trollageddon on Jan 20, 2019 11:45:44 GMT -5
Preface: this got way longer than I meant it to. The point begins to arrive in the third paragraph. Sorry. No worries, Amigo. Most of us are here because this board is more fun than playing the actual game. You're supplying us with free content. Express yourself! Maybe. But I also think that the fact that the mechanics of the new classes are so well documented has contributed to the letdown. Don't get me wrong, I think that open sourcing this was the correct way to go as far as entertaining the average player. But for elites such as yourself, you've been deprived of the fun of reverse-engineering the new class capabilities, and when you were learning the capabilities of the previous classes (years ago?) you probably had to do it blind. Anyways, I also disagreed with your point about the class changes driving a multitude of people away. I mean probably it drove some away (I guess?), but I blame Tuluk's closure and the decline of the Gaj. I think Tuluk's closure is the largest driver here, but I think it induced second-order and tertiary effects, even fourth-order effects that took years for us to feel. So Tuluk closed, right? First group to go were the cats that played exclusively in Tuluk. Tuluk closed, and so they left. Next up was a demographic that I happen to fall in, a group that never completely left but is gone for all intents and purposes. When I lose a character, I want a clean break as many here do. So for me in the past I'd play, one character in Allanak, then one in Tuluk, then back to Allanak. And so on. But without Tuluk as an alternative, I started taking longer and longer breaks. Rolling up a character seems like work when I know I'll be interacting with the same people, facing the same problems. This is the demographic that I alluded to with the higher order effects, we're slowly drifting away. Next we lost the people who didn't want to play in Allanak because it was too crowded. After they left, we started to lose people that didn't want to play in Allanak because it felt too empty...which brings us pretty much to where we are now. Most reports drifting back to us from the game complain about how empty it is, how no one interacts. Which brings me to my next point, because I think that I mentioned the Gaj somewhere in there. I think that older (Gen-X?) era players used the internet to socialize. Think America Online chatrooms and dial-up bulletin boards. With time as millenials came to represent an increasing proportion of the playerbase, these were people who had extensive socializing options in the form of social media software, and so I'll conjecture that they had less interest in sitting in a giant chatroom like the Gaj. While these guys are very social, I believe that they tend to fraction off into smaller groups. You can find groups of these sorts of players in clan compounds, in apartments, and in campsites outside of the cities. The Gaj isn't as popular as it once was, and so I think even more players might have left because the game is no longer ever effectively a chat room. Anyway the game is empty. Karma gating. That hideous system where your karma is spent and must regenerate. I know for a fact several people I played with quit because of that. They told me that's why. And it's led to others sitting around doing jack-all and taking zero risks because they don't want to lose their snowflake. Yeah, but if I had to pick a demographic to purge from the playerbase, it would have been the guys that vacillated between nothing but muls and sponsored rolls. Nothing against your friends, of course. it's extremely confusing to have 15 different classes, and a myriad of subguilds to then pick, for new players and players that are not veterans of the system. let's say you want to roll a thief/rogue type character. you go look at the classes page and you're left with four options that will stand out: fence, infiltrator, pilferer, and miscreant. you then need to sit there and parse through the skills to figure out which one is slightly better for whatever idea you have. I mean I think that this was a manageable problem, it's just that the staff mismanaged this. The way that you approach something like this, in the introductory material is that you create a cross-walk for people who are arriving from other games. Say like "Are you looking to play a Fighter/Warrior? Try an Enforcer!" or something like that. Should be a very solvable problem. Bafflingly, I don't think Arm has ever really had a problem *recruiting* new players. Maybe it has, but it seems to really suffer from a retention problem. IMHO the problem is caused because the staff are dicks. It would cost them nothing to be nicer to people. You run an online utility, and usually manage to abstain from deliberately trying to ruin people's day, even though I can tell you're somewhat hard-boiled. Full disclosure? Nope.
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Post by shakes on Jan 20, 2019 12:44:24 GMT -5
Ironically, the friends that left didn't have any karma. Their complaint was that everything was moving further away. It wasn't that something they had got taken away but that the goal posts were being moved.
I think the retention problem is also due to the caustic nature of the playerbase. These days, players expect a Discord and a forum to go along with their game. And look what they've got.
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Post by lechuck on Jan 20, 2019 16:14:06 GMT -5
I think Tuluk's closure is the largest driver here That was so long ago, though. Logins didn't truly start to nosedive until last year. They shut Tuluk down in early 2015, and I recall that there was actually a temporary surge in numbers afterwards because people thought it would lead to a heightened emphasis on Allanak plots. Of course, this never really materialized, but the numbers just normalized and remained stable for at least a couple of years. It seems unlikely that the effects would set in now. It's probably more about the karma changes and the fact that there hasn't been a noteworthy world event in years. Makes me wonder what they actually had in mind when they closed Tuluk. Did they really mean to just shut it off and do nothing else in the aftermath or were there plans that got abandoned?
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Post by shakes on Jan 20, 2019 16:38:52 GMT -5
I really don't like Allanak plots. They are enormously top heavy with sponsored roles. It becomes an endless grind of whacking aides and minor allies in apartments because you can't get at the tops to resolve it due to an enormous amount of OOC protection.
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punished ppurg
GDB Superstar
Why are we still here? Just to suffer?
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Post by punished ppurg on Jan 21, 2019 1:53:20 GMT -5
Jkarr you're such a damn ignorant idiot. The guy types an essay of good feedback and it completely flies over your head. Go back to your ESL class you dweeb
>hurrdurr truth hurts
Yeah so does reading comprehension apparently, you mental potato.
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jkarr
GDB Superstar
Posts: 2,070
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Post by jkarr on Jan 21, 2019 4:26:33 GMT -5
Jkarr you're such a damn ignorant idiot. The guy types an essay of good feedback and it completely flies over your head. Go back to your ESL class you dweeb oh no what happened did poor widdle peepurg get butthurt over words on a screen again grow a shell u soft little bitch
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