|
Post by jcarter on Aug 27, 2018 13:26:40 GMT -5
Qwerty are you back on staff now?
|
|
|
Post by lyse on Aug 27, 2018 14:06:39 GMT -5
Can’t knock them for attempting to tell a story there. I’ll reserve judgement of how they’re implementing it until I hear about what they do with it. I’m sure they’ll have plenty apps to die or be killed off or whatever is supposed to happen. Just to be apart of something.
I say that unironically.
|
|
mehtastic
GDB Superstar
Armers Anonymous sponsor
Posts: 1,695
|
Post by mehtastic on Aug 27, 2018 16:50:58 GMT -5
Can’t knock them for attempting to tell a story there. I’ll reserve judgement of how they’re implementing it until I hear about what they do with it. I’m sure they’ll have plenty apps to die or be killed off or whatever is supposed to happen. Just to be apart of something. I say that unironically. It seems more like an effort to draw players with old characters into situations where those characters can die, or be rendered into a state where storage is preferable to continued play. I don't have an issue with a storytelling effort; rather, the apparent lengths staff are going to shower attention to a chosen few in a way that seems more like a voluntary purge than anything actually good. Beyond that I'm also willing to reserve judgment until I hear about what happens, although I just don't care very much.
|
|
seuly
Clueless newb
Posts: 103
|
Post by seuly on Aug 27, 2018 17:33:58 GMT -5
Likely trying to purge the lingering old Guilds like Ranger, Warrior, Merchant. Which is meh.
The Plainsman was cool. Anhka his ‘daughter’ was not his daughter. She was played by staff member Naatok and was rezzed for bullshit reasons and did the most lame OOC whack shit. The Tower was all done for Halaster and when he left due to Arm 2.0 it was retooled as the group against the Thralls and made a legitimate clan. Yet another run by Staff PCs in the end.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Aug 27, 2018 21:03:35 GMT -5
They got the camp in 'exact' way Red Fangs gained their camp.
Two players, simply began to consistantly plant tents in a spot in the canyons of waste and brought other Red Fang there, before SLK could snipe them off. The average lifespan of an RF those days was less then a day. Often due to death to SLK.
They did it enough so that when the original characters died, other RF began doing it as well. The non coded, tent based camp existed for probably 4-5 months. Until finally staff chose to start coding stuff in.
RF were all 1 karma characters. No sorcerers, or whatever.
You seem to be glossing over an immmense amount of work and downgrade it to "Oh. They've got karma".
I do think it is difficult to build these bases. Mainly as a preventative measure of playerbase dissolution. In which case it made sense to build an RF Camp, since it only brought playerbase together. It also made sense to build Hasan's camp, because a large chunk of players were playing together, regardless of the camp's existence, or absence of it. At that point lack of quit room was a greater factor in playerbase dissolution, then its existence.
Some of it does have to do with Staff opinion. You can call it favoritism. But I personally find it understandable if a staffer is 'not' interested in interacting greatly with a group of people who are 90% training, 2% socializing, 3% character development and 5% mudsexing. Or groups who 'were' actually pretty fun and interesting, but then ended up wiping out entire npc tribes and then electing to 'ignore' the world's reactions to those deeds.
Placing camps 'unfortunately' tends to shift the power dynamic of the world. It shouldnt. I mean, a camp is a freaking rest spot. But it does. And I'd find it understandable if staffers elected not to put too many of those in, over groups that could cease to exist by the end of the day that the staffer began writing shit up.
All in all. My point here is that 'high karma' is not the biggest factor that influences whether the group gets their camps placed, or greater staff interaction. Higher Karma roles 'do' tend to be observed more often and that does result in interaction. That is true. But often that interaction is less then positive. Ment to keep highly powerful roles bound within the power structure of Zalanthas.
The greater factor that increases odds of staff interaction is stuff like player involving plots, content creation, constructive narration, interesting interactivity. If a Staffer loves logging in to monitor this, or that group there is definitely a difference. Compared to a staffer setting a monitor, watching the training for awhile, and then switching their attention to another clan they're imming over.
|
|
jkarr
GDB Superstar
Posts: 2,070
|
Post by jkarr on Aug 28, 2018 0:17:49 GMT -5
Likely trying to purge the lingering old Guilds like Ranger, Warrior, Merchant. Which is meh. prob is theyre not doing anything to target those specific players because bang for your buck theyre holding onto them to hold onto them theyre doing nothing to incentivize them to put their chars in a situation that promises everything from very bad to death. thats the last promo that would be effective for players trying to hold onto their legacy guilds and despite all the jabs at arm staff theyre nothing if not effective and deliberate when they scheme to fuck over choice players
|
|
tedium
Clueless newb
Posts: 164
|
Post by tedium on Aug 28, 2018 4:59:55 GMT -5
1) Gypsies were terrible for Armageddon because the clan, as a whole and as individuals, was sheltered from any consequences in a way that others weren't. Even though they were a tribe with no clear source of power, everyone had to tolerate them because they were the pet project of a staffer. At worst they were temporarily barred from the city until the gypsies could negotiate something. This gave the individuals a great amount of leeway compounded further by a fear of hassling the wrong Gypsy and making enemies of a staffpet.
