Jeshin
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Post by Jeshin on Feb 21, 2015 10:34:48 GMT -5
Easy solution, begin properly enforcing lifesworn. Bonus: It helps improve lax clan RP and consequences?
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Jeshin
GDB Superstar
Posts: 1,516
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Post by Jeshin on Feb 21, 2015 10:22:52 GMT -5
Sure it's a bribe. You live a structured life under the yoke of a clan and presumably they are training you and shit thus you exchange your freedom for training only now you actually get 'training'. I guess?
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Jeshin
GDB Superstar
Posts: 1,516
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Post by Jeshin on Feb 21, 2015 10:14:02 GMT -5
gdb.armageddon.org/index.php?topic=48863.msg869108#newTLDR - Join a clan and every 4 ooc months you get to add an appropriate skill to your character even if it didn't get it from race/guild/subguild. Such as byn clan members getting guard or Borsail Wyvrens getting sap. I know the board probably agrees on a whole that more skill fluidity is a good thing, but is this manner of skill fluidity a good idea? Does it successfully make being in a clan better than being a badass indie? Discuss, go!
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Jeshin
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Posts: 1,516
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Post by Jeshin on Feb 21, 2015 9:25:01 GMT -5
Oh I didn't know we were stipulating that everyone in the group had to be an elementalist... Then yeah it doesn't really happen. Normally there's a sorc or a nilazi or blue robe at the center of gicker groups. Not sure why that's a problem, but then you are right insofar as I know.
EDIT - Honestly it seems like the majority of your complaint applies to the majority of the population not just elementalists. Competent fighters in city states will normally be dragged into templar/faithful missions to fight or whatever normally to a suicidal degree. I know very competent fighters in the north got pulled into anti-gicker activities and kryl hunts galore. The most common death in the north is also the mighty carru which kills people fast enough that you can pretty much safely ignore learning anyones name for X number of days after meeting them if they're new so the turn over is high. And like everyones said, no one leaves a lasting impact on the game elementalist or otherwise.
Like can you give an example of what you think the thing you're asking to happen would look like and do?
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Jeshin
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Posts: 1,516
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Post by Jeshin on Feb 21, 2015 2:14:38 GMT -5
I'm as disappointed with ARMs lack of continuity and change as the next person but that problem isn't exclusive to gickers. You can probably count the people on one hand (for each ooc year) that make any changes to room descs or whatever. That isn't really grounds to disqualify coherent and passable attempts by players to form sub-organizations which are successful during their time.
Example - Elrum and Dalen started volunteer patrols, which led to Citizens call, which both ended after 18 months. The idea was later brought back by Raleris which was then transformed into the levies by staff. Did Dalen or I change the world? No, but for a time period we had a successful 'thing' going on and it was enjoyed by those that enjoyed it.
TLDR - The players (if they are gone) were an example of a gicker group that was done reasonably during its time. And your post was specifically about not being able to build up a solid group of gickers. Because no one leaves a mark on the world. No one.
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Jeshin
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Posts: 1,516
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Post by Jeshin on Feb 21, 2015 1:33:50 GMT -5
The south currently has something called 'the players' which use code phrases and yada yada. It's basically a Templar sanctioned gicker specials team (like the dozens before them that have existed) except the Templar in charge of it has gone to create a psuedo clan around the project and make it into at least an interesting RP opportunity. So gickers can band together and do stuff and in reality a lot of rogue sorcs get rogue gicks and have 3-6 people RP out in the wilds in some of the more remote safe quit spots. I knew one such group that actually 'fought' a little with Allanak who sent raiding parties to wipe them out in the last 4 ooc years.
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Jeshin
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Posts: 1,516
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Post by Jeshin on Feb 20, 2015 16:19:03 GMT -5
The amount of reading and writing replies/questions that staff already do in regards to clanned players is probably on par on how much time it'd take to briefly skim or just use a keyword search on a runlog of only relevant RP commands.
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Jeshin
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Posts: 1,516
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Post by Jeshin on Feb 20, 2015 10:06:53 GMT -5
Random thought or realization... Staff require pre-approval and blah blah blah so they know what's happening in the game world so they can properly RP the game world for us. Okay great they use reports and watching players and other players telling them about stuff to know they don't know stuff to then find out what's going on. That's a lot of legwork and reading...
1. There is a Master runlog. This is basically every input/output for the game. 2. You can create a flag that you can set to PCs that creates a runlog for that specific PC. 3. You flag people in a clan, the clan staff get their runlog, they can read it (presuming the runlog is only emotes and other RP relevant commands) 4. You don't need reports and endless paperwork anymore because staff can literally see everything that a character does if they want too and they evidently want too judging by how much reporting they require.
Hell you can even create a flag which can be applied to a clan that sends a warning to staff when they are in a certain area and by area I mean area/zone in the MUD building parlance not the geographical area. How does this benefit anyone? Staff want to know when Gickers are in tuluk/near tuluk and want to know when delves leave the tablelands... well bingo now you know, you get a staff only message going hey these people out are in this area that you wanted to know they were in if they ever went there.
