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Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 12:57 pm
by -XXX-
It's hardly surprising that players can be reluctant to accept the terms of unconditional surrender in a world where respawns exist. That's why it's probably good to manage one's expectations when offering outs. Demanding from the adversaries to just roll over, give up all their stuff and cease to exist likely won't draw the conflict any closer toward its conclusion.

As has been already mentioned, the turtle defense beats every other strategy, so cliques that go around twisting arms and forcing others to accept terms that they probably wouldn't be willing to accept themselves are doing it only to their own detriment (and to the detriment of the conflict storyline).

Finally, the turtle defense doesn't necessarily need to be a way of intentionally avoiding confrontation. It can simply be a case of playtime misalignment.
I doubt that there are many players around here who'd be willing to stay awake to 2am in the morning only to get their regular dose of cheesy PvP and OOC vitriol.

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 2:05 pm
by xf1313
Skibbles wrote: Tue Jul 26, 2022 11:37 am
xf1313 wrote: Tue Jul 26, 2022 11:23 am it may feels like one fraction is forcing the other side to do whatever they want because they are a bunch of meta pvp builds. It is not all the case, but very likely exploited.
I kind of get the spirit of your post, and some of it is a problem, but having a good build or understanding of the game doesn't equal exploiting. Not even close.

I've played this game since the day it came out. Sometimes I forget an update or don't have a full grasp on new classes or niche feats, but I know most of this game and many the mechanics like the back of my hand. Many people do. I am not special here.

Am I cheating because of this? No. Am I master pvper? I have no idea. Will I beat the pants off a brand new player still getting their feet wet? I'd say I have an advantage of at least some kind, but I'm not exploiting.
I meant to say exploiting in term of making everything happen as one wish by winning pvp. That is one narrative I personally feel damaging. There’s nothing wrong with playing a super fighter of cause.

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 2:27 pm
by Kohlim
I would prefere for sure a slower leveling speed, because being lvl 30 feel like the end of the road, and not the beginning of something.

I had way too much fun leveling and roleplaying along the way, and now that it's almost over, I am kinda sad. I wish I had some more month to enjoy writwork and all the content without being lvl 30. It took me 2 month, taking it at a real slow pace (No 3 writs/day for sure).

And now, I feel like a retired adventurer already. Wich Is kinda sad since there is still so much content for me to discover, as a player.

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 3:00 pm
by xanrael
Several times you can get the PvP scenario where faction A and B who both have 5 people each have PvP encounters like:
1. 4 v 2
2. 2 v 4
3. 3 v 1
4. 3 v 5
etc

So there has never been a 5 v 5 or 4 v 4 matchup (or if there was one side was fully buffed and the other not) and neither side is willing to accept the loss as they have an excuse for why each battle didn't go there way and are unsatisfied with concluding it.

This is where I think a little collaboration can go a long way, if both sides can reach out and say OOC "hey how about we have a big fight Saturday afternoon to settle this" or even IC calling someone out like a Wild West gunslinger for a battle at high noon.

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 3:08 pm
by Irongron
Over the last few months we introduced a slow levelling option for writs, and I've lowered some individual writs overall.

I don't think I'll lower overall XP further, as community is pretty evenly balanced on what they prefer.

What I think I would like to do, at some stage, is to further lower XP rate on the most powerful races, but also introduce a new option at character creation for super slow levelling (because not clicking the button isn't really a good solution here)

Players levelling quickly in order to PvP is such a subjective and dangerous perspective to have on anyone, such cases should likely be treated individually by DMs.

IC consequences, as suggested and discussed are themselves potentially problematic, as settlements are already (generally) extremely tightly controlled and conservative when given such tools (hence my need to severely limit exile powers a few years ago)

Sometimes, too, the PvP itself is a natural consequence for those who refuse to lie down for those more powerful or dominant, to RP fear or caution, or simply to recognise the validity of antagonists. If your character get run through by a bloodthirsty pirate because he refused to hand over his gold and plead for his life? That's on you, and not because server is broken.