2) The actual transmission of the volcano was executed terribly. Not only the idea that it just got teleported there without ashing huge sections of Allanak and the scrublands, and the aftermath in not really showing the consequences on the surrounding land, but the spy plot leading up to it. That spy plot was a secret role call just like the recent one and is one of the best examples of when secret role calls are terrible.
3) I'm pretty sure that the current secret role call is to have your character get taken over by an NPC psionicist that makes you do stuff to further the ongoing metaplot. I doubt that this will be secret like the volcano secret rolecall. In fact, this will probably be very public and messy.
4) Re: Staff favorites, some people RP for a short amount of time and get tons of attention, and others RP for years and get nothing at all or get explicitly told to stop RPing their character that way. I think that's the major gripe people have. It could be caused by a staffer's ability (or lack thereof) as an individual to accomplish things, but even with such a favorable explanation as that, it still falls on the Producers to intervene in faltering spheres and try to achieve consistency.
|
|
mehtastic
GDB Superstar
Armers Anonymous sponsor
Posts: 1,695
|
Post by mehtastic on Aug 28, 2018 6:52:21 GMT -5
tedium2) The Lirathan PCs couldn't do what they do best, which is sniff out spies with psionic power, because the spy PCs somehow were immune from getting caught. (And by "somehow" I mean they were too important to be stopped - the volcano plot had to go forward.) Another point in that regard is that the whole plot led to the destruction of the Hlum caste, which removed yet another avenue of advancement for Tuluki PCs, one that was actually appropriate for the setting even if it was extremely rare and decided upon by the staff. 3) Sounds about right. 4) One of the handful of problems I have with role calls like these. Staff do not keep track of things well enough to make sure the right players get rewards, and Producers are too far above it all to give a shit either. The current Producers are all code-minded and don't seem to care about plots at all. The last Producer who cared about plots, arguably, was Nergal, and before that, Nyr. We saw how that went.
|
|
|
Post by yourvisiongoesblack on Aug 28, 2018 8:43:36 GMT -5
Can’t knock them for attempting to tell a story there. I feel this way, too. As far as criticism goes after the fact, well, whatever happens, people will have something to say. You can literally poke holes in anything and everything, and, considering the uhh diversity we see in the players, people will seldom ever be able to agree if something sucks, is mediocre, or awesome. We can see that efforts have been made to change the game codedly in ways that, I'm sure, even the most veteran of players never, ever anticipated. Six months ago, had you asked if me I believed the staff would implement an entirely new class system, I would have doubted it, just because of things like Arm 2.0 fizzling out. When I learned that the new classes were already open for play, I was genuinely surprised. But you know what? They did it in a way that will certainly require some tweaking along the way, but in a way that that has caused my mind to swim with possibilities for new character concepts that aren't magick-involved. I believe that, after you've played a long time, the previous mundane guilds just became kinda stale, especially when aware of how many magicker-primary classes were running around. Changing the game in such a way that the stories or large plots might have non-magickers at the center will, I think, will help a lot with those not having high karma might have more of a chance to feel involved, involve others, and, generally, have the potential to not be overshadowed by uber-sorcs, etc, in terms of what they can do/build/plan. One backsliding in all of this is the removal of custom crafting; I understand the staff workload aspect of this, but I feel like there are ways to divide staff between those who have access to the whole boatload of stuff staff side (pfiles, plot specific forums, sekrit stuff) and maybe players who could just be able (how, I don't know, I'm not a web designer or coder) to act as builders for custom craftable objects or other building projects. When I first started teaching at a college, I volunteered to do something like this to Morgenes but only if there was a way to manage such without actually being exposed to IC information. I also like how they've been receptive when it comes to feedback regarding to subclasses/extended subclasses, like when mansa made the spreadsheet about subclasses and Brokkr ran with it, and I think that they should not stop themselves short, despite work that has already been put in; more subclasses and even main classes shouldn't be off the table yet. Anyway, I've digressed a lot to say that hopefully the class/subclass changes will further enable stories to be told in a manner which extends beyond isolated, magick-involved groups. Imagine if sections of the playerbase and staff had invested time towards the mundane side of the game than isolated, high karma shit. Well, the game has recently and rapidly developed in a way to make such more feasible, but it might take some time for staff to learn how to augment and support mundane guilds as they move away from a hefty chunk of the karma'd PBase playing magick-primary PCs. You have less of a chance to tell a story involving many PCs or retaining new players when many of the best players in the game are off fucking around with their maxed Nilazis, sorcs, minions, etc, being unable to enter the place where most of the newbies are.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Aug 28, 2018 9:50:13 GMT -5
The way the new magick subguilds are. Even the sorciest of all sorcs, are still a lot more mundane, then a full guild Vivaduan of ages past.
