Changes

Discuss ideas for how to make the game better. Wizards, take note!
Forum rules
- Use common sense and be respectful towards each other at all times, even when disagreeing.
- Do not reveal sensitive game information. Guild secrets, player seconds are examples of things not allowed.
User avatar
Arman
Wizard
Posts: 769
Joined: 22 Sep 2014 13:15

Re: Changes

Post by Arman » 20 Feb 2016 13:12

Laurel wrote:1. No brute till at least rising hero. Possibly titan. (not my idea, but I like it)
2. All items always save. They just fade out, but at the speed of (example) the crescent axe or the gigantic sword. All of them. You can estimate by looking how long it will serve you (similar to gems in corrupted mithril weapons).
3. No items are no-break (not even the great code of weapons from Onyx).
4. Items as easy to break as runed falchions, bloody skull clubs, etc. are improved to one standard - slow dull/wear out.
5. Players can go through a painful and long quest chain to receive own indestructible sockets (one/two per char) to use imbues without the fear of breaking it from the next hit. These last for a set amount of time (not play-time!) - longer than pt. 2, but shorter than 2 Armageddons.
6. Maul/plex can still break armours.
7. Plex can still break weapons.
8. Instanced (or whatever you guys have promised) grinding areas which discourage scripting are finally introduced and give better rewards than current scripts. Stop talking - start implementing.
9. Death penalty is changed - to what, I don't know, but suggested solutions should be tested on the whole population for a few months. My idea for now - all your gear suffers 90% time loss.
10. No more obscure additions to the game are made. All new items, locations, quests, mobs are auto-introduced via a dedicated board or page section - in RP fashion, but no more "code shit for self/friends".
11. Guilds are no longer ran by players, but there are hard-coded indicators when punishment/expell is introduced.

Feel free to discuss above and add your own.
I think the gear change suggestions are worth consideration and discussion.

5. Why a painful quest for this? That doesn't really help small or new players. Or is this to mollify those affected by the recent changes?
8. I was gone a bit... I don't recall any discussions about creating instanced areas. Not sure how I feel about those to be honest.
10. I thought we were largely moving down that path anyway? Quest orbs are kind of a giveaway in that space. Areas being opened is probably something we could improve communications on. And we are just talking about announcing when something goes 'live' right? I know you mentioned earlier you had surprises being dumped on the player population, but you have to realise how many projects get started that never ever get finished?
11. I lean more towards this sort of guild than not... but that is going to be a hard sell. This topic came up with the Knights and kender recently, and there were pretty strong opinions for and against player management of guilds. Anyway, my view is guilds should be coded to be inclusive as much as possible for players.

Laurel

Re: Changes

Post by Laurel » 20 Feb 2016 13:26

Arman wrote:5. Why a painful quest for this? That doesn't really help small or new players. Or is this to mollify those affected by the recent changes?
8. I was gone a bit... I don't recall any discussions about creating instanced areas. Not sure how I feel about those to be honest.
10. I thought we were largely moving down that path anyway? Quest orbs are kind of a giveaway in that space. Areas being opened is probably something we could improve communications on. And we are just talking about announcing when something goes 'live' right? I know you mentioned earlier you had surprises being dumped on the player population, but you have to realise how many projects get started that never ever get finished?
11. I lean more towards this sort of guild than not... but that is going to be a hard sell. This topic came up with the Knights and kender recently, and there were pretty strong opinions for and against player management of guilds. Anyway, my view is guilds should be coded to be inclusive as much as possible for players.
5. Let it be long, painful but worth the effort and possible for all. Like maybe 5-10 times the length of the enchanter quest line? That kind of long and painful. Not the kind of "figure out idiotic syntax out of the blue" painful.
10. Implemented = notice on a dedicated board. About to be implemented (within next half a year) = different notice on the board. Moving down that path and doing it are two different things. You can move down a path and never arrive at it's final destination.

