DM Avalon Soul wrote: Wed Nov 28, 2018 10:38 pm
Though to some degree if you are taking a character to the point of level thirty (30) and have played them for an extended enough period of time, would you not have either by nescessity or design of character done at least one of those to some degree?
I've played at least four characters to level 30 that never went beyond 200k. I have another that currently sits on 10k at level 21. And it's not even something I would try to "fix", because I don't care, and the characters IC wouldn't, either.
Halibutthead wrote: Thu Nov 29, 2018 12:01 am
Well, if we added other ways and increased the maximum, do you think this would solve your (or [the], if you prefer, I'm just posing a question) problem, or just shift it, since you would still get a bonus for being rich?
And if we added another way and kept the maximum, wouldnt that just open the door to unsolving the original problem?
I think that offering alternative ways to get better chances for a reward should be opened. That's the main point I'm making. I didn't make the thread to suggest any solutions, as I'm currently blank on how to find a good approach. I rather wanted to inspire a discussion and see where it goes.
Circlegrinding for GP or resources just isn't appealing to me, and I can't imagine I'm the only one who feels that way. It's my opinion that the chance of playing something "special" shouldn't be decided by how much time you put into these things that are really secondary to a sufficient number of people for me to make this statement.
Out of the two vague approaches you mention, I think the first one is more sensible.
Kalopsia wrote: Thu Nov 29, 2018 1:03 am
I could imagine this bonus being tied to the actual play time of a character.
Add an activity counter for every character. Every non-afk server tick increases the counter by 1. Every 500 ticks add +1% chance for a major award. This bonus percentage could even remain unlimited, in which case 42500 ticks - roughly 4250 hours of play time - and 1,000,000gp would equal a 100% chance for a major award.
Additionally, the current counter status could possibly be displayed with the first usage of -delete_character, as well as a command like:
-delete_character ?
The server can already recognize afk players, so all this could probably be scripted with a rather small time investment.
Cool to see a concrete suggestion!
DM GrumpyCat wrote: Thu Nov 29, 2018 6:06 pm
Here is a crazy idea!
How about at character creation, put in a new Mark of Destiny type item. Maybe call it 'Mark of Rebirth' or something. This can be taken by anyone with an rpr of 20 or more*
Like the Mark of Dispair, this mark gives no extra ticks, and after a certain amount of deaths (e.g. 10) your character is perminently deleted.
However, when this happens, if your character is level 26+ they get an extra percentage to their roll.
* RPR 10's can apply for it too from Dms, but must do so early on in creation. The reason for this is soley to ensure that new players don't take it by mistake and get disenheartened.
Actually I kind of like this. Then again even if I mostly play MoDs, I figure many people don't.
The reason why I like it is that it's in the spirit of the original idea of the reward system (incentivising deleting and rolling up new characters), and still gives people the means to play whatever concept they enjoy.
dominantdrowess wrote: Thu Nov 29, 2018 6:39 pm
I think that encourages the grind mentality and throw away characters rather than helping the community or economy Grumpy cat.
I don't know why the above mentioned approach should do any worse in terms of grind mentality than "grind a million dollars (or resources) and double your chances at a reward yo".
Hunter548 wrote: Thu Nov 29, 2018 7:58 pm
Edit:
Lunargent wrote: Thu Nov 29, 2018 7:38 pm
The reward for roleplay is roleplay. Anything else is just a second cherry on top of an already delicious sundae.
Also, this. The reward for playing a Thane Ghestaldt type is
playing a cool dwarf thane. The 5% system, from what devs have said in the past, isn't meant to be a reward for playing a cool character, it's an encouragement to get rid of old characters, and have some change on the server, because otherwise people hold on to the same characters for fifteen stagnant years and everything's boring and same-y.
I don't think anyone said anything against the reward system per se. This is just about the way the system to increase your chances currently favours grinding a lot, when "adventures" are just one puzzle piece of this game. One puzzle piece that some people don't have a lot of love for.
The implication of the statement rubs me the wrong way, too.
So, motivating a lot of people, creating a dynamic, and being an exemplary writer should be its own reward, while investing time into silently clicking through the same dungeons again and again will enable to you to get better chances at playing something "special"? That's where I disagree.
Personally I never experienced any supposed "DM favouritism" people keep bringing up to affect me in a bad way. The average player doesn't pay for this game. The admins don't get paid. They can do whatever they want, and if that's what they want to do, okay. We're all here because we want to be here.
Irongron and the others are good people whose judgment I trust when it comes to the server. If they would favour someone in some way, I wouldn't even care. I've had a lot of good times on the server without any special DM attention.
Obviously, this is a question of degree, either way.