Windemere wrote:Now I have learned how to roleplay and it has served me well, but I run into far too many people who are not willing to do so. Alorrana mentioned on the unofficial board that a Myth would not take orders from the BDA General if they were smaller...
When Purple returned from his hiatus, I offered to meet with him and explain the changes that happened while he was away, places where he could grind and obtain money, political situation (alliances, wars, etc), guilds and their characteristics and some equipment to start. He accepted, and we met in the Sparkle common room. While we were talking, he received a message from the RDA general...
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[Purple] murmurs: RDA leader wants me to go on an equipment run right now
> nod
You nod solemnly.
[Purple] smirks.
[Purple] murmurs: not going to
You chuckle politely.
> who
There are 24 players in the game, of which 5 fit your selection.
Irk Purple \/\/\/\/
Nikiel Rhynox+ Tapakah
Players in the realms who are not known to you:
Anshar Draugor+ Hektor* Mersereau+ Zar+
Balhut Erling* Isgrimnur Tassle
Barak* Fairlight Lazeus* Trutblemma+
> [Purple] murmurs: he didnt even exist when i joined the RDA
[Purple] murmurs: I consider myself exempt
grin dwarv
You grin dwarvishly.
... ^_^
I have always stated that the worst leaders are the myths, because they wage wars and attack others without caring, as their size allows them to survive most battles. They are also the ones that usually don't adventure (if you are already myth, why to risk dying?). The smaller ones are the best leaders since they see everything from another point of view as well. However, even well known leaders can have issues within the guild if they don't come often (Armitace, Eagledraco, etc).
Windemere wrote:I liked the days when it capped at Champion. Is there a really good reason why we switched to this new way other than so people could see how big they have become?
Agreed, I have always been against the new titles. When they appeared I was an expert, so I grew all my way back from there. However, the reason was sound: there used to be a rule where one could not attack someone two or more levels below than one unless he could justify it. However, the champion level was not capped, so there were small champions (like Rhynox), medium champions and huge champions. A small champion could not assist against a huge champion, and he would be able to kill him in just a couple of hits. The new titles were a necessary update to fix that problem, but brought another: RPG miss. Since almost everyone was champion (small or huge) you would no longer need to grind, and could spend your time chatting or roleplaying. When the new titles appeared, a new race for the biggest title surged, a race that is still going on nowadays. I believe (as we say here, "with Monday's newspaper", so this opinion is biased) that the right approach would have been to add only a couple of titles, wait until all champions that were below the title reached it, and then move it upwards, maybe one title per year. This would have made people grind for a couple of months to reach the next biggest title, but then continue to do what they used to do. Throwing the new titles the way it was done made some people realize the huge difference between the biggest characters and the like with everyone else.
An extra problem was that the biggest title was too high, it was created on purpose so that even the biggest players in Genesis were below it. The first four to reach myth were Kithkanan, Kuti, Dionysos and Xar. I don't remember how big was everyone else, but I remember the biggest neidar was Blizzard. Unfortunately, when upping the goal so high discouraged many that were happily at the top, many who have spent years to reach it would need to spend again as many years to reach the new biggest titles.
Maizara wrote:Personally I would like to see all mortal titles that everyone can see capped at Champion but your stats continue to grow just like they can to Myth, because I dont like the idea of a cap if someone wants to be the biggest player in the game and has spent 10 years doing it they deserve those stats.
However, the truth is that you can't roll back the changes. We already know who is bigger than who for sure, and that will prevent people from being bold again (for example, even if an expert and a champion were again both champion, the expert would know that one is in fact a champion and would never dare to attack him as he may have done in the past).
We agree that someone who has the will to grind for ten hours per day and has been doing that for years non-stop deserves to be considerably bigger than someone who can seldom be around.
Windemere wrote:It makes the game boring when you login and grind, and grind, etc... because there is no one to talk to.
Again, I always say that the game will be fun again once everyone hits myth. That won't happen anytime soon, though.
Windemere wrote:This is why people whine when they get killed, or can't beat something. "I'm a Myth, I should be able to kill X".
That is not really true, though. We all know that skills are what count. When people complain, they don't compare their size versus their opponent's size, but instead their skills versus their opponent' skills. No matter your size, there will always be something you cannot do (at least, alone).
What could be done? Well, capping growth would not work, the either you need to put the cap higher than the biggest mortal (who is quite a bit ahead of every other mortal in Genesis), or put the cap at a much lower average (in which case you are punishing the people who are above the cap, preventing them from growing for several years until the average hits the cap). I already suggested that we need to push those small (but willing to grow) faster, so that they reach their goal faster and can stop thinking about growing. My suggestion was to create an average of every mortal character that is currently logged in, and then make the characters with an average below it to get bonus experience. People in the average or above it would get no bonus at all, but they would never notice any difference as how it is now. However, if there are five myths and one novice in Genesis playing, the population average size would be titan/champion ([1 + 16*5] / 6 = 13.5), and therefore anyone below it would get a bonus (directly proportional to the difference between the character's mortal size and the average). I don't mind a newbie reaching myth in a couple of months when it took me years.
Maizara wrote:Then to create conflict and more roleplaying situations between rival guilds drop the death loss from PvP deaths or at least reduce it significantly.
The new death system is better than the old one. It allows people to grow back to their size much faster than before (I was told some can restore a death from around myth size in a week). While it is not true in all cases (it took me a good month to do that), and certain guilds are handicapped (a calian who has died won't be able to grow back alone, for example), the system is better than the old one.
Maizara wrote:So if people want more chances for roleplay then there needs to be more choices other then roleplaying a Merc, Glad or Ogre.
What you say about councils is true, sadly. And it is also true that there are very few opportunities for roleplaying. But remember what you said at the beginning: you can't force someone to roleplay. And unfortunately, most of the people who are around don't have the time or the will to roleplay. You need more roleplayers, but they aren't that easy to find!
I remember a newbie who tried the game and managed to reach Sparkle after finishing the tutorial. His parting words were something like "I just killed a huge vampire and now I must kill rats and beg for money to anyone I cross around". The "real world" (outside the Tutorial) is too tough. If you ask me, all the mortal levels below expert are trash and should be scrapped. Anyone finishing the tutorial should "graduate" at expert, which would allow them to, at least, carry more loot to sell instead of the knives and clothes from the orcs in Sparkle without getting tired.