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ryno2

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Posts posted by ryno2

  1. 1) What do you believe are the key qualities that one should have for it to succeed in creating a worthwhile overarching antagonist?


    Provide a real threat for players in a way that affects their day-to-day activities/roleplaying
     

    2) What do you believe are the qualities that one should avoid in an antagonist?


    Avoid putting mediocre people in positions of authority regarding the antag 
     

    3) What do you believe an antagonists job is?


    Antagonize the server, attack nations equally, and rally the player base together to fight a common enemy
     

    4) What do you believe would give a more enjoyable experience, an overarching antagonist entity or a splintered group of antagonist entities, or something else?


    A single entity 
     

    5) Any other information you would like to give on the topic?

    Bring back mob events, or make a different realm with open pvp where players fight swarms of hostile mobs and antagonists, a la the nether realm in the fringe

  2. nation conflict became more intense in asulon when the undead were gone and there was no antagonist faction for the playerbase to all rally against. this meant that the most successful nations (oren and dwarves mainly) were those that were best able to coordinate themselves and distribute resources to stay competitive, which necessitated ooc communication (skype groups, teamspeak, and subsequently metagaming). the ooc running of nations lead to toxicity and further ingraining of a factionalist mindset for those nations' players, with the ultimate result being that beating the other side became more important than actually enjoying roleplay. 

  3. Being kicked out of the Undead by you, only to watch you run it into the ground because you had too much on your plate and thus too little time to give direction to the sects, will always sting me a little on the inside. But it's been so long since then that it doesn't matter anymore.

    Good luck, if you come back then hopefully by then you'll have learned as much about yourself as about coding

    • Remove crafting times
      • One big problem with Nexus crafting is that long craft times lead to people sitting in one spot waiting for something to finish before putting in another one, without roleplaying in the meantime since for most things its on the order of a few minutes so running back and forth between rp and crafting is a hassle, might as well just sit and grind
      • Removing crafting times would make grinding go by much quicker, because lets face it people are going to grind a skill system in any case so might as well let them get it over with quickly
    • Remove gear percentages
      • People will sit in a spot for a good while trying to make a high % sword because right now its a random number generated %, which detracts from roleplay
      • Pretty sure part of warclaim and pvp lag comes from people with all different % gear doing different things at the same time, maybe reducing variables will make it less laggy?
      • If you wanna keep tiers for weapons like iron < steel < black ferrum just change base damages like 5 < 6 < 7 
    • Remove knockback resistance and slowness on armor
      • Having knockback resistance on armor takes away from a lot of the skill of minecraft pvp, no combos and the person who wins is the one who has the slightly better gear
      • Besides that people in slow iron armor will always lose to somebody with a decent archer set and bow because the archer will just kite forever and the iron armor guy cant catch up
    • Remove racial pvp buffs
      • Too many people only playing a certain race because of the buff, like wood elves for archery or orcs/ologs for melee 
    • Remove weapon speed timers 
      • Please remove weapon timers so the pvp is more similar to 1.8, having 1.9 pvp timers with shields and 20 hearts means pvp lasts way too long and running away from being surrounded is way too easy
    • Lower the max exp for skills to something like legendary or masterful
      • Last I heard the max was gonna be dropped to Aengulic but 1,000,000 exp will still take a while for people to reach, keeping the cap low means less time spent grinding and more time spent roleplaying

     

    The whole point of most of this is to make the server less of a mmorpg grind-fest, and make it more like skills lite; still something to do when not rp'ing but not nearly so time-consuming to get to a decent level

     

    psure staff wont see this or the ones who will wont do anything but hey might as well try

  4. Just now, Hiebe said:

    I thought the server was mechanic based, so if mechanically I had a higher skill level then you I would mechanically be a better blacksmith in roleplay. I have always liked that idea cause it better then having the random newbie show up and say he was a god smith and out-smithed me cause he can type better.

