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Post by Deleted on Jan 30, 2019 17:19:05 GMT -5
"Suiciding is typically fairly obvious. Optimal strategy to get the most powerful character possible, and thus be competitve, is to get 3 karma, then play a sorcerer subguild. You won't get to 3 karma if we see you suiciding. Ergo, suiciding is not the optimal strategy to be competitive."
How many other undocumented rules are there? I respectfully suggest that documenting your expectations clearly may be a better path to getting what you want.
Are you suggesting that a requirement for trust is playing characters for months, who cannot perform the basics of this background and goals? I am specifically referring to warrior classes with good "human" strength or less.
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Post by lechuck on Jan 30, 2019 17:49:55 GMT -5
He's just spewing platitudes. Besides, you can't really say that the most desirable character is a sorcerer. The most desirable character is a subjective notion that varies from one player to the other, and I think it's very obvious that sorcerer is a priority only for a small minority. There was a time when this class was awesome but then they turned it into shit, so people don't even really think about sorcerers as some kind of unique holy grail of goals. It's now something you might try some day just to say you did it. The meat and potatoes of this game is mundane characters. It always was, but now moreso than ever because magic is a dead aspect of Armageddon.
And you know what sucks ass? Making a mundane character and seeing good, average, poor, above average. Who the flying fuck is supposed to feel good about putting six months into that, if combat is central to the concept? If it isn't, you can afford not to care. If it is, that character will never be impressive. It doesn't matter what the Lizzies say, no amount of praying to the gods of roleplay will allow some character with shit stats to be more than another run-of-the-mill dude who inevitably dies to some medium threat. There are things you can accomplish with shit stats, but those things were every bit as possible with great stats except the great stats allow you to be even more interesting.
When you've played this game for a number of years, you learn to recognize when other people give a shit about you. You figure out when your character is impressive to others. Some of the ways you can be impressive have nothing to do with the code, but some most certainly do. If you have ambitions of playing a deadly assassin or terrifying raider or inspiring commander, which are roles that very much have a place in the game and leave a gaping void when none are present, then you'll get nowhere when you embark on that journey with crap stats. If anything, stats have become all the more important now that so many of the new classes cap a variety of their skills at advanced where their previous counterparts got master. Brokkr himself calls enforcer the new assassin but saw fit to cap its stealth skills at low advanced. You try make use of that with above average agility.
Armageddon is, and always has been, plagued by this bizarre schism between the need for humblebragging in order to plead for karma, and the fact that stats are a huge factor in your coded faculties. It leads idiots to claim that you have no reason to care about your stats. It leads liars to claim that all their best characters were the ones with the worst stats, because look at me, staff, I care so little about stats that I'm surely deserving of more karma so that I can play more powerful characters. It's mired in bullshit. The fact of the matter is that unless your role is mostly social and disconnected from the code, stats absolutely will make or break your character.
With a stat system as awful and outdated as Armageddon's, I would prefer to suicide shit rolls and show staff the middle finger while I play out the characters that are worth putting a thousand hours into, over wasting my time on something that's forever hindered by a bad stat roll inflicted upon me purely by bad luck. If coded effectiveness is a concern - and let's not live in denial and pretend that most players don't care about that - then you're literally better off operating at 0 karma but with good stats on every character than with whatever amount of karma you can beg out of the staff and having every other character saddled with worthless stats while you spend months of your life trying to convince yourself that it's okay.
If the tradeoff for that is to languish below 3 karma, it's worth it. There's nothing you get from karma that's more useful than great stats. While you shouldn't suicide ten characters to get some kind of godlike roll, the thoughtless and dysfunctional nature of Armageddon's stat system justifies abandoning rolls that have no potential. If that means some blowhard admin doesn't think you deserve to play a sorcerer, so be it. Playing a sorcerer is a dead end in today's Armageddon, anyway. They're so scared of coded power that they neutered almost every venue of it; except, inexplicably, the fucking strength stat.
