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Tsuyose

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LT Initiative; Community’s Say

 

As promised, I would proceed with the creation of a thread to see what the community would like to see us, the LT, produce for them; this isn’t a complaint thread or anything of the sort. I merely wish to know what you, as the players we will be writing for, would like to see us, the LT, overall strive toward; expansion of culture, antagonistic lore, etcetera. In addition to this I’d like to hear about your expectations of us, as a team, and I, as their team lead.


To recap this isn’t a thread to complain about the LT nor to argue, feel free to discuss back and forth. I will be observing this thread, and I want to know what the community would like to see out of us. Is this a step in the right direction (my most recent threads/actions) and so forth.

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Antagonistic lore, and sky whales. They are most important. But Antag lore would be cool too.

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Write lore for the general playerbase instead of deity, voidal and dark magic topics. And skywhales

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Come out with a more transparent method of accepting / denying lore.

 

I think we're past the days where one sentence responses from one man at the behest of the entire team is acceptable. I'd rather see a public system, where LTs are forced to have their votes (and reasoning) accounted for. 

 

(and, of course, approve nephilim) 

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Aengudaemon characters need to be outlawed, writing lore for a very specific group or clique is dumb and keeping lore secret, for a long long period of time, but constantly talking of it, is flawed. 

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Less Events that cater to one group's chosen one that gives them relic/items of power/special powers. That's including the dragon storyline that was slated to come out.

 

Less Dark Creatures - Fix the ones that we currently have that have both power creeped unchecked and now simply meld together and have no uniqueness to them.

 

Make Anagonist characters have weaknesses to things other than Aurum/Holy Magic - Allow players that don't subject themselves to cliques and restricted roleplay to have a chance and the ability to impact RP

 

Fix Deity Magic - Less Cliques. Less Rules/Restrictions that turn people into Cookie Cutter people that are forced to follow Player X for all eternity...OR ELSE

 

Get LT people from every nation Not just races  - Some racial capitals are less active than multi-racial independent nations. idk about other places, but Sutica has folkstories and our own creatures that could be used for events and more story telling

 

 

A big thing, when you CHANGE lore or CHANGE something's weakness, INFORM the community, not just the player group that plays it. I remember when ghouls used to be undead zerglings and gold lines stopped them. All of a sudden they're not affected by gold lines, spitting acid, drinking tea with dragons, having full conversations with townspeople, and the such.

 

 

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21 minutes ago, SquirtGun said:

 

 

A big thing, when you CHANGE lore or CHANGE something's weakness, INFORM the community, not just the player group that plays it. I remember when ghouls used to be undead zerglings and gold lines stopped them. All of a sudden they're not affected by gold lines, spitting acid, drinking tea with dragons, having full conversations with townspeople, and the such.

 

 

 

 

I agree w/ this to an extent but I def understand certain group's desires to keep things hidden considering how certain members of the community treat information they shouldn't know about and or figure out through legitimate RP.

 

Your example of gold lines is a perfect one. Why should the ghouls inform the townsfolk OOCly that the gold lines the town put don't work anymore, so that the town can OOCly remove them and adjust accordingly? Why not have it so that when the townsfolk see that the gold doesn't work anymore in RP, they conclude that something must have changed and must then develop countermeasures that work.

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I'm glad the LT is now going to put lore submissions on pending status and suggest how the writer can change it, instead of out right denying. 

 

However, the major flaw in this is that map lore is still hidden from the players and that's the lore that most of us need to see in order to make our lore fit with server canon. Like with my monkeys or my Seed lore, I was flying blind trying to figure out how to make my lore fit with server history and I had no way of finding out if I was doing it right.

 

Just let people see and know the ancient history lore you've written. I'd rather people be able to publicly read it and draw from it in their day to day rp. That would make server lore have a much more significant effect on most players.

 

Right now, server lore is needlessly hidden away and kept secret because the LT seem to be waiting to reveal it in some big event. Problem is, these big history reveal events almost never happen (dwarves in Athera) and when they DO happen they're frustrating and underwhelming (fiandria word alter). 

 

Events you plan to reveal eventually aren't good enough to keep 95% of all interesting and potentially culture building lore hidden. Just make it public and let us draw from it.

 

Also, be open to change the status quo if players want to write in their own histories for their races. (seed lore, aeldin) we aren't asking for a complete overhaul but be adaptable to change YOUR lore to the lore the players have developed themselves and actively roleplay.