|
|
|
Post by yourvisiongoesblack on Aug 28, 2018 10:14:07 GMT -5
1) Gypsies were terrible for Armageddon because the clan, as a whole and as individuals, was sheltered from any consequences in a way that others weren't. Even though they were a tribe with no clear source of power, everyone had to tolerate them because they were the pet project of a staffer. At worst they were temporarily barred from the city until the gypsies could negotiate something. This gave the individuals a great amount of leeway compounded further by a fear of hassling the wrong Gypsy and making enemies of a staffpet. First, there were barely ever any gypsies, period. I mean, I never saw many gypsies online together at once, and lots of them were characters like Veddi who just rode around on his gwoshi doing nomad stuff. Post year 2000, when I played gypsies, it was explained to me by a staffer that the clan, as a whole, was trying to move away from a perception of favoritism. Obviously, there were problems - a lot of them I'm not aware because they happened before my time - but, after 2000, I can't name many instances where gypsies, for instance, PK'd someone important and then fled back to their lands. Originally, the gypsies were involved heavily with the Conclave, but, OOCly, my characters were told to not interact with those PCs, presumably in an effort to to halt super-grouping or hasten the Conclave's departure from the game, despite the fact that they were still OOCly recruiting (like, via ISCA) at that time. Another issue is that there *were* sorcerer characters who were rather uninhibited in how they could interact with the rest of the clan. Having said that, I *never, ever* saw a PK tilt to this, and NOTHING I saw in the Tan Muark insofar as magick/mundane coordination or magick-centered PKs CAME EVEN REMOTEY CLOSE to shit MOST clans were doing during the end-of-the-world prepping for Arm 2.0, or the Quick/Gin Guild days.
To me, the most legitimate critiques of the Tan Muark come from the fact that they were an iso-clan supported not only by a fuckton of NPC guards but also that they had their own shops and whatnot. Essentially, a Tan Muark never had to leave their lands to acquire snazzy gear, obsidian, or power. In fact, out of the gypsy subsects, only *one* was actively encouraged to even leave gypsy lands. As the way the game exists now, I do not believe there is room for a clan to exist as a self-supporting iso-clan, for the most part, anyway, despite the fact that the two remaining desert elf tribes retain elements of this, arguably as a necessity for those clans to remain playable or exist, period.2) The actual transmission of the volcano was executed terribly. Not only the idea that it just got teleported there without ashing huge sections of Allanak and the scrublands, and the aftermath in not really showing the consequences on the surrounding land, but the spy plot leading up to it. That spy plot was a secret role call just like the recent one and is one of the best examples of when secret role calls are terrible. Not aware of whatever secret role call you're referring to, but agreed, otherwise.4) Re: Staff favorites, some people RP for a short amount of time and get tons of attention, and others RP for years and get nothing at all or get explicitly told to stop RPing their character that way. I think that's the major gripe people have. It could be caused by a staffer's ability (or lack thereof) as an individual to accomplish things, but even with such a favorable explanation as that, it still falls on the Producers to intervene in faltering spheres and try to achieve consistency. Obviously, there is a huge turnover amongst staff. And, undoubtedly, just like players, they are an eclectic group, with different preferences and attitudes. On a long enough timeline, what happens is that different staff members come to hold power, and their opinions of a player can differ strongly from those who came before them. Even with access to account notes, they might not have a full view of that player, perhaps influenced by even things such as how their previous characters interacted with that player's character or characters, even. Personally, I feel as though I felt the brunt of this when a couple of staff members rose to the point of being able to heavily influence IC and OOC aspects of the game. In short, historically, there has been an immense amount of subjectivity/arbitrariness/inconsistency when it comes to how staff view and treat players, including but not limited to tangible rewards like karma. I do not think many would argue that certain individuals, upon reaching higher levels of staffiness, were guilty of this, which is part of the reason why activity on these forums increased.