Staff could fix this in one fell swoop by implementing a stat system that isn't a total crapshoot, but they won't. Instead we have this garbage where a character's potential is decided at creation by a roll of the dice, and if you were unlucky, that character is forever handicapped. I was there back in the day when we didn't even have stat prioritization, and I was one of the people who campaigned for it. You wouldn't believe the amount of opposition from morons on the GDB, staff and players both, who thought it was best that stats were completely random so that your character described as muscular and hale could roll below average strength and poor endurance. They finally relented and granted us prioritization, but it was one fifth of what's necessary, and they have never acknowledged the issue of stats since then. Except to tell us that suiciding is bad, in a system that severely encourages doing so.
I would love to be able to create a character and not sit there waiting for approval with the only thing on my mind being my stat roll. That would be fantastic. But so many times I've poured heart and soul into a concept only to see a roll so lousy that I knew right away that this character would never let me do anything impressive. You get to a point where forging alliances and schemes is just part of every character you play, and having some goddamn coded prowess on top is a reasonable fucking expectation. This game survives on the people who stick around year after year, and there's nothing more demotivating than the prospect of the next half of a year being a dreary slog as you try to fake enthusiasm over some sub-par statroll.
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Post by shakes on Jan 30, 2019 19:32:32 GMT -5
When I roll shit stats, I go out and pick fights with people by not kissing their asses. Invariably one of them takes a look at my newbie gear and decides to get a free, justified PK with their 100+ days played badass.
It lets me quasi-honor the no-suiciding rule while having some fun until I die. Generally it only takes a day or two before someone is going to off me for no other reason than telling them to piss off when they look at me and ask what I'm doing.
Sometimes those bad stat ones I'm intending to get killed get involved in some interesting stuff before someone pkills me. But usually it's not enough to make me wish I hadn't been killed.
Even my awesome stat guys get boring. I just can't stay in the same character for more than a RL month. It gets grating and I want to try something else. These asshats who "win" at Armageddon by being in every clan, every position, with the same character for 3 RL years ... I don't get them at all.
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Post by Deleted on Jan 30, 2019 19:33:32 GMT -5
I suppose there are suicides and there are 'suicides'. I've definitely made conscious efforts to let my characters die for one reason, or another. It's entirely different thing that if your stat roll sucks, you jump the first npc soldier you see in order to get yourself ganked. And once that's done, roll up another character, fail to get superior stats and do the same thing with the next one.
Although. Tbh, the chances of rolling poor stats these days are actually significantly lesser. As are the chances of rolling 2+ exceptionals. If you're suiciding multiple charas, chasing 2+ exceptions, then I would agree. You shouldnt have 3 karma. If you just dont want to play an average stat joe and let a black beetle eat you? Nobody genuinely minds.
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Post by jcarter on Jan 30, 2019 19:38:23 GMT -5
dumb out of touch admin acting like a dumb out of touch admin. what else is new?
this is par for the course of Arm. use a shitty and unfun system that players don't like and try to circumvent, then punish players for trying to circumvent it instead of improving the situation or making it less shitty and unfun.
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Post by shakes on Jan 30, 2019 21:58:00 GMT -5
I suppose there are suicides and there are 'suicides'. I've definitely made conscious efforts to let my characters die for one reason, or another. It's entirely different thing that if your stat roll sucks, you jump the first npc soldier you see in order to get yourself ganked. And once that's done, roll up another character, fail to get superior stats and do the same thing with the next one. Although. Tbh, the chances of rolling poor stats these days are actually significantly lesser. As are the chances of rolling 2+ exceptionals. If you're suiciding multiple charas, chasing 2+ exceptions, then I would agree. You shouldnt have 3 karma. If you just dont want to play an average stat joe and let a black beetle eat you? Nobody genuinely minds. Yeah. Knowing this guy or that guy is going to betray you or gank you and doing nothing about it ... just letting it happen? That's not really a suicide thing. That's just playing your story. But to be honest, the criteria for which you will or won't be awarded karma is so fucking murky these days, as well as subject to the arbitrary whims of the staff who either like or dislike you for their own reasons, I have given up on doing anything to pursue some future karma. I play for me now, and the way I want to have fun. If staff likes it ... fine. If they don't, I've ceased caring. A new player starting today, from the ground up, I can't even IMAGINE how shitty their game experience would have to be before they get to the level where they've "earned" enough karma to play something powerful. Better to just enjoy yourself the way you want to play and let staff go dangle their carrots in front of people who still care.