 

Also, everything squirt said above me I echo.

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Just a quick idea, attach an LT member to each active nation. So that members can address one specific LM with their questions, issues and problems.

Dwarves, High Elves, Wood elves, Oren, Sutica, Haria, Orcs.

 

Have these LM sit in the respective nation's chat and discuss things with players. That'd improve communication a lot.

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I think it would be nice if once a week or so (depending on when lore is reviewed) a simple little announcement page was made stating which lores were looked at and if they were accepted or denied along with a link to said lore. Wouldn't take long to make such a page and would help the playerbase keep track of what has been added.

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3 hours ago, Eileen The Crow said:

 

 

I agree w/ this to an extent but I def understand certain group's desires to keep things hidden considering how certain members of the community treat information they shouldn't know about and or figure out through legitimate RP.

 

Your example of gold lines is a perfect one. Why should the ghouls inform the townsfolk OOCly that the gold lines the town put don't work anymore, so that the town can OOCly remove them and adjust accordingly? Why not have it so that when the townsfolk see that the gold doesn't work anymore in RP, they conclude that something must have changed and must then develop countermeasures that work.

Simply because this isn't real life. This is a server that players come on to spend X amount of time doing something they enjoy.

 

If players are going through the effort of wasting money, time, and resources to avoid a type of negative RP that they'd rather not deal with, then they should be able to counter it.

 

It's different than Oh player A is banditing Player B. Your two normal players, you have similar chances, you have no mechanical buff.

 

However when you have  ghouls that were a nuisance at the beginning of Vailor, yet  still posed a threat to an unprepared victim, that a normal player had limited counters to (A. Hope to god you have an Aurum Sword or B. Escape behind something golden) now suddenly being a WoW Abomination with hook in their hands to reel you in, throwing up digestive acid to melt you like their the Fly, or communing with ancestral dragons, and they now no longer are affected  by golden lines and they already underRP their weakness to Holy Magic and Aurum weapons (Paleknight getting doused in holy fire and light *is now on fire, yet continues to step, but a little slower), it becomes unfair and unfun to normal players.

 

Maybe if dark things were more unique and uncommon, sure make them strong. But when you have 4 separate sp00k attacks in a single day and Gold Lines do nothing now, Clerical wards do nothing now, Holy Magic has little affect, and Gold Weaponry is useless as their all wearing plate and golem armor now, it's a bit ridiculous. 

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2 minutes ago, SquirtGun said:

 

 

You're not even arguing against what I said? Re-read my comment. I was just talking about people metagaming lore changes. I wasn't talking about balance or how strong/weak ghouls/spooks should be.

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4 minutes ago, SquirtGun said:

Simply because this isn't real life. This is a server that players come on to spend X amount of time doing something they enjoy.

 

If players are going through the effort of wasting money, time, and resources to avoid a type of negative RP that they'd rather not deal with, then they should be able to counter it.

 

It's different than Oh player A is banditing Player B. Your two normal players, you have similar chances, you have no mechanical buff.

 

However when you have  ghouls that were a nuisance at the beginning of Vailor, yet  still posed a threat to an unprepared victim, that a normal player had limited counters to (A. Hope to god you have an Aurum Sword or B. Escape behind something golden) now suddenly being a WoW Abomination with hook in their hands to reel you in, throwing up digestive acid to melt you like their the Fly, or communing with ancestral dragons, and they now no longer are affected  by golden lines and they already underRP their weakness to Holy Magic and Aurum weapons (Paleknight getting doused in holy fire and light *is now on fire, yet continues to step, but a little slower), it becomes unfair and unfun to normal players.

 

Maybe if dark things were more unique and uncommon, sure make them strong. But when you have 4 separate sp00k attacks in a single day and Gold Lines do nothing now, Clerical wards do nothing now, Holy Magic has little affect, and Gold Weaponry is useless as their all wearing plate and golem armor now, it's a bit ridiculous. 

Perhaps instead of consistently attempting to defend against something that your group is failing at, you can instead create roleplay and seek out groups who will defend you when these attacks occur. Perhaps create even a militia of sorts and train your citizens how to fight these people by emplying an expert on the topic like a marked man, cleric, ascended, or Paladin so that they can teach your group to how to effectively combat these things when they attack. 