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Jeshin
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Posts: 1,516
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Post by Jeshin on Feb 18, 2015 9:17:31 GMT -5
I've been pro-SOI and then SOI has problems on a fundamental level on this thread. I think Nimrod was pretty clear in his post that the initial launch of SOI was not smooth. In fact he resigned from elder staff to just maintaining code over disagreements with the direction that staff policy was taking, to fast and loose. Now can he come on here and go, "Mistakes were made, we handled your situation poorly, we'd love it if you gave us another chance in beta or after final release." ... Yup he could... Would I hold it against him if he didn't? Not really. Would I applaud him if he did? Also not really, but I'd be really pleased about it.
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Jeshin
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Posts: 1,516
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Post by Jeshin on Feb 17, 2015 10:20:29 GMT -5
If we want to talk about good RP for killing... In the real world people are killed for being whorish, because in many cultures those (normally women) who have a lot of sex are actually viewed as less of a person. That would be why whores have a much higher % chance of being assaulted or killed. Then you have the strange and disturb like the guy that killed people in Cali because he was a virgin and blah blah blah and resented women as a gender... Then you have religion killings... Then you have plain old anger management issues leading to murder. There is a relatively small margin between life and death in our world with its much lower average stress threshold than Haven which is a 'horror' supernatural theme or ARM which is a ruined desert world where survival is supposed to be so hard that old people are like heroes. One can only imagine how thin the line between killing and not killing is... like maybe for a pair of boots or because someone is such a basic bitch that they can't be allowed to breed?
TLDR - RL reasons for killing are a lot flimsier than some of the shit we make up to justify murder on MUDs.
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Jeshin
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Posts: 1,516
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Post by Jeshin on Feb 17, 2015 8:58:21 GMT -5
From what I can tell bow dmg is based (primarily) on hit location and specific bow. So the formula for determining your lethality would probably be...
Bow Item + Arrow Item + hit location = Dmg dealt hit location = agility - enemy agility
The only way strength impacts archery (to my knowledge) is by determining which bow item you can use and thus your base damage multiplier. It is possible to shoot a higher tier bow of course you just have a chance to fizzle... But I think if you hit it's actually not a penalty against damage. It might be worth running the % chance of failure to fire vs hit and figure out if the odds are worth the increase in damage.
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Jeshin
GDB Superstar
Posts: 1,516
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Post by Jeshin on Feb 16, 2015 15:51:21 GMT -5
The war rages on, but the question on the mind of everyone is, when will Labmud be added to the OP and when will it be put through the scrutiny of bittervets.
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Jeshin
GDB Superstar
Posts: 1,516
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Post by Jeshin on Feb 16, 2015 12:13:10 GMT -5
Providing positive anecdotal evidence without acknowledge any of the flaws which you agree are either believable or true is championing it or promoting it depending on how finicky you want to be about definitions.
Example - ARM is great, the RP is gritty, and I have a lot of fun exploring the world. vs I have a lot of fun on ARM, I get a decent amount of gritty RP and enjoy exploring the wilderness. If you avoid the staff and enjoy small group RP, it can be a great time. --- One of these is misleading because it doesn't address the known problems of the game, which we presume the poster knows exist. The other at least says hey avoid staff because the staff are a big complaint with ARM. This would lead a reader with no knowledge of the game to realize there is a problem with staff.
TLDR - For everytime you provide positive feedback while knowingly not addressing the crappy parts of the game, someone will jump up to remind others about the crappy part. Cheerios must be pissed in.
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Jeshin
GDB Superstar
Posts: 1,516
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Post by Jeshin on Feb 16, 2015 11:37:51 GMT -5
So you believe and/or agree with statements made about Haven regarding OOC cliques, isolation of viable characters, and bad forum culture... But you then proceed to try and champion Haven because you personally haven't had these problems? That's like saying, I don't mind a racist cop because he isn't racist against me and then you encourage people to call him for help.
If you enjoy Haven that's great. The moment you try and promote Haven though there are plenty of people willing to point out its considerable litany of failings. Why? Because your experience is atypical to the experience someone else is most likely going to have.
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Jeshin
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Posts: 1,516
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Post by Jeshin on Feb 16, 2015 9:46:29 GMT -5
Nitpicking aside, I don't think it's unrealistic to say that Haven (despite being supernatural themed) is very much like day to day life. You wake up, you grab a coffee, you talk to some people, maybe something supernaturally happens, you talk to some people, you fuck somebody, and you repeat. Unlike ARM which enables self actualization via solo roaming/exploring/murdering people who annoy you... Haven is just that. Day to day life with some ocassional stuff that happens that doesn't disrupt the glassy pond of it's superficial RP.
EDIT - The only time Haven comes alive as comparable or better than ARM (due to freedom of choice versus stuck in an unchangeable RP environment) is when storytellers have good plots that have good participation. Only upside to Haven in my opinion, but as storytellers are unvetted players and Haven is known for excessive (even by ARM standard) ooc cliques it's kind of like picking the goblet at the end of Indiana Jones: The Last Crusade... CHOOSE WISELY!
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