Sure Is Quiet!

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*Hydra
Posts: 554
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Hydra »


I've one sound idea: Make us all 15-20ish once again, give us plenty of free time and enthusiasm like we had back then, make the reading of all the lore book mandatory and voilà :P
*DaftyXIII
Posts: 333
Joined: Thu Jan 01, 1970 12:00 am

Posted by *DaftyXIII »


Mr_Otyugh,Apr 15 2017 wrote: - When people are to be deemed guilty inevitably, try to teach them to a point where they should be able to avoid further incursions of similar kind. A misbehaving player at first is a failure to explain how things function. Doing so may just make them the assets of later date. After they've been sufficiently told how, and still misbehave, it becomes the problem of the player.
That's a good idea Mr_O, Forgive until you became a repeat offender then punish them. . . or whater is planed I like it.

Also If I may add, not to be that guy, But I will explain a story then get to my suggestion in relation to the story told. . .

when i first joined SCoD I didn't feel welcome. The reason why is I felt if your not "In' with a group already established your just another player vibe I got. I realized that's not the case tho, the reason why is because I waited for others to approach me, rather than me approach others for awhile. I'm a highly reserved person and have a hard time not being so IC initially.

How I broke myself of that was to try and approach players I don't recognize, I try to assist them with learning some basic stuff like the coin exchange and other planes exist, and are accessible if you have the right item on you which acts as a key. and so on. . .

I did this because I didn't want others too feel the same way I did if they are like me.

So, a suggestion from me is( and I know this once existed but let me elaborate please :) ) to establish people whom can help new players and even regulars with some things they might not know?
The way it was done in the past I felt it was not going to help as much if one would sit in the OOC Room and not be known who they are really, unless they checked specifically on the forums which not all want to bother with.
is it possible to have a player with a character that would be lore friendly guide (if such exists) to help guide new players, or residents in this case and RP as such? This might also encourage the person who Took on the job to be on that Character more often as they arnt sitting around all the time waiting for something to happen.

It would help both sides to my conundrum I had once with my story when starting off I feel.

it's just a idea and opinion I have, I'm open for other ideas to be pitched in on this or even countered.
*Trigonometry
Posts: 28
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Trigonometry »


I'm going to post my own reasons for why I haven't been playing as much lately, given that the most important issues the server is facing I feel have already been adressed by people in this thread.

Personally, I'm just in a rut. I have a character that I like playing and that is at max level, with reasonable enough equipment to grind effectively any area, and most of the goals that I have outside of mechanical advantages are just RP goals tied to my character's motivations and "endgame". But, my character is also a Wizard with an endgame ideal that would involve restructuring the entirety of reality. Effectively bringing forth a new form of the Multiverse that doesn't exist in the current state of things. It should be obvious to anyone, that I have made it so his goal is unachievable throughout my time in the server on purpose, but instead it is something that he can work towards anytime there's an event that he sees could pave the path towards that better future.

This gives me two things to do with my main character then:

1. Work towards his goal which involves either being involved with current plots or generating new ones.

2. Farm gold to buy the absolute best equipment from Player Merchants as well as get myself an area that I need, that also happens to cost 75k per tile for Goal A.

I've been holding off on Goal 1 because the current major plot that's going on I'm already involved in on a character that isn't my main, and for the character that is my main not too long ago I already had an event run. I'm considering asking an EM, or a DM, to do some more player plots but that's something that I always push back because personally I am always intimidated of asking something of someone else. On top of that, I also don't know if the kind of events I want run are acceptable things to pursue given the scope of his overarching goal. Getting a vial of god's blood, or trying to hunt down the Owner of the Fortune's Wheel for the Chronosphere of Lagos are things he's currently working towards as short term goals for his long term one, but they both also just require me to obtain more influence within his faction which is what I've been working on.