Spooks aren't supposed to be nice guys, yes they do need to provide good roleplay, which they do, but they're also meant as threats, something to make the little elfen kids scared at night when they go to bed. It gives people fear, and in that, incentive to live and defend themselves which just creates more roleplay. 

There are many solutions to this situation such as the ones I've given you. Train a militia, teach your people how to combat that evil so that they dont get dogged every time. Or go find a group of holy users, or monster hunters that you can employ to call upon whenever you're attacked. This situation literally occurred today where a bunch of spooks attacked Sutica and myself, along with a few others were informed in rp and came to successfully defend your city. 

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Just now, Eileen The Crow said:

 

You're not even arguing against what I said? Re-read my comment. I was just talking about people metagaming lore changes. I wasn't talking about balance or how strong/weak ghouls/spooks should be.

Ive had a long day...sorry

 

I agree it shouldn't be meta-gamed, but it also works in reverse.

 

Without knowing the limits/extends a creature can do, others are kinda of unable to ensure that the other player isn't power-gaming and have to either believe what the creature-player is saying to be true, or try to get hold of a MAT/LT. And honestly, with gold lines as an example, I got 4 different answers from the Creature in question, the MAT Lead, a LT member and a Necromancer.

 

A similar situation has happened with other things. Trying to utilize the Wiki to fix such discrepancies in ineffective as your then told 'Wiki is outdated'.

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11 minutes ago, Leric (Td) said:

Perhaps instead of consistently attempting to defend against something that your group is failing at, you can instead create roleplay and seek out groups who will defend you when these attacks occur. Perhaps create even a militia of sorts and train your citizens how to fight these people by emplying an expert on the topic like a marked man, cleric, ascended, or Paladin so that they can teach your group to how to effectively combat these things when they attack. 

Spooks aren't supposed to be nice guys, yes they do need to provide good roleplay, which they do, but they're also meant as threats, something to make the little elfen kids scared at night when they go to bed. It gives people fear, and in that, incentive to live and defend themselves which just creates more roleplay. 

There are many solutions to this situation such as the ones I've given you. Train a militia, teach your people how to combat that evil so that they dont get dogged every time. Or go find a group of holy users, or monster hunters that you can employ to call upon whenever you're attacked. This situation literally occurred today where a bunch of spooks attacked Sutica and myself, along with a few others were informed in rp and came to successfully defend your city. 

When I was referring to constant sp00k attacks, it was in regards to something less-recent.

 

Training militias is something that does happen. 

Utilizing holy magic users is something that does happen.

 

I'm fine with sp00ks being baddies. However theirs a fine line between good villain RP and bad villain RP.

 

Back to my other example, when you've been attacked by 3 seperate groups of Ghouls, Shades, and Darkstalkers, within 2 hours and you're just trying to get out of that RP and here comes a Wraith, it gets bothersome, it gets annoying, and it gets boring.

 

Trying to communicate with the groups to simply say, Hey I'm fine with sp00k RP but we've had a lot of it today, mind coming back later to give us some down time? Often proves ineffective. Not to mention the same sp00ks that you kill every single day, over and over, multiple times a day sometimes. It's a lot like that one person that keeps coming into your city, no matter how many times your guards kick them out, banishes them, kills them. You become OOCly frustrated, and that shouldn't be the case.

 

As I said too, the power creep  dark creatures seem to have had to the point where some simply ignore weaknesses/severely underRP them makes it increasingly more frustrating. And this power creep has even been agreed upon by some of the sp00ks I've had conversations with. Which is why I suggested making the stronger sp00ks, still strong, but more uncommon. Let there be more underlings that normal players can go toe to toe with to provide them roleplay, while the uncommon/stronger spooks would be an interesting fight for those trained in taking them on. I'd rather sp00ks bring more enjoyable RP for 'normal' players that can end in multiple enjoyable ways for both parties, instead of the current '**** im screwed the second they're spotted' mentality that exists.

 

And the majority of this is more so the responsibility of the player than the LT, but I feel like the LT could clean up the plethora of similar sp00k classes, make them more unique, give them different weaknesses other than just Holy Magic/Aurum so normal players can shine and not just the special snowflakes. IE: Let Ghouls that are simply fleshy constructs be afraid of say...fire ala Frankenstein. 

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