Death lost the bet!

All Genesis Common Board Messages get directed here. Discuss and comment!
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.
Locked
User avatar
gorboth
Site Admin
Posts: 2352
Joined: 03 Mar 2010 20:51
Location: Some old coffin

Re: Death lost the bet!

Post by gorboth » 26 Nov 2013 15:51

Mersereau wrote:In less than six weeks this experiment will end.

Does the administration have a plan in place or is the plan to revert back to before?

Are options being considered?

What was the ultimate goal of this?

Many times the administration has chosen not to be transparent in their goals and actions. When they have made errors -through stubbornness, or arrogance, or outright bias and favoritism- they have refused to fix problems and step in when global or a single guild's features had been implemented turned out not best for the entire playerbase.

Perhaps it is time for a paradigm shift.
The plan for the future will depend largely on the outcomes of the experiment. In terms of options, I'm very interested in what I'm hearing from lots of players on the matter. There's lots of creativity out there, and I'm open to whatever is going to be best for Genesis. The goal is to make pvp fun and an aspect of the game that plays into the quality of our offering, both in terms of competetive fun and in terms of roleplay. Transparency is awesome, and sometimes hard to achieve because it is so subjective to the eye of the beholder. Attempts at transparency can sometimes seem inauthentic or come across as "spin" or whatnot. Petros, Eowul, and I have been very earnest in our attempts to get the guild recodes rolled out in a way that works, but it is definitely true that the iterative rollout of different guilds at different times creates inequity, which has a strange impact on pvp. Magic in Genesis, especially, will perhaps always be controversial, but I remain hopeful that we can get to a place where it works well enough for most players to accept.

Paradigm shifts tend to happen by nature rather than engineering, but did you have a particular in mind? :-)

G.
Mmmmmm ... pie ...

User avatar
gorboth
Site Admin
Posts: 2352
Joined: 03 Mar 2010 20:51
Location: Some old coffin

Re: Death lost the bet!

Post by gorboth » 26 Nov 2013 15:57

Laurel wrote:... many things ...
Slapping felt. I suppose I'm glad you hold me to a high standard.

G.
Mmmmmm ... pie ...

Laurel

Re: Death lost the bet!

Post by Laurel » 26 Nov 2013 16:20

gorboth wrote:iterative rollout of different guilds at different times creates inequity, which has a strange impact on pvp
strange to whom? maybe you should consider consulting your active players before launching something new?
make working-groups of players who are skilled in different aspects of your game
i.e. the hunters (Fluffy's player, Ilrahil's, Freya's, etc. come to mind) who could tell you how best to (ab)use for pvp the tweaks and perks you code
i.e. the grinders (Irk's player, Phantom's, Ninle's, Straag's, Wolverine's come to mind) who could tell you how best (ab)use for grinding the items/skills you code
etc. etc.
you just need to develop some kind of reward for them for being honest and fair - that would be the tricky part I guess
on the other hand - they usually like their egos stroked this way or another, so maybe that's the way to get their positive buy-in for such working-groups
gorboth wrote:I suppose I'm glad you hold me to a high standard.

G.
I don't see any particular reason I should not. On the other hand Gen history holds a lot of instances when wizards acted as superior to non-wizards, so it might as well apply to standards.

User avatar
Mersereau
Champion
Posts: 578
Joined: 05 Mar 2010 01:05
Contact:

Re: Death lost the bet!

Post by Mersereau » 04 Dec 2013 18:24

One factor in the reason playerfighting fell by the wayside was the complaint about the use and subsequent weakening of herbs and potions. Where in the past they could turn the tide of a fight and give someone a chance to survive an encounter by using and stacking resistances, now they are next to worthless.

Perhaps it is time to change this antiquated idea.
"Tragedy is when I cut my finger. Comedy is when you fall into an open sewer and die."
-Mel Brooks

User avatar
Amorana
Rising Hero
Posts: 304
Joined: 04 Nov 2013 20:26

Re: Death lost the bet!

Post by Amorana » 04 Dec 2013 20:38

Mersereau wrote:One factor in the reason playerfighting fell by the wayside was the complaint about the use and subsequent weakening of herbs and potions. Where in the past they could turn the tide of a fight and give someone a chance to survive an encounter by using and stacking resistances, now they are next to worthless.

Perhaps it is time to change this antiquated idea.
I agree wholeheartedly. I think one of the worst things to happen to pfighting was the the removal of the way herbs and potions worked. People complained "oh, a champion can beat a myth with herbs" as if their time and preparation counted for nothing. It's not a small task to collect enough herbs for a champion sized hero Icarus to battle a Myth sized Saya on Holm (as I recall happening on several occasions.)

And in fact now that the change is in effect, people are complaining just the opposite! That the size difference is making it impossible for smaller players to ever compete.

Bring back old herbs and potions! I'll even deal with the withering and non-saving if it means that they work the way they used to!
Zhar wrote: "Man, this guild I'm in is so god damn powerful! Please nerf or I'll have to leave it because it's no fun any more..."

Laurel

Re: Death lost the bet!

Post by Laurel » 07 Dec 2013 16:53

anyone started to tag-kill eachother for exp while the "test" lasts yet? :twisted:

Amberlee
Myth
Posts: 1539
Joined: 08 Mar 2010 19:50
Location: Kristiansund, Norway

Re: Death lost the bet!

Post by Amberlee » 12 Dec 2013 02:14

If your goal is to make the PvP aspect fun.
Maybe you should see a bit on Neidar defencive abilities.
And how 1 of them was winning over 4 calians in a straight up slug match.
The views posted by me on this forum is not the views of the character Amberlee in-game.
If you ask for my opinion here, you will get MY opinion, not that of my character.

Draugor
Myth
Posts: 1815
Joined: 06 Mar 2012 00:14

Re: Death lost the bet!

Post by Draugor » 12 Dec 2013 11:04

amberlee wrote:If your goal is to make the PvP aspect fun.
Maybe you should see a bit on Neidar defencive abilities.
And how 1 of them was winning over 4 calians in a straight up slug match.

Aye, no matter the size of the Neidar he shouldnt be able to survive that, its just wrong :P
Thankfully it only seems to work on Physical damage tho :P Wonder why that is, I mean tough is tough innit? Fire or a fist to the face

Arcon

Re: Death lost the bet!

Post by Arcon » 12 Dec 2013 11:48

amberlee wrote:If your goal is to make the PvP aspect fun.
Maybe you should see a bit on Neidar defencive abilities.
And how 1 of them was winning over 4 calians in a straight up slug match.

Same size calians? With high quality eq?

Amberlee
Myth
Posts: 1539
Joined: 08 Mar 2010 19:50
Location: Kristiansund, Norway

Re: Death lost the bet!

Post by Amberlee » 12 Dec 2013 12:48

arcon wrote:
amberlee wrote:If your goal is to make the PvP aspect fun.
Maybe you should see a bit on Neidar defencive abilities.
And how 1 of them was winning over 4 calians in a straight up slug match.

Same size calians? With high quality eq?

tbh very few is the same size of Irk.
But the gear was there.
My problem with Neidar isnt the PvE aspect of the guild.. I dont mind that.
Its the PvP ramifications of it.. Them being near unkillable.
The views posted by me on this forum is not the views of the character Amberlee in-game.
If you ask for my opinion here, you will get MY opinion, not that of my character.

Locked
http://tworzymyatmosfere.pl/przescieradla-jedwabne-z-gumka/