Hazard wrote: ↑Sun Jun 18, 2023 7:09 am
Nerf saves, unlock devastating critical, and make death penalties severe.
People will be less likely to strut around looking for a fight when mostly anyone could get unlucky, roll a 1, and have their ego shattered by a nobody.
... Or, you could just make an announcement that people need to modify their behaviour, and remove the problematic players instead of making excuses for them, slapping their wrists or looking the other way. (EVEN IF THEY ARE YOUR FRIEND OUTSIDE OF THE GAME/SERVER).
People who RP just enough to not break the rules and get away with their lame Snuggybear 'my self insert must win!' faction plays, should just be told to get better or GTFO.
It's pretty disgusting (and impressive) the stuff people have managed to pull off while not being permanently banned, or being punished in some meaningful way (like having characters deleted), but even more disgusting (or impressive) that often they get away with it completely because "technically no rules were broken/it was an 'honest' mistake".
Sorry, but things aren't going to get better if you're too scared to ban the people making it this way. You could try to hope to change them as people, but that's not how the internet or online-gaming has ever worked.
Arelith is like this because you allow it to be like this.
Playercount isn't everything. It's not a measurement of success or quality. Playercount being 'big number' isn't more important than actually having a community and server we can be proud of and want to invest ourselves into.
That's the 'rules and behaviour' side of things. Arelith has another problem, and that's the mechanical side.
The game design has moved away from personal power/class fantasy and towards borrowed power/consumables.
This doesn't seem related at first, until you step back and look at things from an MMO's game design perspective. How certain changes in the game-play loop not only affect behaviour, but also what types of players you will attract/retain and what behaviours you will incentivise and cultivate.
We're now on a server where to win, you need to play the mini-games and invest outside of your character into things that are absolutely necessary to defeat another player. Scrolls requiring 80 lore. Consumable and expensive items such as gems/books/etc, runic materials for sequencers because we cannot use our own spells, and so on, and a character that can even make effective use of these in the first place.
Instead of simply having the tools to do what you want, natively, as you should and as we used to, you now are required to participate in these side-quests of amassing stockpiles of 'the thing' if you want any chance of fighting back against someone.
You are required to powerbuild in ways that go against class fantasy. Every caster is required to be a "Discipline Specialist", every second mundane is required to be an all knowing Wikimaster, sorry, I mean "Loremaster".
You must devote your entire build and leveling experience, your gear and your feats. Simply being the class you wanted to be is not enough. You need to build the way the PvP-meta decides if you want your RP to amount to anything more than getting your teeth kicked in by the people who 'are' willing to do these things, build those ways and spend the gold on those items.
So, imagine all the people who don't want to engage or don't have a 'I must win' mentality. They won't bother with these things, and if they happen to come into possession of these items, what do you think the chances are of them using these expensive items on some lame-o RPing 'at' them (not with them)? I'll tell you. It's none. They aren't going to, they're going to keep the item/sell it and just take the loss.
You are left with the 'I must win' crowd rising to the top, as they have, because the systems in place not only incentivise this behaviour, but actively reward it. They are able to shut down RP they do not like, and the only way to fight back is to sink to their level and play the game 'their' way, not 'your' way. Which is exactly what has been happening, which is exactly why this mentality keeps spreading and getting worse, instead of waning and getting better.
It isn't hard to win at PvP. It isn't hard to bully others on a roleplaying server. Anyone can do it, all it requires is the lack of integrity/shame, and a disrespect for others or their roleplaying/storytelling.
The game design choices have steered us to where we are, and a lack of serious punishment for people who aren't playing in the spirit of the game but are (possibly/allegedly) following the letter of the law has amplified the problem.
I know it wasn't intentional, but that's just how it goes. A roleplaying server is made or unmade by its roleplayers. Only two things can cultivate and quality control a server's community. Game-design and moderation.
If you build an arena in the middle of a playground, you're going to have people fighting in the playground, and so you can't scratch your head and wonder "Why do these things keep happening?", especially when these unwanted elements aren't actively dealt with.