Ankyrean Anguish - Aetolia-based RAGE

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Comments

  • There's very little point in collecting the ylem anyway. It's just a reason to fight.

    I understand there is a behind the scenes reason for this but a whole portion of this games development has just been forgotten about.
  • Just throwing this out there, random brain-fart, perhaps if players felt like they had more control over the direction their organizations head in some of the admin work would be done for you?

    Like areas could get built off the back of conquest, or new lore could spark innovation for events.

    I'm not sure it's the magic bullet. Honestly I'm not even sure how it would be feasibly implemented but there needs to be something making organizations feel stagnant and perhaps with more of a spark from the players, the immortals would have more of a drive.

    Having GM'd multiple DnD sessions before, I know how into it you get when you're playing off your party and they're driving you as opposed to dragging them and trying to force things to happen because they're just not getting into it.
    IshinYarel
  • MoireanMoirean Chairmander Portland
    I, personally, don't enjoy a lot of the PK changes. I miss being able to manually pick most of my attacks, instead of having to sit and code an optimal offense before I go into battle, and then spend time fixing the code issue instead of rushing back in to fight. I hate that feeling mid-fight of "oh this setting is a bit borked, I can't do anything in this fight." Stuff is too fast and bloated to be able to really manually juggle decisions anymore, and the larger meta-level - team management, area control, etc - which might tap in to those more manual/tactical choices that I like has really dwindled out with PK not being about objectives (warfare, capturing a point, etc).
    Jayce
  • OleisOleis Producer Emeritus Administrator, Immortal
    edited August 2014
    That was another few paragraphs that I removed from my post for brevity. (Believe it or not, it started out longer.) A couple complaints I've heard have been the direct result of player initiative in things like liaisons, now coming around to bite us. If I had my personal druthers, discernment never would have existed in the form it does now. The fact that combat here can be completely automated is entirely alien to me, and I'm frankly not a fan. I shouted down things like consistent limb damage reporting because that would be one more drop in the automation bucket.

    That said, I'm not the final arbiter and I don't think we can make huge strides backwards in that regard without really disrupting things. So, I think you're correct in saying that we need more opportunities for group and objective fights where the 1v1 element is less relevant, at least for now.

    Shoutout to the forums at large: Is CTF something that needs to come back? Could be tether v tether or 4 city royale.
    You say to Slyphe, "You're so freaking smart."
    [---]
    "^," Slyphe agrees with you.
    MoireanSolariaNolaJayce
  • EzalorEzalor Emperor D'baen Canada
    I feel like that's more of a player thing than an admin one. In any text game automation is going to rule, I don't feel like automation is something the admin have been forcing the game towards but rather that players are pushing up the ceiling and optimizing; automation is the result of that. 10 years ago it was also possible to fully automate a system but the scene just wasn't advanced to that point yet.
    image
    RowenaIshinHaven
  • AarbrokAarbrok Breaking things...For Science San Diego, CA
    edited August 2014
    Four City Royale.....lets cut the tethers out of something please @Oleis‌
    If there is a word I could go without hearing ever again its Tether.

    That being said, Bloodloch will win.

    Tether may as well be flagged as Unicorns, as I think in all the games we are the only ones with a hard coded SIDE
    PhoeneciaIshinErzsebet
  • Ezalor said:

    I feel like that's more of a player thing than an admin one. In any text game automation is going to rule, I don't feel like automation is something the admin have been forcing the game towards but rather that players are pushing up the ceiling and optimizing; automation is the result of that. 10 years ago it was also possible to fully automate a system but the scene just wasn't advanced to that point yet.

    ^ This here. I remember Xarian made one back in the day and he was killing people as a Cabalist without even having Unravel.

    It's definitely being pushed forward because of competitiveness. Guys like Ezalor above and Feichin dominate, with whatever class they use, and some like Valingar are competitive enough to try match them. I've certainly been inspired by the advice and help I've received from guys like Haven and Dourif to up my own game. The boats are just rising with the tide of player skill and benefiting from dedicated players like Ezalor who understand the mechanics so well.
  • Aarbrok said:

    Tether may as well be flagged as Unicorns, as I think in all the games we are the only ones with a hard coded SIDE

    Faction-specific classes exist on all five IRE games.

    Solaria
  • AarbrokAarbrok Breaking things...For Science San Diego, CA
    edited August 2014
    Yes, I understand that, but there are more than two factions.