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Post by Deleted on Jan 30, 2019 22:09:59 GMT -5
dumb out of touch admin acting like a dumb out of touch admin. what else is new? this is par for the course of Arm. use a shitty and unfun system that players don't like and try to circumvent, then punish players for trying to circumvent it instead of improving the situation or making it less shitty and unfun.
Out of curiosity. Do you play tabletop D&D?
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Post by jcarter on Jan 31, 2019 8:29:52 GMT -5
dumb out of touch admin acting like a dumb out of touch admin. what else is new? this is par for the course of Arm. use a shitty and unfun system that players don't like and try to circumvent, then punish players for trying to circumvent it instead of improving the situation or making it less shitty and unfun. Out of curiosity. Do you play tabletop D&D?
No.
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Post by Deleted on Jan 31, 2019 11:56:07 GMT -5
I thought as much. That's where the clash with stats stems from, I suppose.
In tabletop d&d, the precursor of muds and roleplaying in general, you roll dice to assign your stats. And while theoretically, it's possible to roll all highs. In general, there will be low rolls somewhere. And it would be embarrassingly "lame", if one of the players suddenly totally lost interest in that character. Situations are a little different, of course. Mainly, the other players and the DM are not sitting right in front of you, watching you lame out. But this is where a portion of people seeing unpredictable stats and finding it agreeable come from.
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Post by shakes on Jan 31, 2019 12:24:34 GMT -5
D&D rules also don't turn you into a godlike being if you roll all 18's. You'll be good, tough, and smart ... but not a godlike being.
One thing that helps some with the meh stat rolls in Arm is spice. Individuals grains in Red Storm are like 5 sid each and can give you a nice long boost to strength and agility when it matters. It can turn bad into meh, or meh into good, or good into awesome for a little while.
It helps when I have an awesome concept that came out of chargen with some meh RNG.
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Post by lyse on Jan 31, 2019 12:36:51 GMT -5
Someone forgot to mention, you choose which rolls go to which stats in tabletop. At least, a good GM would let you do that. Also, most table top systems have point buy systems or something similar. The idea here is choice.
You don’t have much of a choice on Arm and it does suck. This is coming from someone who never suicided. There’s enough ways for you to die early on without making it look like it’s on purpose. I’m pretty sure going outside to die to a scrab three+ times in a row makes it pretty obvious what you’re doing. If you’re doing something like that....you’re an idiot.
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Post by lechuck on Jan 31, 2019 12:54:46 GMT -5
The big difference here is that Armageddon is an online competitive game that you play with/against players who frequently have a vested interest in your failure. Also, characters tend to be pigeonholed into a single main thing they do, or a few related things: combat, archery, stealth, stealing, travel, etc. You aren't going on carefully curated adventures where much of your success stems from actions that have nothing to do with your attributes, you live and die by the dice every time there's any danger whatsoever. In D&D, you might tell the DM that you want to collapse the tunnel so the orcs can't catch you. On Armageddon, you better be able to win the fight or that's the end of your character. You don't get to use ingenuity to compensate for weak attributes, and there's no lenient DM who wants the adventure to reach its conclusion.
If you rolled crap stats, you have a crap character that's not only destined to lose at some point but also less likely to be included in some of the more exclusive venues of roleplay, e.g. murder plots and things like that. While everyone eventually loses in one way or another, and losing isn't something that should be thought of as unacceptable in this game, Armageddon's culture also places an insane amount of emphasis on character longevity. It's pretty much the number one metric of your worth as a player. If you don't play long-lived characters, it's very unlikely that anyone'll ever give the slightest of shits about you. There are certainly roles that you can play indefinitely with no concern about stats, but there are others where a bad roll is effectively a hard limit to what you can accomplish. This is not the case in D&D where all manner of spells, magic items and inventive ideas can compensate. Armageddon has no Gauntlets of Ogre Power.