     

    If we're talking hypothetically, wouldn't the scenario you propose (a new player joining the server and thanks to excellent writing skills convinces most people that he's a better blacksmith than, let's say, you) become an opportunity for roleplay in the form of in-character humility? Like you're the best smith you ever knew, but out of nowhere some foreigner (probably a heretic to boot) arrives and makes waves in the smithing trade, and some say that between you two he's the better. 

    And if it happens that he only rp's a blacksmith once or twice, even if he happens to do it better than you, will it really matter? Not many would remark that he's the better smith in that case because his being less prolific would mean his name is less widespread

    Just food for thought

  5. Just now, Hiebe said:

    I like having a skills plugin. Makes my time and effort put into a skill worth it.

     

    Quality of roleplay wouldn't be any less valuable just because there isn't a hard metric to validate the time you put into something; the skill level of a character shouldn't be directly proportional to how much time a player puts into leveling up from an arbitrary number to another, because this means the ones who roleplay a profession the most are much less likely to have this character-skill-determining number-set than someone who watches youtube while grinding away

  6. Nexus was designed to promote roleplay by implementing item timers so that people could put something in a workbench to craft, go roleplay, then come back when said item is finished to claim it. 

    What we've seen however is that in order to stay relevant in any sense you have to get a group together with all or most of the players contributing somehow. Because of this individual players in these groups feel pressured (and I might add rightly so particularly if its a military type guild) to spend hours, days, even weeks grinding out items for the benefit of their group. 

    The need to grind to get the most items and the most experience leads to the need to become efficient, which players tend to become good at with enough time. With Nexus it means foregoing roleplay in order to spend hours at a time putting items in a workbench to craft and in the meantime either alt-tabbing to youtube, closing the game to play something else, or straight up sitting there waiting, doing nothing. 

    Adding to that the amount of time required to make items means it takes weeks or months to grind out most skills to the skill cap, which has steadily been raised from aengulic (1mil) to daemonic (2mil) to supercalifragilistic (5mil) leading to people feeling the need to grind more and more to, again, stay relevant. This is not only detrimental to the people themselves who grind, it adversely affects the people they might otherwise have roleplayed with by bereaving their friends of their character's presence. 

    While this cycle of grinding up then grinding up again to reach the new cap is occurring among older players, new players, especially ones who want to do their own military-type thing right off the bat, have no way of reaching the level of proficiency nor efficiency in the necessary activity of grinding without - you guessed it - repeating the cycle by either joining a group that already has a lot of grinders, or making their own group and integrating older grinders into the mix. In both cases new people being recruited will nearly invariably be expected to contribute in some way via professions, which is probably not something a new player who made an application thought he was signing up for, leading to a number of players quitting before even starting because of Nexus. 

    As for Nexus crafting, it's totally unnecessary; custom items can be coded into vanilla crafting without too much difficulty (correct me if I'm wrong). The complexity and learning curve of Nexus crafting may be no trouble for those of us who've worked with it since Thales or Athera, but it no doubt leads to quite a few new players joining, being confused by the weird crafting system, then leaving out of frustration with nothing compelling them to return the next day. With custom recipes added to vanilla crafting the transition from vanilla to Nexus is removed and a barrier to basic survival for new players is thus lifted, which could lead to a higher retention rate for new players.

    Obviously this isn't the case for every new player, a number of them overcome the initial hurdles and have good times roleplaying; and obviously not all guilds become grind-houses, particularly the ones dedicated to roleplay who do not level up professions. But still the majority of new players have a less-than-easy time getting straight bearings and most guilds, especially the military-type ones, need to grind or else they wont hold a candle to the groups that do grind. 

    IN SUMMATION: Nexus crafting and professions may have seemed like a good idea back when the concepts were first progenated before Thales, but it is my firm belief that its cons outweigh its pros and that it would be in the server's best interest if they were either replaced by something easier to work with or removed entirely. 

    EDIT - 'necessary' to 'unnecessary'

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