Meanwhile, I've been holding off on Goal 2 because farming for gold is really boring. Besides either turning all fodder gear into charges for wands, a lot of fodder gear I either just sell at 300 gold to a NPC because I can't be assed to become a player merchant, most of the gear I actually find isn't worth selling to an actual merchant either. On top of that, with most gemstones now being commonplace, rogue stones and blue diamonds aren't as much of a sure way of getting money as they used to be, which makes accruing funds even on an established character even more of a grind.

Those are my reasons for remaining absent besides when I'm needed in game, since my main character simply wouldn't sit around in the Bazaar or any other place X without something to do. He's a goal-oriented Taker. He would be spending every waking moment trying to climb his way up the ranks.

As for my alts, I need to grind more with them both. And as stated before, I hate grinding. On top of that, Barbatos specifically is one of those characters you don't want to overplay because it becomes old really quick, especially for the people who have to deal with being around him. It's why I play him in moderation.
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


So it's only the "bad guys" that should accept perma-death? That seems rather biased and unfair. What about people who always meddle in criminals affairs, surely they should be willing to face the same consequences that are imposed on the bad guys? :P Perma-death isn't as much fun when it isn't just a one way street usually.
*DaftyXIII
Posts: 333
Joined: Thu Jan 01, 1970 12:00 am

Posted by *DaftyXIII »


Mr_Otyugh,Apr 19 2017 wrote: So it's only the "bad guys" that should accept perma-death? That seems rather biased and unfair. What about people who always meddle in criminals affairs, surely they should be willing to face the same consequences that are imposed on the bad guys? :P Perma-death isn't as much fun when it isn't just a one way street usually.
not what I meant lol - I should have expanded on that more

lets say a assassin walks into ones house and attempts to kills off a Harmonium member true to his/her ways of the faction - if the Harmonium member does not go through with it in PvP I do not expect him to be able to snitch on the Assassin :P
*rapsam2003
Posts: 905
Joined: Thu Jan 01, 1970 12:00 am

Posted by *rapsam2003 »


Mr_Otyugh,Apr 19 2017 wrote: So it's only the "bad guys" that should accept perma-death? That seems rather biased and unfair. What about people who always meddle in criminals affairs, surely they should be willing to face the same consequences that are imposed on the bad guys? :P Perma-death isn't as much fun when it isn't just a one way street usually.
Well, one thing is, people really have to accept the concept of permadeath. And no one ever really wants to, from my experiences on the server. Everyone has contingency plans and such. There's a few who do, but it's a personal choice, not a hard rule.
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


I'm not particularly opposed to perma-death, but improperly applied, it becomes very easily a toxic feature. I've killed off a few of my own characters, but they've always been for story reasons. I'm honestly not particularly interested of having perma-death be determined by PvP matters, because then it's not really story relevant, just build.
*Ariella
Posts: 308
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Ariella »


Perma death is something that can happen. However with our current views on it, to avoid the issues that come with perma killing a PC. You are typically warned by the DM before the action takes place of the risk involved in continuing that action. I have used this is my time here a few times but almost always the player opts out, Which to me displays the lack of enjoyment people would find if it became more commonly enforced.

If that was to change however it would never change for PvP, This game is not designed for it nor balanced for it and we are sure not going to kill characters based on it. When new content is built for the server pvp is almost never considered in terms of balance, which i think speaks to the unbalanced nature of it. Along with the lack of investment Sigil has placed into it.
*CheeseWedge
Posts: 84
Joined: Thu Jan 01, 1970 12:00 am

Posted by *CheeseWedge »


DaftyXIII,Apr 18 2017 wrote: what is better high risk other than perma-death?

Go big or go home! :P

I'm more than willing to kill of any of my characters honestly, but lets make it good and worth the effort to bother. A Shakespeare performance  between Light and Darkness should have causalities by the end. ;)
Exactly! :clap:

As long as its worthwhile so the death feels like it means something.
*Mabus
Posts: 312
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mabus »


Just in the process of moving. But I'm pretty quiet anyway... :P
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