User avatar
Arman
Wizard
Posts: 769
Joined: 22 Sep 2014 13:15

Re: Changes

Post by Arman » 20 Feb 2016 13:38

Laurel wrote: 10. Implemented = notice on a dedicated board.
I'm fine with that. Any reason why we can't use the common board for that purpose? Or is the preference for one that you need to travel to in Sparkle?
Laurel wrote: 10. Implemented = notice on a dedicated board. About to be implemented (within next half a year) = different notice on the board. Moving down that path and doing it are two different things. You can move down a path and never arrive at it's final destination.
I'd probably leave that to liege/coder discretion. But in general most coders are happy to let people know what they are working on... it just hasn't been a policy we've followed to date.

Laurel

Re: Changes

Post by Laurel » 20 Feb 2016 13:43

Arman wrote:
Laurel wrote: 10. Implemented = notice on a dedicated board.
I'm fine with that. Any reason why we can't use the common board for that purpose? Or is the preference for one that you need to travel to in Sparkle?
Laurel wrote: 10. Implemented = notice on a dedicated board. About to be implemented (within next half a year) = different notice on the board. Moving down that path and doing it are two different things. You can move down a path and never arrive at it's final destination.
I'd probably leave that to liege/coder discretion. But in general most coders are happy to let people know what they are working on... it just hasn't been a policy we've followed to date.
Any board? Are we discussing technicalities because it's happening within the next 2 weeks? :)
Having a policy that isn't followed = having no policy. Any sane audit will tell you that.

User avatar
Arman
Wizard
Posts: 769
Joined: 22 Sep 2014 13:15

Re: Changes

Post by Arman » 20 Feb 2016 14:10

Laurel wrote:
Arman wrote:
Laurel wrote: 10. Implemented = notice on a dedicated board.
I'm fine with that. Any reason why we can't use the common board for that purpose? Or is the preference for one that you need to travel to in Sparkle?
Laurel wrote: 10. Implemented = notice on a dedicated board. About to be implemented (within next half a year) = different notice on the board. Moving down that path and doing it are two different things. You can move down a path and never arrive at it's final destination.
I'd probably leave that to liege/coder discretion. But in general most coders are happy to let people know what they are working on... it just hasn't been a policy we've followed to date.
Any board? Are we discussing technicalities because it's happening within the next 2 weeks? :)
Having a policy that isn't followed = having no policy. Any sane audit will tell you that.
First point - no idea? maybe? It isn't hard to make a board and send out a directive if that is something the admin want us to do :). Gorboth?

Second point yep, let me correct myself:
I'd probably leave that to liege/coder discretion. But in general most coders are happy to let people know what they are working on... it just hasn't been a policy.

Mystina

Re: Changes

Post by Mystina » 20 Feb 2016 20:17

If there was a like button

I'd press it over 1 trillion times. :P

Ok I'm being silly, good ideas. I'm all for brute being gone.... some days i wake up and just feel like slaughtering cute forest creatures.... i should be alone able to while remaining my cute innocent self

trick
Apprentice
Posts: 29
Joined: 19 Feb 2016 14:26

Re: Changes

Post by trick » 20 Feb 2016 23:37

Laurel wrote: 11. Guilds are no longer ran by players, but there are hard-coded indicators when punishment/expell is introduced.

Feel free to discuss above and add your own.
The points which deal with item balance and player growing sound interesting.

Regarding the item Nr. 11, however, I do have certain points I would like to bring up. Forgive for long texts, the hour is a bit late and I may be somewhat rambling. I also realize that some of what I say may have been discussed to death earlier, but, then again, these are sort of eternal questions in a MUD, and maybe I will manage to add something after all.

As far as I have noticed during the years, people most frequently imply they play Genesis for the following reasons:

- as a game to be "beaten", aka power playing -- getting to be the wealthiest/meanest/most powerful/most advanced character;
Which supposedly lets you beat the most difficult/advanced challenges the game can provide. This is how most single player and MMORPGs are made

- as an environment to roleplay in some fascinating fantasy setting, to live a role of a participant in the Rangers, Knights of Solamnia, Dragonarmy member or Morgul mage, we all know the possibilities;

- to socialize. This is an underlying reason that is usually omitted, however, it only stands to reason that if you play a MULTIPLAYER game you are likely to be interested to play with other people, possibly against other people (playerfighting is a form of socializing, too). Otherwise there are scores of single player options of a vast number of games.

