If you perceive the people you are playing the game with as friends, and the people you are playing the game against as your enemies. You are making a big mistake. And I'm saying this despite, me as the player might come off as a polarizing character to the some of you. I know the real enemy is not having anyone else to play the game with OR against. It's important to keep that in mind as you carry on with your business.I just want to point out that this is probably the most important advice of this thread. Be nice to each other, and we can all have fun together. You can't play the game without the other side participating too.
no more killing didi she is done have a great lifeDidi, honey, I love you. I don't want you to be unhappy. I hope I've made that clear.
I agree. Sect ranking shouldn't ever be a requirement for org progression. Maybe an option, but not a requirement. My experience with Sect ranking (overall, not seasonal) suggests the system is super busted - it doesn't reward improvement over time nearly as much as just being good to begin with. I don't mean to be rude to whoever's responsible for developing it, but I strongly suspect its statistical model is flawed. As such, asking people to achieve a certain rating or standing (as opposed to the ranks that are just related to numbers of matches) is extraordinarily unfair.I could sect but I don't really fancy fighting the same two people several times a day - every day - until we all just get sick to the back teeth of one another..Gonna echo this and add my own frustration to receiving a progression task that involves getting top 20 in sect, which means I'd have to fight the same 2-3 people over and over until I manage to scrape out a W or a draw enough for me to complete said task.
Miss me with that unicorns.
@Lin While scary, more consequential deaths (With permanency or loss of all loot/progress) is a highly refreshing concept to me. I have tried a couple of similar games, and it does make you attach less to your character for sure. But, it is a good thing that keeps you on your toes throughout the entire experience and once the inevitable happens, I find myself craving for more with a fresh start.I think some games definitely have work to do with regards to getting the balance between danger and longevity just right. In the current game I'm playing, you're really not at risk of permadeath unless you're either being supremely stupid, or you've built yourself up to be so powerful that losing the protection is the cost of agency. It has all the perks of permadeath (death seems serious, you behave in a genuinely cautious way, people can TRY to bypass your fancy shield if you really really piss them off and convince them it's worth the risk, no one's a vindictive snowflake shouting taunts from behind the safety of a city wall), while still allowing you to live a normal life and get attached to your character.
And regarding the storytelling, I made my peace with the fact that IRE will never be the place to tell the story through characters' decisions, but tbh, from my personal experience, Aet is doing the best job out of all their games in that regard.I guess this was the tilting point. I have been playing this game for about twenty years. I love Aetolia, I really do. You don't stick around with anything for that long (MUDs, children, black tar heroin, etc.) without a genuine connection and passion for it.