    We have a coin flip....no D4 even
    Ishin
  • EzalorEzalor Emperor D'baen Canada
    Also a thought I had that doesn't seem to have been explored in Aetolia yet, why not have it be a real possibility to lose vs NPCs in an event? We didn't complete goals in time so the Dreikathi enslave us and we have to work towards a revolt. Dendara gets overrun and some Shaman abilities become corrupted (changing the flavour text) until it can be restored. I feel like that'd be a fun wake-up call and present some real danger/consequences to these big world events and make them more exciting. You could introduce a losing/consequence aspect to events without all the butthurt of losing to a player-run faction. A lot of vs NPC events feel dull because we know that no matter how badly we screw up we're going to win in the end. And a lot of vs player events result in tons of rage and whining because one side is losing to the other.
    image
    IshinNolaEmelleOmeiHavenYarelElie
  • MoireanMoirean Chairmander Portland
    CTF could be an easy, flip-a-switch balm, but it feels so in-organic and mechanical that it's easy to just shrug and not go. Something a bit more integrated into the world, with tangible effects would help more, I think, and would let people spontaneously start PK.

    Example bandaid system: Village outposts

    - Capture a village through 3 control points.
    - Hijack the KOTH script from other IRE games for each control point.
    - Village gives a comm/gold/whatever tithe each month while held
    - Village visually reflects controlling city with colored banners, icky ground, etc
    - Each village has a CD of 6+ months before it can be re-taken to keep stuff fresh and avoid burnout.

    This is obviously not an extensive example akin to a war system, and it's somewhat reflective of Lusternia village revolts. I quite loved those, though, so I don't see that as a problem. Just an example of a system that could be slapped together and put in to give us something more to do, conflict-wise, beyond lessers and shouting matches.
    Aarbrok
  • OleisOleis Producer Emeritus Administrator, Immortal
    Ezalor said:

    Also a thought I had that doesn't seem to have been explored in Aetolia yet, why not have it be a real possibility to lose vs NPCs in an event? We didn't complete goals in time so the Dreikathi enslave us and we have to work towards a revolt. Dendara gets overrun and some Shaman abilities become corrupted (changing the flavour text) until it can be restored. I feel like that'd be a fun wake-up call and present some real danger/consequences to these big world events and make them more exciting. You could introduce a losing/consequence aspect to events without all the butthurt of losing to a player-run faction. A lot of vs NPC events feel dull because we know that no matter how badly we screw up we're going to win in the end. And a lot of vs player events result in tons of rage and whining because one side is losing to the other.

    Quoting because this thread is moving quickly (yay). I'm a big fan of things like this. (That said, I can go overboard. I was pretty bummed on Imperian when we didn't nuke one of the six cities.) I obviously can't speak for the people who run events, but I can tell you I'll push for more loss conditions in the future.
    You say to Slyphe, "You're so freaking smart."
    [---]
    "^," Slyphe agrees with you.
    AarbrokSolariaIshinNolaOmeiYarelIaneaElie
  • edited August 2014
    Aarbrok said:

    Four City Royale.....lets cut the tethers out of something please @Oleis‌
    If there is a word I could go without hearing ever again its Tether.

    That being said, Bloodloch will win.

    Tether may as well be flagged as Unicorns, as I think in all the games we are the only ones with a hard coded SIDE

    Imperian has it as well, and has had it longer than Aetolia. And there still can be tension in between the orgs on a side, the fact that there is not is basically on the players. The problem is largely having tension be something fun and not something that makes you hate the game is easier said than done.

    Edit: I guess its 3 factions, but its still sides that are locked.
  • MoireanMoirean Chairmander Portland
    Ezalor said:

    Also a thought I had that doesn't seem to have been explored in Aetolia yet, why not have it be a real possibility to lose vs NPCs in an event? We didn't complete goals in time so the Dreikathi enslave us and we have to work towards a revolt. Dendara gets overrun and some Shaman abilities become corrupted (changing the flavour text) until it can be restored. I feel like that'd be a fun wake-up call and present some real danger/consequences to these big world events and make them more exciting. You could introduce a losing/consequence aspect to events without all the butthurt of losing to a player-run faction. A lot of vs NPC events feel dull because we know that no matter how badly we screw up we're going to win in the end. And a lot of vs player events result in tons of rage and whining because one side is losing to the other.

    Ashtan would like a word with you.
  • AarbrokAarbrok Breaking things...For Science San Diego, CA
    I dont mind the tension, because I dont pay attention to the sides, I play a neutral character with good relations to Duiran in most instances. Not everyone has to be BAD, just like not everyone has to be GOOD
    PhoeneciaEmelleErzsebet
  • AarbrokAarbrok Breaking things...For Science San Diego, CA
    edited August 2014
    Moirean said:

    CTF could be an easy, flip-a-switch balm, but it feels so in-organic and mechanical that it's easy to just shrug and not go. Something a bit more integrated into the world, with tangible effects would help more, I think, and would let people spontaneously start PK.