Now, obviously, most people would play for all three and maybe some other reasons in some degree. There is a difference in attitude toward certain game things, however, depending on which things are a priority.

For a pure power player, more likely, all content is there to be explored, chosen and used depending on his pleasure and solely how he likes it. Especially, if he feels that by investing his time and intelligence, he has "earned" the right to some advanced level of content.

For a roleplayer, the environment of the game and the role he chooses to play will influence HOW he uses the content and how HE would like to fit the environment, building on what exists in the game context.

For both a pure socializer and a roleplayer, socializiation will be an extremely pleasureable and important part. You can no more roleplay in front of a mirror as you can pick a chair out of it.

Now, in Genesis there exist this weird thing: player run guilds. I will comment on the problems of those a bit later, however, first, consider how really unique this thing is.

-- The Good Thing--
Player run guilds are an extremely useful tool for people wishing to roleplay to a significant extent.

There can be no code to automate human decisions. There can be some fairly simple triggers -- alignment, killing of right/wrong persons that the game can track and mete out automatic promotion or punishment. But anything more complex than that -- anything, in fact, that promotes RP -- anything that promotes and ensures the feeling of really LIVING in character -- can only be done by players. And enforced by players.

As you can't roleplay in front of a mirror (unless you are hopelessly past any definition of normal), so you can't really feel you are living a character of, oh, say, ranger, if a third of the other rangers run around and help orc and goblin (players), and just ignore you and anybody else who would like, just as you do, to play in terms of the role the guild promotes.

These player run guilds might be by now almost THE one unique aspect of Genesis. They go together with hiding numbers of the game, having thematic domains and, in general, affinity with roleplaying almost to the extent of a live RPG.

The Genesis guilds provide both the socialization in general, and backbone for roleplay by being player run. Player run guilds are such an unique thing that I have dearly wished for in MMORPGs I have played. Obviously, in a game you pay for, there usually can be no question of gaining or losing access to some abilities by a decision of another player, except in some limited way -- however, even in WoW they came up with a bit of real guild-provided bonuses that you can only have as long as you are in guild. Guilds themselves, however, as you know, in WoW are almost nothing, but generic organizational tools.

-- The Anecdotal Evidence (or rather, direct experience) --

I started in Genesis back in 1993 or so, I think, when you could join Calians, Monks (I think even Knights, but not sure) almost without player involvement. Guild councils were just starting (I think when I joined Calia didn't have a guild council yet, and it appeared while I played, but not sure. Wasn't paying much attention back then). I was mostly exploring and having fun (Re Albi casino, or wishing well, anyone?) and growing. There were some wars with Vampires, then some years later the Army of Angmar appeared. I wasn't much interested in roleplaying, and, tbh, Calian RP environment (krougs and stuff) seemed to be rather laughable.

Then I left the game, when I returned some 7-9ish years later, there was practically nobody around whom I knew earlier. I started to re-explore the donut, and quite accidentally happened to find Shadow Union pretty soon. The following couple years were the most intense roleplaying I have ever participated in, and I found out how extremely satisfying it was, when surrounded by others enjoying it. Sybarus and SU were able to provide suspension of disbelief on such a scale that I haven't experienced ever, either by reading a book or watching a movie. I literally felt myself BE in the game world much of the time.

Now, this experience was possible because of the quality of the domain theme and how it was presented, and because of the quality of roleplaying of the players I met. It was clear to me by then that nobody can ensure any decent level of roleplaying by code. It can only be reviewed by and acted upon by other players.

This moved me quite a bit towards roleplaying as being a major priority for playing. A roleplayer, in my understanding, gets pleasure by participating and by being able to feel he is living the part in the game world as realistically as it is meaningful within the game.