Now, at least, an attempt has been made and documented when it comes to consistency with one of the largest points of contention: karma, in the form of hopefully - and I stress, hopefully - more objectivity in this realm. However, there is a distinction between what class/subclass or race a player may choose and what that player might be able to accomplish outside of ordinary coded aspects, such as forming clans, construction, or really anything requiring outside-of-the-norm staff support. The former is definitely more objective now, maybe not fully, but the latter is more likely to be decided by OOC considerations, biases, etc.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Aug 28, 2018 10:17:15 GMT -5
They got the camp in 'exact' way Red Fangs gained their camp. Two players, simply began to consistantly plant tents in a spot in the canyons of waste and brought other Red Fang there, before SLK could snipe them off. The average lifespan of an RF those days was less then a day. Often due to death to SLK. They did it enough so that when the original characters died, other RF began doing it as well. The non coded, tent based camp existed for probably 4-5 months. Until finally staff chose to start coding stuff in. RF were all 1 karma characters. No sorcerers, or whatever. You seem to be glossing over an immmense amount of work and downgrade it to "Oh. They've got karma". I do think it is difficult to build these bases. Mainly as a preventative measure of playerbase dissolution. In which case it made sense to build an RF Camp, since it only brought playerbase together. It also made sense to build Hasan's camp, because a large chunk of players were playing together, regardless of the camp's existence, or absence of it. At that point lack of quit room was a greater factor in playerbase dissolution, then its existence. Some of it does have to do with Staff opinion. You can call it favoritism. But I personally find it understandable if a staffer is 'not' interested in interacting greatly with a group of people who are 90% training, 2% socializing, 3% character development and 5% mudsexing. Or groups who 'were' actually pretty fun and interesting, but then ended up wiping out entire npc tribes and then electing to 'ignore' the world's reactions to those deeds. Placing camps 'unfortunately' tends to shift the power dynamic of the world. It shouldnt. I mean, a camp is a freaking rest spot. But it does. And I'd find it understandable if staffers elected not to put too many of those in, over groups that could cease to exist by the end of the day that the staffer began writing shit up. All in all. My point here is that 'high karma' is not the biggest factor that influences whether the group gets their camps placed, or greater staff interaction. Higher Karma roles 'do' tend to be observed more often and that does result in interaction. That is true. But often that interaction is less then positive. Ment to keep highly powerful roles bound within the power structure of Zalanthas. The greater factor that increases odds of staff interaction is stuff like player involving plots, content creation, constructive narration, interesting interactivity. If a Staffer loves logging in to monitor this, or that group there is definitely a difference. Compared to a staffer setting a monitor, watching the training for awhile, and then switching their attention to another clan they're imming over. The players were persistent; I was one of them. We also had some amount of support from Uruz that began quiet and became overt when he was playing his sorceror. Nice try.
|
|
|
Post by yourvisiongoesblack on Aug 28, 2018 10:20:12 GMT -5
The way the new magick subguilds are. Even the sorciest of all sorcs, are still a lot more mundane, then a full guild Vivaduan of ages past. Right, which is a Great Thing for the game for lots of reasons touched on in this thread. The karma regeneration helps, too. People can't play back-to-back mages. Along with the closing of Tuluk, hopefully this will result in longtime players being in contact with newbies more frequently, and one hopes this will increase player retention rates.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Aug 28, 2018 10:24:36 GMT -5
It's sort of true. If a good half of staffers simply cannot stand some particular player, odds are there wont be an extensive amount of work done on that player's singular behest. Only way to solve this is to have plots that involve a lot of players. Not A single one with some tiny assistance of one, or two more. When those two are known to always play with the originator with different characters. But a convoluted ambition that has seven to twelve players somehow embroiled into it. These things tend to be what makes things happen.
|
|
mehtastic
GDB Superstar
Armers Anonymous sponsor
Posts: 1,695
|
Post by mehtastic on Aug 28, 2018 11:27:02 GMT -5
The way the new magick subguilds are. Even the sorciest of all sorcs, are still a lot more mundane, then a full guild Vivaduan of ages past. The karma regeneration helps, too. People can't play back-to-back mages. Sure they can, if their mages live long enough to allow karma to regenerate fully before the mage dies or is stored. Many recent reviews detail newbies being ignored or victimized by veteran players, and a brief look at the unique login count shows that player count is either declining or stagnating, depending on how you measure it.
|
|