    Example bandaid system: Village outposts

    - Capture a village through 3 control points.
    - Hijack the KOTH script from other IRE games for each control point.
    - Village gives a comm/gold/whatever tithe each month while held
    - Village visually reflects controlling city with colored banners, icky ground, etc
    - Each village has a CD of 6+ months before it can be re-taken to keep stuff fresh and avoid burnout.

    This is obviously not an extensive example akin to a war system, and it's somewhat reflective of Lusternia village revolts. I quite loved those, though, so I don't see that as a problem. Just an example of a system that could be slapped together and put in to give us something more to do, conflict-wise, beyond lessers and shouting matches.

    THIS!!!!


    Perhaps when an area is captured, representatives of the City move in, workers, phalangites, vampires, bears...whatever and then lay claim to the area to survey, work, populate.
  • Yes they do, @aarbrok. Watch your mouth.
    Aarbrok
  • AarbrokAarbrok Breaking things...For Science San Diego, CA
    edited August 2014
    Ill be a treehugging Cabalist til the day I die *pours out forty*

    ^ That was for Lleis, even though @Omei‌ said she was a ho.
  • OleisOleis Producer Emeritus Administrator, Immortal
    Moirean said:

    CTF could be an easy, flip-a-switch balm, but it feels so in-organic and mechanical that it's easy to just shrug and not go. Something a bit more integrated into the world, with tangible effects would help more, I think, and would let people spontaneously start PK.

    Oh, CTF is by no means the solution. Someone just mentioned it earlier and I wanted to gauge interest as something on the side. I like what you've presented. I've been trying less and less to say "wait and see what we present before we try to think of anything else," but this is one of those times where we might actually succeed in relatively short order.
    You say to Slyphe, "You're so freaking smart."
    [---]
    "^," Slyphe agrees with you.
    AarbrokMoireanRiluoSolaria
  • MoireanMoirean Chairmander Portland
    A bit more tangentially, I enjoy reading dev blogs. This one (a WoW, now LoL dev) had a post a few years ago about ennui, which Eleanor's post earlier in the thread reminded me of:

    http://alexanderbrazie.blogspot.com/2012/10/ennui-repetition-and-dissatisfaction.html

    The pertinent thing to take away from that link is that ennui happens in gaming. It's not the game's fault or the player's. It's just a natural progression of long-term gameplay. As such, games need to design for that, providing long-term goals and unreachable ceilings. Aetolia hits (removing the level cap) and misses (removing the war system) at that a lot and I think Toz's post is valid in that he highlighted some areas where it feels like things are stagnant.

    Another point - often overlooked, I think - raised in that blog piece is that it is fine to let players go...but it should be easy to welcome them back. I think Aetolia has come a long way in that regard, but it's still very punishing to take a break and overwhelming beyond belief when you return. Items decay, PK changes incredibly fast, there's the constant looming threat of things we love for years like our core cities being wiped out with Albedos (I personally hope it never happens and is stuck in dev forever). Being able to slide back into the game after a year or two away is just as important as retaining a new player, if no more so, as the established player has proven they are down with shelling out money. Examples to help include things like bank storage, long-term design permanence, somehow not losing shops (I've lost like 5 from going dormant and it sucks so hard), a re-integration set of help files, starter equipment, better change summaries, etc. Because going away is so punishing, it feels like a lot of us just hang around partially so we don't have to deal with the headache of coming back, which only heightens burnout and negativity.
    EmelleElieYarel
  • PhoeneciaPhoenecia The Merchant of Esterport Somewhere in Attica
    I'm not a huge fan of tethers, and it's felt like a really artificial way of promoting conflict, dividing the sides, and especially defining characters. Honestly? It's really not that hard to find reasons for why a person holding a spirit-class would align themselves with someplace like Spinesreach.

    For example, Enorian likes to go on about how 'Light is not Good'; well, if Light is not Good, then why couldn't an Illumination user jump ship to Spinesreach and start using those abilities against their old allies because they feel Enorian's lost the way? Or how about a Cabalist that wants to use Numerology research to help develop technology for the Light? The current way things are set up feels kind of like you have to shoehorn your character to an extent because certain classes are only active with a certain tether regardless of whatever reasoning (even if it's a legitimately good RP reason) you might have that could make the class fit on the other side.

    I know a lot of people bash Ashtan, but since it was destroyed, the Spirit side doesn't really have many options. Case in point, just look at how many people jumped ship from Enorian/Duiran to Spinesreach. On the Spirit side, Enorian is the hardcore, fundamentalist crusader, and Duiran is the nature-preserver, but there's nothing in between. Shadow side? Bloobloch, the city full of undead, vampires, and other token-ish evil things, and Spinesreach, which encompasses nearly everything else. I know people keep saying that the playerbase isn't large enough to support more than the current crop of player-run cities that we've got, but I think we're at the point where it might be interesting to create another one just to see where the balance goes.

