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Yaldabaoth

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Posts posted by Yaldabaoth

  1. 5 hours ago, Zacho said:

    Ye ye, I meant to add in also to my comment that the system should be nothing more than guidelines, its awful that anyone can use this and abuse this. It removes the storytelling out of roleplay.

    Oh my bad man, wasn't sure exactly what you were implying.

  2. 17 hours ago, Zacho said:

    the roll system wasn’t even meant to be a super concrete enforced thing it was supposed to be an idea in which if both parties fully agreed to it that these were the guidelines to said rolling.

    In which case it would have been fine, guidelines are not really problematic, though unfortunately this is not how the final product turned out. When I initially brought this up (prior to making this post), there were people under the impression that it wasn't enforced and was actually poorly worded guidelines, though not long after it was confirmed to be roll default system that the rule’s wording implies.

  3. 11 hours ago, yandeer said:

    While I feel as though rollplay can have a use in some specific scenarios (managing large events, comedic effect, etc) I disagree with it being something that can be forced upon a person at any given moment. If people cannot abide by the Roleplay Quality Standards of being able to give and take with providing a quality story and roleplay experience without being leaning on the crutch of rolling an online d20 to determine your character’s fate, then are they truly a quality roleplayer? If we are to hold ourselves to the high standard of the server, then we should try to do better than forcing rollplay because we’re scared a situation might not go in our favor, or that we might be deprived of an outcome that we want. There will always be a time in your tenure on the server where you are forced to admit that you’re either outmatched or outplayed. There are often consequences for this, yes, but those can often create a more interesting narrative than what you had before. By giving something from your character up to quality roleplay (be that minas, a limb, or even your persona’s life) you are creating a better story for not only yourself but the people you interact with.

     

    If you find yourself in a situation on the server where you are so unwilling to accept consequences that you have to rely on sheer luck to maybe weasel out of a position you don’t want, then perhaps it is time for you to reassess if you’re on LOTC to have fun and create an interesting narrative, or if you’re on LOTC for the purposes of winning- whatever that means to you. 

     

    Disclaimer: obviously this **** doesn’t apply if you’re dealing with meme rpers or people who don’t care about quality. there’s nuance to this statement.

    God, I wish that people would just accept a firm talking to and realize the woes of their ways, unfortunately thats not a particularly feasible expectation. Still, to go along with your direction and propose a bit of thought experiment, I would be curious to see if anything came from a generally harsher stance on low effort, low quality crp in the context of obviously serious rp (not talking meming at 5am with your friends or anything). Obviously not to the extent of punishing people for not paragraph posting in crp, but having a generally defined standard of rp quality that is actively enforced my moderation. As it stands right now, roll default, is about as close as you can get  to encouraging mediocre emotes within crp, and seeing the inverse, while it may not be greatly effective, would certainly be intriguing.

    In terms of accepting the consequences of ones situation, the server seems to be at a fairly low point. Even prior to these rule changes, various people and groups in the community have a tendency to hide themselves behind ooc, rather than simply ‘taking it as it comes’. Though I digress, this is unlikely to change, thought experiments or not.

  4. 1 hour ago, JustGrim said:

    It’s a flawed system, but sure they tried, though the old system could be messy it at least had it’s quirks and moments that made CRP fun.

     

    My biggest issue with all of this is the forced damage that someone will take – look at these different strong creatures like Ologs, Golems and such. What is the reason that they should be able to take damage from a 12 year old who rolled a 20 when they rolled a 1? It doesn’t make sense to me to have roll default for someone who knows they would lose with the honour system, but would rather use RNG than any form of realism. 

     

    This is coming from someone who dislikes CRP in general, and is very bad it, but I would rather be able to fight with someone and say ‘Hey my character loses an arm because of my stupidity’ than roll low and have it so they just chop off both my arms and legs. This allows for less descriptive emotes and much more half-explained and half-baked ideas. 

    Yeah, the concept of having to base your characters successes or failings entirely upon something as utterly arbitrary as the various rolls is just disgusting in all respects, even in events its a bit annoying, but at least there its passable. Its so much more fun for everyone involved, if you lose crp because you were incompetant or negligent, you actually learn something from that experience, the same cant be said for roll based combat. I do appreciate that they attempted to fix some of the various issues with the rules, but its saddening that things are gonna be super scuffed till at least some of the rules are amended.

  5. 1 hour ago, Valaryon said:

    Nobody wants to lose, and nobody wants to sit there in CRP for the next hour when they know they’re screwed and going to die. At least with PvP, everything is over at most in the next ten minutes.

    I didn’t particularly touch upon this topic much but yes, in terms of ‘quick’ resolution, roll default just drags out the unpleasantness that could be resolved in a quick bout of pvp, taking both the traits of crp and pvp and combining them into a mess that serves neither of the niches well.
     

    2 hours ago, Sorcerio said:

    As many have already stated, the use of rolling as a ‘default’ is one that will lead to even more adverse circumstances than we already have, arguably more so than the disputed use of PvP. I personally do not believe that this permittance to overturn preparation and roleplay in favor of luck will end well for either end of the spectrum, leaving some subject to endless defeat due to their poor rolling, whilst others are sent spiraling into a deeper hole of poor conflict quality. 

