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Adept

Joined: 27 Nov 2013 01:34
Posts: 102
The facts remain that people just don't want to quest. I say get over it. Questing is no fun but lets face it... its not incredibly hard especially with the "turn the other cheek" the wizards have taken to the sharing of quest documents. There are some, as earlier eluded, that are terribly written or buggy and yes, these are annoying. There are also the immersion arguments. Those arguments have circled around the mages too by ignorant people. Guess who doesn't have MT, Ranger or Vingaard keep quests (All the goodie ones) and is a higher leveled myth... me. I am very violent, but I still make experience.
Stop whining. After doing a quest a time or two, it should be second nature. No, you cant get the instant gratification of this new generation, it is going to take some time, there are a lot of quests. Do 2 a day of the small annoying ones and pretty soon, they are all gone.
munch away


21 Oct 2016 17:59
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Hero

Joined: 02 Sep 2010 21:25
Posts: 392
Etanukar wrote:
The facts remain that people just don't want to quest. I say get over it. Questing is no fun but lets face it... its not incredibly hard especially with the "turn the other cheek" the wizards have taken to the sharing of quest documents. There are some, as earlier eluded, that are terribly written or buggy and yes, these are annoying. There are also the immersion arguments. Those arguments have circled around the mages too by ignorant people. Guess who doesn't have MT, Ranger or Vingaard keep quests (All the goodie ones) and is a higher leveled myth... me. I am very violent, but I still make experience.
Stop whining. After doing a quest a time or two, it should be second nature. No, you cant get the instant gratification of this new generation, it is going to take some time, there are a lot of quests. Do 2 a day of the small annoying ones and pretty soon, they are all gone.
munch away


I am on the same side here but well... i bet Etanukar got qexp cap anyway due to old (closed now) quests ;)

but yes effort should be put into fixing crappy ones (it's being done every now and then i guess) and making alternatives for align-restricted ones.


22 Oct 2016 00:26
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Great Adventurer
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Joined: 16 Mar 2015 19:29
Posts: 178
And as usual we dont get any further than just talking, disagreeing with eachother, and then taking it to the flames....
Thank you Amorana for making this thread, and together with the remark of Taro i think we have exactly what the problems are in Genesis.
Also i think that all this will not lead to any changes, simple because this is a non-profit game and our wizards are volunteers.

Still trying to be constructive ill give my solution to the problems one more time.
No wizard ever responded on it ever, im not sure why, but i think because it will take some effort, and i totally understand how busy everyone is with their lives.

First of all the wizards should think about the changes that the players want. Wat exactly needs to be changed (for example yes we have a balance problem comparing guilds with eachother, but how unbalanced is it and what exactly needs to be done about it...)
After the wizards have decided about this they bring their plans back to the players and start a donationcampagne.

We as players then can contribute to the game by donating money, so the wizards can hire one to do the recoding.

There.... was that so hard? No it wasnt. Most of us are adults with jobs, loving this game and playing it for years. I personally wouldnt mind contributing this way if there would be made some actual changes.

Ofcourse for me being a ranger this is more important than for example lets say... etanukar (and dont ever deny that!!! or ill burn you in the flames!!!)

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22 Oct 2016 09:30
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Joined: 04 Mar 2010 04:36
Posts: 2592
gold bezie: That idea of hiring coders has been discussed many times through the years. I will quote Castaneda's and Gorboth's post from 2012, I agree with both of them:

Castaneda wrote:
The idea of hiding a coder will only work if you find:

1. A wizard with solid knowledge of the various codeprocedures that have been used all over genesis.
2. A wizard that got ALOT of time to pick the specific code we want to recode and describe what needs to be done.
3. A wizard willing to assist this hired coder and work closely together with him.

As I see it, the wizard has to spend the same amount of time as the coder, meaning that the wizard could do it himself instead.

Im I wrong?


Gorboth wrote:
Castaneda is probably correct in his three points about what it would take to correctly mentor any hired-hands for coding. The number of wizards that I have mentored in my years as a wizard cannot be counted on all my fingers and toes. Of those, only around three have really remained to become productive coders. I think any wizard you ask will tell you a similar story. Obviously, if we are paying someone for their time, that percentage would change, becuase we would obviously not pay them unless they were productive. The problems with this approach, for me, would be these sorts of things:

It would take time to get someone unfamiliar with our game up to speed with what Genesis is all about.
The amount of mentoring/oversight necessary to make sure the code was moving in the right direction would be almost equal to simply coding it yourself.
Before you hire someone, you need to know exactly what you want them to do. (we don't know that, actually!)
The wizard world is not equipped with sufficient staff to oversee a team of hired coders.
In principle, I simply hate the idea of Genesis not being coded by its own enthusiasts.
We don't have enough money to pay people for very long, and this would definitely take a long time. We return to the reality we have always faced - high quality volunteers are needed who have the fortitude to stick it out.


You can read more about the discussion here: viewtopic.php?f=5&t=1943&p=15789


22 Oct 2016 14:31
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Great Adventurer
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Joined: 16 Mar 2015 19:29
Posts: 178
Oke, thanks for sharing that, Cherek. I didnt think it would take much time for a wizard to check on and assist a payed coder, but im not a coder so i take your word for it.