-- The Ugly ---

The major causes of resentment towards player-run guilds seem to be 4:

1) cronyism
2) standards for joining too high
3) inactivity of guild leaders
4) lack of RP standards set by guild leaders

Now, there is little that can be substantially proved about (1). It is hard to prove in real life, much more so in game, where players, and especially their characters, are anonymous to a larger extent. In terms of game, as inclining towards roleplaying, I am not that concerned with whether vampires accepted only their buddies, but rather with how well they played being a vampire (no, I never was one either).

Cronyism (in the sense of keeping others out), by the way, only makes sense for a power player. If you are inclined to roleplay, you like and want to have people to roleplay with. If you are inclined towards powerplay first and foremost, you might be more interested in gaining some uber abilities that nobody esle has and which let you keep your number one position.

That said, from my personal experience being a SU, I remember hearing most hilarious rumours floating around about us, most of which I knew not to be true. As one who had no RL or ingame friends at all at that time, I was able to join the Union in a couple of weeks time, which kinda made me shrug when I heard about cronyism in SU or in other "hard to join" guilds. As I said earlier, I do not doubt examples of giving a leg up to a friend exist -- just that as long as the guild is not compromising its roleplay because of that and not denying others to join, from a RP perspective it is rather irrelevant.

But actually, as we saw the playerbase deteriorate and I raised through ranks, it became quite clear, that from the guild perspective we have real trouble with NOT ENOUGH members, and I still have my suspicions that most of the "elitist" guilds were (and possibly are) squirming somehow to keep their standards while somehow managing to scavenge the players who measure up, rather than deliberately keeping everyone out.

Which brings me to (2) -- standards of joining too high. Now, I haven't had experience with other RP-oriented guilds, but as far as I understand, SU was one of the picky ones. As I joined it, I saw, however, that this seemed to be due to the design of the guild as envisioned by its creator. Consider. For a guild that is supposed to roleplay a union of elitist, cultured, graceful warriors in a setting of domain, whose inhabitants are supposed to think they are superior to all the outside world... how would one should think about accepting somebody whose rp is based on bad, halting English, lack of RP/frequent OOC or who is known as a powerplayer indifferent to roleplay? How would he represent the guild? What would the rest of the roleplayers -- both guild and outside -- feel? The RP created was intense, but it naturally lead to having little number of people who were interested in participating in it on the level set.

To me it seems fine that there are guilds which are envisioned by their creator as RP-oriented. Such guilds have much more player involvement -- including many decisions delegated to players -- in order to have the potential for good RP.

There are a number of other guilds, which are not RP heavy -- if you wish to roleplay, you can; if not -- you needn't bother, because their setting is such that RP guildmembers are not affected by whether you do or not. For such guilds, it stands to reason there are no guild councils and no acceptance criteria.

Now, this all might be fine and dandy (although I bet there are grounds for disagreement), but, of course, things change. People move on, guild members leave, the council may become inactive. That is a valid concern and in my opinion there should be some way to remedy it. I don't know whether people should be able to join freely and take over reins, whenever guild management has been inactive for a significant period of time?

Regarding the last point, lack of RP standards, ... it is strange that while it says the opposite to (2), it is sometimes said by the same people [who complain of too high standards].

On that note, I can only say that while in my, as a RP-oriented player, perspective there should be some following of adequate RP standards in RP-oriented guilds, there is nothing to say WHAT that RP should be. I recently read a (probably old) topic here about the shocking fact that Knights are lead by a Black Rose Grandmaster.

... Well, from proper RP perspective, I believe it is wonderful. If that Black Rose knight is roleplaying a corrupt knight who has risen to power and subverted Knighthood, that provides much place to roleplay! Conflict, strife, tension, fantastic. If, however, it is just some boring powerplaying with no interest in RP-basing his actions and interacting RP-wise with others, then it is indeed a pity.

---
At any rate... thanks to all who read this far.

I don't know how many other players feel in a similar way, however, I hope that quite enough are there so that essential parts of roleplaying (such as player-run guilds) remain and that Genesis remains to a large extent a multi-user role-playing game.