     

    Of course, there may be some times when this system may be forcibly applied; in fact, ST use it all the time when handling large-scale events as a means of keeping track of player powergaming. In the instance of player-on-player conflict issues, I see no reason why a mod could not enforce the use of rolling or mechanics should the need call for it, though I also think that if players are encouraged to legitimately roleplay more so than repetitively running a chance-based command, the quality of conflict will much improve to a much greater extent than otherwise. 

     

    To embolden my emphasis on conflict preparation, with the new plugins that are coming around next map especially, preliminary measures will be key not only in roleplay conflict, but mechanical conflict as well — allowing for a more concrete base to settle differences. The use of rolling, meanwhile, would likely become the new roleplay-avoidance meta wherein everything is left to pure luck, perhaps even going so far as to authorize leeway for individuals to string together some single, five-word emote which briefly states them decapitating an olog with a broom handle. Either way, a sustainable system cannot be based upon the notion that one can fall back upon chance to dictate narrative. 

     

    Ultimately, quality conflict is something that can only thrive through a cooperative, narrative-driven ideology; this unfortunately being a virtue of roleplay which players can be gravely deprived of at times. Throughout all roleplay, not just LOTC, many players adopt what I shall refer to as the “Quick-to-Conquer” mindset — this being when players seek to take the quickest route to achieve victory or avoid defeat as opposed to endorsing a more story nourishing mentality. Is it the held belief that videogames are platforms meant to be solely won, or that one is merely greater than the others? Who knows. It’s different for each individual. 

     

    Because of this, many would doubt that virtuous conflict on a sever-wide scale will be plausible, if at all possible, regardless of rules. Yet be that as it may, there are some groups that indeed lead narrative-driven and selfless conflict between each other, which is arguably much more engaging than merely seeking the quickest way to achieve victory. With that in mind, I firmly believe that the rules are fully capable of pushing players in the right direction, moving more to enact conflict legitimately as opposed to a more self-serving mindset, whether through mechanical or roleplay engagement – both should be used to meet the same goal.

     

    I know I’ve gone a bit off topic at this point, so I’ll end this response here. While are still qualms I hold with other rules, I shall not list them here as they do not stand as primary in the point I am trying to convey, and clamorous repetition may very well do more harm than good. This said, every system has flaws that must be corrected, especially things as rules that only change more and more over time. I do hope that moderation is able to amend this rule and rectify the others mentioned, though even with my scattered criticism, I still applaud moderation for at least getting us some concrete conflict rules after the months and months without. Thank you for hearing my piece on the matter.

     

    Exceptionally well worded response, articulates a lot of the issues better and in greater detail than I, or practically anyone else covered in their replies.

  6. 53 minutes ago, argonian said:

    ???

     

    rolling a 20 doesn’t give me superhuman strength. a karate chop is still a karate chop. nor does it make ologs weaker, because a punch from an olog is still a punch from an olog.

    That's the thing, the way the rolling rules are structured right now ignores all logic by forcing injuries upon a roll, that’s a major reason why roll default is a problem. A nat 20 DOES mean that the injury is enforced to a degree of unrealism. Obviously Lhindir’s example is a bit overexaggerated, but it correctly demonstrates the type of problems caused by this roll defaulting system.

  7. 20 minutes ago, NotEvilAtAll said:

    You can create very detailed and complex storylines without conflict. As long as there is immersion and some sense of direction, conflict is not necessary to create an interesting experience. There is much more to do besides fight things on this server, after all.

    Depends on your interpretation of conflict, because by and large every story ever *does* contain conflict of some sort, (at least every interesting story) though it is of course, Not always physical conflict. Be a conflict of philosophy, or ideology, a conflict of intentions, a conflict within a singular person, or a political conflict, the core theme of /conflict/ does remain in each of theoretical tale, albeit in (often greatly) differing ways.

  8. 5 hours ago, InkGolem3k said:

    Of course its taboo its a magic that creates spirits. I feel that a magic that’s primarily viewed upon as evil should try to create villain rp instead of constantly hiding it away. I know that people like to meta game stuff like this but its no excuse to keep from trying to create rp. From the two months that I’ve played no one really knows about mysticism IRP because of the fact that those who hold the magic do nothing to try and create rp with it. As for it being more “prestigious” that only sounds like its passed around in close knit OOC circles. Much like other magic. Of course you should have significant rp to be able to get the magic but let’s be real here... sometimes thats just not the case. Its sometimes more about OOC  and who knows who OOCly than how much work goes in when it comes to rp.

     

    Also I did say some ST’s and not all ST’s are memeing him. I do think its better to actually give criticism to the guy like you did instead of just posting memes.

    I would suggest to you, that the reason you, or any of these other people that you refer to don’t know about mysticism, or really any other lesser known magic-esc lore, isn’t due to the lack of rp, but rather due to the very nature of the rp that such lore creates. It would essentially be nonsensical for the mystic playerbase to go wildly around demonstrating to entirely unrelated parties, the nature of their lore, for no real reason other than garnering infamy.

  9. On 9/24/2020 at 5:41 AM, Knightei said:

    Remember: Lore can be little things too, so don’t fret by making a new magic and CA!

    This, I highly recommend that if you truly desire to get into lore writing, that you begin with smaller additions, neat little pieces of accessible flavor, rather the behemoth that are these sorts of all encompassing magic posts.

  10. 2 hours ago, ShannonLeigh said:

    What’s wrong with the name?

    Not the name, fast acting lethal poisons able to be administered secretly and only curable through specific rarely known measures doesn't sound like something that’d promote much rp, other than annoying assassination attempts.

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