The problem with volunteers is, they might be enthousiastic and love and understand the game, but they cant put as much time in it as one who is payed to do it. But ill drop the subject.

I know there is a list somewhere with all the things the wizards think that should be improved. Maybe a good idea to show that list again and see if it needs an update.
Also maybe a poll on some subjects to see what the players want, like with the sizecap people keep talking about.

One more thing: please understand my frustration. I do not want things to become too easy, i dont want to be as strong as someone who plays for over 10 years, i dont mind that the MM will always be stronger than the rangers (makes sense to me), im trying to do my part in the community (helping out in the guild and with younger players) but its just that the rangers and the Heralds need a recode so bad, no wonder everyone wants to play an evil char lately.

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22 Oct 2016 16:38
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Beginner

Joined: 06 Jul 2010 23:45
Posts: 13
How about adding other possible ways to gain quest experience?

Time spent in the game (will reward those that want to roleplay), using your craft, or delivering packets, to gain general experience, but change it slightly so that a small amount turns out as quest experience. Those are a few examples I can think of right now.

I suggest that it should be possible to become as powerful in half a year to a year, doing the mentioned activities, as it does for a really experienced quest-solver to become in a month. So you can either be in the game and enjoy whatever you want for an entire year and slowly grow in size, or you can plow your way through quests at a rapid pace and become strong in a few weeks, or any combination of the two.

This will benefit all of us, I should think, but it will also add a new high in player sizes after a year or two, as we all hit the cap on quest experience. :shock:


02 Nov 2016 02:27
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Rising Hero
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Joined: 18 Apr 2015 03:28
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Location: Vingaard Keep
That's a good idea. I've seen other MUDs where Wizards doll out xp for roleplaying with people. Of course, in this MUD it may have been only one person playing the five characters I did meet.. It was a bit Twilight Zoneish.. But worth considering nonetheless.

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They denied that wealth could be printed, they denied that lunches were free;
They denied that Wishes were Horses; they denied that a Pig had Wings;
So we worshipped the Gods of of the Market Who promised these beautiful things.


02 Nov 2016 02:50
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Joined: 06 Jul 2010 23:45
Posts: 13
Shesara wrote:
How about adding other possible ways to gain quest experience?

Time spent in the game (will reward those that want to roleplay), using your craft, or delivering packets, to gain general experience, but change it slightly so that a small amount turns out as quest experience. Those are a few examples I can think of right now.

I suggest that it should be possible to become as powerful in half a year to a year, doing the mentioned activities, as it does for a really experienced quest-solver to become in a month. So you can either be in the game and enjoy whatever you want for an entire year and slowly grow in size, or you can plow your way through quests at a rapid pace and become strong in a few weeks, or any combination of the two.

This will benefit all of us, I should think, but it will also add a new high in player sizes after a year or two, as we all hit the cap on quest experience. :shock:


Think of all the (idling) players we would have online!!!


02 Nov 2016 02:56
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Rising Hero
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Joined: 18 Apr 2015 03:28
Posts: 374
Location: Vingaard Keep
Shesara wrote:
Shesara wrote:
How about adding other possible ways to gain quest experience?

Time spent in the game (will reward those that want to roleplay), using your craft, or delivering packets, to gain general experience, but change it slightly so that a small amount turns out as quest experience. Those are a few examples I can think of right now.

I suggest that it should be possible to become as powerful in half a year to a year, doing the mentioned activities, as it does for a really experienced quest-solver to become in a month. So you can either be in the game and enjoy whatever you want for an entire year and slowly grow in size, or you can plow your way through quests at a rapid pace and become strong in a few weeks, or any combination of the two.

This will benefit all of us, I should think, but it will also add a new high in player sizes after a year or two, as we all hit the cap on quest experience. :shock:


Think of all the (idling) players we would have online!!!


Gorboth likes idling players, he said so. Win win for everybody.

_________________
They denied that wealth could be printed, they denied that lunches were free;
They denied that Wishes were Horses; they denied that a Pig had Wings;
So we worshipped the Gods of of the Market Who promised these beautiful things.


02 Nov 2016 03:38
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Beginner

Joined: 06 Jul 2010 23:45
Posts: 13
I know something similar has been suggested before, but I want to suggest it anyway, because I want to add that bit more to the new players, so they do not have to spend 5-10 years to come as 'big' as some of the really big ones.

Personally my characters have never been bigger than Titan/Champion, because I find it boring if I can kill everything alone. I want dragons to be HUGE and take entire teams to take down.

But for many, PVP is a thing. For many, being in a guild that is often facing war against other guilds (because of RP perhaps), size is very much an important topic. And this means you _have_ to know and be able to solve as many quests as possible, or you will never gain any respectable size. If you want to join certain guilds, you also restrict yourself from solving all possible quests, or you have to solve the quests "out of character", which I really hate.

Taking into account that the only "endgame" we have is PVP, I suggest that we make it easier to gain in size by adding more ways to get quest experience. People who only want to RP don't care as much about size, but they end up being restricted if their guild ends up in a war against huge players. Why should they be penalized for being creative and making the game fun for roleplayers?

Well, those are my thoughts. :)


02 Nov 2016 04:43
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