We've all played this silly game for years. We've all spent months at a time playing random nobodies whose potential extended no further than adequacy because they had one stat at very good and the rest somewhere around average. Once you've done that ten or twenty times, it gets really fucking tedious. Eventually you want to play a character that makes people go "hey, that guy is really good at x, he's the one I want to draw into this plot." That doesn't happen in D&D. You don't get told to go home because you rolled 13 strength on your fighter. In D&D, you don't have a sneak skill that caps at a point that requires at least exceptional agility to be reliable. A bad constitution roll doesn't leave you perpetually at risk of getting one-shotted. You level up and gradually grow out of the stage where stats make or break your character, but on Armageddon, this stage lasts forever. No amount of skill in piercing weapons will make you a force to be reckoned with if you dared to prioritize something besides strength and got above average. You'll be the guy who needs to hit a scrab fifteen times to kill it, even when you've reached the point where there's nothing you can do to get better. That doesn't happen in D&D.
The best stat system is the one used on Shadows of Isildur, Atonement, I think Harshlands uses it too. Every character gets roughly the same amount of total stat points and then they're distributed, with some degree of randomness, according to your chosen priority. You can't be unusually strong, tough, smart and quick all at the same time, and you can't be weak, dumb and slow. Every character has something that you can be pleased with. If your favored stat didn't quite hit the top range, it means some other stat is higher to compensate. On Armageddon, you can make two characters of the same age, class and race where one's stat total is 50% more than the other. This is not okay. Raw RNG should not grant one guy a character with 19/18/17/13 while that guy over there has to live with 15/12/9/7. That guy will feel a strong urge to wade into the silt.
You should be able to just make a character and not face the possibility that it's forever handicapped by something you had no influence on. Or, for that matter, supremely gifted. I've had a character with extremely good in all four stats, and while that was exciting, it was also insanely unfair to everyone else. It's a game. It's a game where we constantly tell eachother how important it is to kill eachother's characters, or live until you're so well-known that everyone throws plots at you. Why should these things be so affected by character creation RNG? We don't randomly roll our skillcaps with a 50% degree of variance. Why stats, then? How is that different? Imagine if you create a scout and then it turns out that your archery skill caps at 70 while that guy's scout gets 90. That would have every bit as much of an impact on those characters as the current stat system does, and is every bit as realistic, stupid, unfair and unfun. This kind of shit does not belong in games, and all other forms of gaming got rid of this nonsense in the late 90s.
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Post by shakes on Jan 31, 2019 13:26:04 GMT -5
I do like Harshlands stat method and especially their skill and crafting system. It's way superior to this weird way of doing it.
Some of what you said I agree with, and some I don't. I'm just going to pick out a few points I disagreed with for the sake of conversation, but I'm probably in majority agreement with you.
-crap stats destined to lose ...
Yes, you're destined to lose, but it doesn't mean you'll be LESS involved with things. Nobody knows your stats unless you're sparring with them consistently or you're doing stuff like trying to lift a dead scrab in front of them. The extremely risk-adverse playerbase of Armageddon is to blame for the limited involvement in plots. They prefer to only socialize and plot with their OOC buddies whom they are clearly coordinating with on the sly. Your weak stats aren't the reason they're excluding you ... they don't even know you have weak stats, probably. It's the fact that you aren't their OOC buddy.
-character longevity ...
Yes, you will actually hear people in game say stuff like, "I don't care about Runners because they don't live long" or my favorite, "You can't join X clan because I'm not sure you'll survive." Dude, my character is fifty fucking years old. Clearly I know how to survive, even though I only came out of chargen 10 minutes ago.
However, it's not JUST your longevity that is limiting your access to in-game activities. It goes back again to the OOC cliques. We've all seen the gorgeous farm-girl come strolling out of the Gaj dormitories in her newbie gear, sprint right past everyone at the bar, and then an hour later you see her sitting in Red's and she's wearing some noble's cloak and is the top aide for some noble house wearing high end Salarri gear and Kadian clothing.
They have Discord where they sit for hours talking about their cats. They all sit in the forum talking about their last real life get together where they all got drunk. Yet staff pretends not to notice all this OOC collusion going on. Why? Because some of them are in on it too. I'm sure a lot of it is harmless, but it does have an effect on the game. Particularly because your lack of OOC socialization is going to limit your access to in-game things.