Peace.

User avatar
gold bezie
Expert
Posts: 299
Joined: 16 Mar 2015 19:29

Re: Changes

Post by gold bezie » 21 Feb 2016 09:30

Thank you for that Trick! Good to highlight the roleplaying, when the topic of player-ruled guilds is discussed.
Darkness cannot drive out darkness: only light can do that.

Ydred
Veteran
Posts: 237
Joined: 29 Nov 2013 02:53

Re: Changes

Post by Ydred » 21 Feb 2016 22:46

Player run guilds are an extremely useful tool for people wishing to roleplay to a significant extent.
The following couple years were the most intense roleplaying I have ever participated in, and I found out how extremely satisfying it was, when surrounded by others enjoying it. Sybarus and SU were able to provide suspension of disbelief on such a scale that I haven't experienced ever, either by reading a book or watching a movie. I literally felt myself BE in the game world much of the time.
This is very true. But to achieve that type of RP within a guild as a whole, you must have player enforcement. For example, MM has this. SU has this. Ogres and Mercs do not.

Now, ogres are very easy to RP. In fact the guild itself adds some RP into many things you do. You fart differently, you speak IN ALL CAPS. etc, but the guild has no leader, persay, and so you will at times find very extremely smart ogres roaming about. I think all guilds that do not have a leader should attempt to find ways to facilitate some aspects like this. Ogres who are not heavily RPed are still somewhat immersive due to these 'enhancements'.

Now, for pure immersion that is very wonderful. MM is very much like this. And yes, it is wonderful.

The biggest problem Genesis has though imho is all the old blood disputes. This would not be bad but if your RL persona is used against you in game, it wont matter how well you RP, you will be removed due to you, the player, not your character. And the strange thing is in a heavy RP guild which has all the mechanisms to punish bad RP, it could so easily be left there. When a character breaks the rules of a guild, it would be so easy to punish them in game, over and done. But instead we seem to see some mixing of friends and enemies being treated well in game for bad RP and bad out of game even if good RP in game. So friends are given lax RP rulesets to follow in game. And enemies, no matter how well RP'd, none. If your second is found out, you are damned.

This does still happen and is bad.

But this still doesnt change the fact that if you get in a good RP guild, it is amazing and the only way to find the immersion you speak of is to have rules that allow players to punish or remove bad actors. Given this, there is always the insecure type who can RP and will rise to the top, removing all out of game players whose master they do not like and or trust. I dont know the solution here for those that do this. But black lists do exist, still.

This is something amazing to me in my experience with MM, which was since 03 or so. So Kings from Recoba til now. In that time, I am not aware of any of the old blood, which does exist outside of game between mages, being used as a reason to remove a mage from the guild. They are punished and left to decide themselves. Mordor will take any and all who wish to join a heavy RP guild. And if your Master is ever hated, so far as I have witnessed you will still remain a mage til you remove your robes.

User avatar
Avatar
Titan
Posts: 463
Joined: 10 Mar 2010 05:52
Location: Denmark

Re: Changes

Post by Avatar » 22 Feb 2016 10:00

This is something amazing to me in my experience with MM, which was since 03 or so. So Kings from Recoba til now. In that time, I am not aware of any of the old blood, which does exist outside of game between mages, being used as a reason to remove a mage from the guild. They are punished and left to decide themselves. Mordor will take any and all who wish to join a heavy RP guild. And if your Master is ever hated, so far as I have witnessed you will still remain a mage til you remove your robes.
I just need to make it clear that Avatar was forced out of MM by Olorin, because he realized who the puppetmaster of Avatar is. I have a bad history with the genesis admin, one that, thankfully, has been resolved years ago.

But that fact ensured that Olorin had me forced out of the Tower. So it does happen. Even in the best RP guilds.
Angmar! ANGMAR!! ANGMAR!!!
Pulp Znuga! PULP!!!!

Post Reply
http://tworzymyatmosfere.pl/przescieradla-jedwabne-z-gumka/