Aradin wrote: Wed Apr 12, 2023 5:04 am
I personally wish there was more focus on working on roleplay tools rather than classes (which seems to be what 80-90% of Arelith development is about). If the drive instead was to be working on conflict resolution tools, faction and settlement mechanics, player-given writs, so on...I guess what I personally want from development is new and improved ways to interact with my fellow players (that isn't bashing them on the head with a new combat ability). I know I'm only one "style" of player of the many that coexist on Arelith, but I'm less interested in classes and meta and number balancing and more into roleplay. It'd be nice to see roleplay-focused development happening, you know?
I feel the same way in principle, but I have a different perspective in that I see class updates and rebalancing as roleplay updates - at least in cases where abilities are changed or added. Our roleplay is defined largely by the capabilities of our characters, so when those abilities are expanded upon or recontextualized by an update to class mechanics, it can really invigorate the identity of the class and character. Big changes to class mechanics generally excite me for that reason, and I get the most fun out of interrogating those mechanics from an in-character lens.
It's frustrating, however, when updates come along that are blatantly ambivalent or even contradictory towards the broader narrative context of the class or race or mechanics they're affecting. And that usually ties into some unintuitive "exception" that so often muddies and confuses a build. The number you see for your Lore skill on your character sheet doesn't always mean what you think it means, since some sources of Lore from spells or class bonuses just don't count for reading scrolls. You can't buff your summons through any means but a sequencer, whose name doesn't suggest much of anything about its usage or abilities (and after coming back from an extended hiatus I completely forgot what they were and found myself very confused by them). Feats and abilities have completely unintuitive descriptions with circular self-contradictory flavor text that ultimately doesn't convey any thematic context and also don't tell you the important details you really need to know, absent of even basics like a DC calculation (which, in some cases, you can't even find on the wiki).
The proposed monk update excites me, in spite of its rough edges, because I can recognize the inspiration behind the mechanics and I can see through its structure that it's really, genuinely trying to open up new roleplay opportunities for more character flavors. That's pretty cool! The most frustrating thing about classes like Hexblade and Spellsword and the vast majority of casters is that, as has been mentioned, there's really very little diversity in the builds if you want to actually be viable. And if you want to plant your roots in a character or story, you want to be confident that you can fairly withstand any tests against it.
I agree with the sentiment that balance is extremely important to maintain, but also equally important to shift around, because people will always naturally want to gravitate towards the "best" builds in the game. If the only way to win in PvP is to play a cleric, then you'll come to realize that everyone around you is playing a cleric. Even the people who have no sense for what it means to be a cleric within the narrative context of the world, someone who deep down really wanted to play a wizard, and because they know so much about wizardry, they ultimately play their cleric as if they were actually a wizard - and so their contribution to the collective clerical identity just muddies the waters. By balancing and unbalancing and rebalancing the established status quo, the developers carve out a space for new and underexplored narratives to rise to the surface. And what usually ends up happening as a result, as far as I've observed, is that players are happy to latch onto those opportunities and seek out those untold stories for all of us to enjoy. The difficulty in this effort is in not completely gutting the classes that came before and disenfranchising the roleplayers who have invested themselves into narratives that they can no longer defend - whether defending in a mechanical sense through the strength of their build, or in a roleplay sense through the abilities and intuitive connections that may suddenly no longer exist. Pray for Lorenzo during these trying times.
When I last left the server a few months ago (mostly due to personal reasons, not so much for any negative sentiment), I felt like the server's identity crisis, heightened by the discord echo chambers and the isolation enabled by the enormity of Arelith's world, had reached a fever pitch. No one can agree on what anything means, so does anything actually mean anything? If two people are reading two different stories out of the same book, how are we supposed to share our love for the experience with one another? I do believe the developers could do a lot more in giving guidance and direction to bring these disparate interpretations of reality more into alignment through their class and setting designs. Mechanical updates should not be treated as separate or distinct from roleplay updates. Classes should be shaped by vision, and I want to be able to understand that vision when I look at the class abilities and read its description. And if a developer lacks the vision to name and describe the narrative impact of their changes, I hope they feel comfortable enough to reach outside the development team and talk about their ideas with some of the phenomenal roleplayers within the community, who together might collaborate and improve upon their shared creative vision.
I've been out of the game for... What, like, half a year? And I've been back for a little over a week. So maybe some of what I'm saying is irrelevant to the current climate, which I'm still in the process of reacclimating to. But the perspective I share here has been built over a long period of time, so I'd be surprised if the slate had been wiped clean during my absence. Something my hiatus has given me, though, is a broadening of that perspective through distance. Some of the things that frustrated me in the past, I return to find a new appreciation for. And that happens pretty much any time I take a long break from the game. The time I don't spend roleplaying is the time in which I think I improve the most as a roleplayer. So, as annoying as it is to see in response to any complaints about the server, I feel compelled to reiterate the old adage: If you're unhappy, leave. Not forever, ideally! But I think it's something that more people should generally give strong consideration to, even the people who aren't unhappy. In fact, especially those people. If you're not at least a little frustrated at the server, you probably don't realize how much better things could be - how much better you could be - and that should worry you. Y'know, I actually think it would be best if Irongron just shut the server down for a month so we could all go outside and get some much needed fresh air. Maybe next time I'll come back without my slow-burning hatred for the Loremaster class (unlikely).