The stat roll that MOST needs to be evened out is the hit roll. If you're a city character with climb and you have 96 hp, you're flat out going to die to a fall as soon as the ridiculous RNG for the climb skill fails you. A fall from 3 rooms up can take 98-102 damage off your HP. I've measured it. Repeatedly.
Everything else low stat has both advantages and disadvantages, but your HP is literally your life. If I have low strength and it takes me longer to kill something, I will climb my combat skills faster than a high strength character who is two-shotting every chalton out there. An above average agility miscreant is going to still have 114% chance to successfully hide in a city room. And then your successfully hidden bonus will give you 140% chance to successfully steal things. And because you fail more earlier on you hit those max skills faster.
I remember one particular low stat character I tried to just play through and I was shocked when I was hitting journeyman skills at like 15 hours played. He realized potential a lot faster than my high stat ones, and I was really surprised. Not that it's always incentive to stick with a shitty stat character, but it's at least a small bone the game design is throwing you.
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Post by lyse on Jan 31, 2019 14:08:22 GMT -5
Shakes...you pretty much describe why a lot of people stopped playing and why the game consistently hovers ~30 players.
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Post by lechuck on Jan 31, 2019 14:16:47 GMT -5
Yes, you're destined to lose, but it doesn't mean you'll be LESS involved with things. Nobody knows your stats unless you're sparring with them consistently or you're doing stuff like trying to lift a dead scrab in front of them. Nobody knows your skills, either. Those are equally instrumental in getting involved in things. Once people find out how competent you are, they'll judge whether or not you fit into their plans. If you roll great stats, you'll be much more competent and this will absolutely have an influence on what you can do, and by association, what you can get involved with. For all the same reasons that a long-lived, skillcapped ranger has many more opportunities than a 2-day ranger, a character with amazing stats has a better life ahead of them. There's no real difference between the two, skills and stats go hand in hand. It's just that stats are almost completely random and skills have no randomness whatsoever. We're talking about stats, though. This barely matters beyond the very early stages. Non-combat skills are trivial to raise no matter what, and combat skills (meaning mainly weapons, offense and defense) get to a point where they just stop going up because you no longer fail. High stats won't have any serious impact on your skill growth in the long run. More importantly, whatever temporary head start you might get out of bad stats does not actually result in a better character even while you have those hypothetically higher skills. Stats can often trump skills, which we saw when some griefer used throwaway dwarves to PK several long-lived characters. I've played all sorts of combat characters with all sorts of stat variations, and the ones that become competent quicker are always the ones with the best stats. Stats never stop mattering. If anything, they become even more important later on when your skills are high and you can fully take advantage of them. You might have a 140% chance to steal a stable ticket with your not-so-agile thief, but you'll have a 60% chance to steal a sword, and with high agility it might have been 90% instead. You might have 114% chance to succesfully hide in a crowd room, but you'll be detectable with scan whereas some other miscreant with AI agility isn't. And that raider whose hide caps at advanced will never be able to rely on that skill if he didn't get enough agility to bump the chance up to the point where you can safely depend on it. You can't really utilize hide and sneak with an 80% chance to succeed. It might have hit the cap a little faster, but there's no real value in that. Skills are kind of whatever. Most of them max out guaranteed within 3-10 days of play. Before the new classes, most guilds to nearly all of their skills to master and it was a little less crucial to have great stats. If I was playing a warrior in the past, I could afford not to care too much about my agility because it didn't really matter all that much. Now, if I'm playing a raider or enforcer with advanced sneak and hide, a middling agility stat pretty much means I don't really have those two skills. And if I was playing a burglar or pickpocket, I could largely ignore strength because those guilds had no business trying to make serious use of their combat skills. Now, though? That roll of the old bones determines whether or not my miscreant can add meaningful combat prowess to his repertoire. Stats have become even more important than they used to be. By giving every class a bunch of skills that cap right around where they're either useless or worthwhile depending on how lucky you were on day 0, stats create an even greater divide between characters.
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