    Also, when Ashtan was sunk, it was probably one of the more interesting global events simply because it was a player-run city that was destroyed. There was a real loss there, and from a certain standpoint, it should have instilled the possibility that that could happen to ANY organization. Same thing for the creation of the Ascendril, or the establishment of the Carnifex guildhall outside of the cities. It makes things feel like there's more freedom, or that anything can happen.

    Another thing that most people will never experience is how much it sucks to be a rogue. Yeah, I know all perks are concentrated in cities and guilds, but if you decide to go without a city or find that you don't like the themes of any of them, you're kind of shafted. You also tend to miss out on events since most are geared more towards guilds, cities, or orders unless it's a global participation event. And even then, org leaders will get the most event attention. In terms of events, I wouldn't mind seeing some that aren't connected to cities or guilds. Like having to escort an exploration team while they research the Court of Consortium, for example. Or maybe making villages have bandit problems. Or experiencing drought or famine, and people need to find ways of helping out.
    HavenErzsebet
  • OleisOleis Producer Emeritus Administrator, Immortal
    While I've processed all of that post, I'm going to fixate on change summaries, because they're something I take very seriously.

    How are we doing on those right now? We've started baking in AB file changes to our revamps and liaison round CODE, making it much harder (but still possible) to overlook things. I assume you're referring to announce posts primarily. How are they doing? How could we improve?
    You say to Slyphe, "You're so freaking smart."
    [---]
    "^," Slyphe agrees with you.
  • SolariaSolaria Charlotte, NC
    I really like what @Moirean posted about the areas. It's like Imperian's townes (which I loved, even though caravans were a pain) with a flair of PK. I think it could expand RP opportunities, not just PK, since afterwards interested parties could hold separate mini-RP-things to celebrate having control of the area.

  • OleisOleis Producer Emeritus Administrator, Immortal
    Clarification: your cities aren't being wiped out categorically as part of a push to Albedos. No promises as to their safety if you fail to defend them.
    You say to Slyphe, "You're so freaking smart."
    [---]
    "^," Slyphe agrees with you.
    AarbrokIshinSolariaErzsebet
  • MoireanMoirean Chairmander Portland
    edited August 2014
    Oleis said:

    While I've processed all of that post, I'm going to fixate on change summaries, because they're something I take very seriously.

    How are we doing on those right now? We've started baking in AB file changes to our revamps and liaison round CODE, making it much harder (but still possible) to overlook things. I assume you're referring to announce posts primarily. How are they doing? How could we improve?

    In Carnifex and Spines, I basically do org patch notes via news posts and then archive post numbers (GHELP STATUS REPORT, CHELP STATE OF THE CITY if you want to peek). I can then direct people to these for an overview of what's gone on in the guild/city while they have been away - and these updates also kinda fires me (and I hopefully assume others) up, reminding us of all the stuff we've had in the past few months.

    It would be really helpful to have a 6-month or yearly post from admin just reviewing all that's happened, perhaps separated by IG events, mechanical changes, high-level PK changes, with post/changelog numbers to refer to for further reading.
  • OleisOleis Producer Emeritus Administrator, Immortal
    Cumulative change posts would indeed be a good idea. Something for us to work on.
    You say to Slyphe, "You're so freaking smart."
    [---]
    "^," Slyphe agrees with you.
    MoireanNola
  • AarbrokAarbrok Breaking things...For Science San Diego, CA
    edited August 2014
    Switch the Sciomancers to Bloodloch and the Carnifex to Spinesreach
    (Not even in good form I know....but I think everyone wants it.)

    Please don't zap me D:
    IshinSaritaYarel
  • Ezalor said:
    Also a thought I had that doesn't seem to have been explored in Aetolia yet, why not have it be a real possibility to lose vs NPCs in an event? We didn't complete goals in time so the Dreikathi enslave us and we have to work towards a revolt. Dendara gets overrun and some Shaman abilities become corrupted (changing the flavour text) until it can be restored. I feel like that'd be a fun wake-up call and present some real danger/consequences to these big world events and make them more exciting. You could introduce a losing/consequence aspect to events without all the butthurt of losing to a player-run faction. A lot of vs NPC events feel dull because we know that no matter how badly we screw up we're going to win in the end. And a lot of vs player events result in tons of rage and whining because one side is losing to the other.

    I think there's quite a bit of merit in having the bad guy be a neutral party. Having a common enemy to work together against bonds a community better than having a competition of two sides. We need to humanise the other side as players more, not less.

    Haven
This discussion has been closed.