Still, PvP exhaustion is very real, and if players feel excessively targeted beyond what is reasonable they should contact a DM.

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 3:44 pm
by Halibutthead
Just going to throw out that i recently spend about 45 minutes total as level 20 on a character. I know the torches and pitchforks are going to come out, but its my opinion that writ xp might make leveling closer to "trivial" than simply "extremely fast paced."

At least in some sections of the curve.

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 4:31 pm
by AskRyze
Watchful Glare wrote: Tue Jul 26, 2022 8:27 am You cheeky bastard, you have no idea how much your post made me laugh. But you're right.
Thank you, I try.
Watchful Glare wrote: Tue Jul 26, 2022 8:27 am To your post I'll reply that the 'turtle defense' is to my perspective a natural conclusion to the killbash cycle. If there's no compromise possible, if you've already lost, made concessions for peace and it keeps going, what else are you going to do? You're answering yourself at the end with the tale of Bob. There's nothing to do but shelf and return at a time where people might be more reasonable, if you don't want to roll.

It may be somewhat easy for me to say because I like to play characters with high stealth, high disguise, hard to unscry that can just beep boop get free out of jail card and play wherever they want and no one knows, they are one username change away from being essentially a new character (Which is also almost a necessity if you play an antagonist- because of the aforementioned, again), but I've seen so many characters of so many different factions (and unaffiliated) be trampled under that wheel that I know it's a very big issue. It's not fun. It's not healthy.

Creates a lot of animosity, makes people jaded. Skibbles has put it very well.

To your points 1, 2, 3, 4. In the hub it would be different than Cordor, Guldorand, on any other place really because there is no elected officials that play consistently every day to keep a record of relevant things and goings-ons. The hub is the wild west until the peacekeeper remembers he can talk. That's the only settlement where there's no 'insider', no elected officials. Also, similarily, nothing ever goes on in the Andunor districts that is of any relevance. 99% of it happens in the hub.

The districts are a ghost town except when you see someone running full tilt to check the shops for something before they run back to the hub, or when they are going to their respective houses.

Trying to think of something for it. Maybe an actual NPC faction given some legitimacy that functions alongside he peacekeepers and takes an oath, joinable by players like any other guard faction.
I think a city-sponsored guard faction would be an excellent idea, especially - especially - if it stays out of the hands of everyone else. I know a few people have tried to make andunorian factions that served that purpose before, but they ended up growing into "XYZ faction's hitsquad".
Hazard wrote: Tue Jul 26, 2022 11:03 am They have no incentive to. There is no punishment for behaving that way, and there is no reward for not behaving that way.
On the contrary, it is usually these undefeatable longstanding factions that refuse to give others a win, and that refuse to ever accept defeat that end up the most powerful and successful, and the most rewarded for their efforts.
...
How do you even police this? No rules are being broken as far as I can tell. It's not particularly 'mean' (be nice rule). It's just kind of, lame?
The really suck part of this, is that good roleplayers who want to create interesting stories might take the L. But no one else will, and history is written by the victors. It's a shame but that's the way things are at times. There's no incentive to lose, and nothing to gain by winning either other than damaging a player's morale. It's a little pointless when you think about it, but we'll see where things go in the future.
Everyone asking for a slower leveling rate
*A deep, slow, measured breath.*

You realize that this is just going to make it harder for people to upset the established groups who already are at 30, right? Everyone who's there is going to already be there, and it's just the way the server works that anyone who's not 30 or just about there is going to get ground to powder.

I'm not about making changes that are going to point the server in a direction that empowers people who want to cling to holdings that they've had longer than their children have been alive.

Nothing's stopping you from turning on '-adventure', suddenly getting your slower leveling rate, and exploring your low-level areas anyway. The crab pot has a ladder on the other side. Don't drag other people down with you.

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 6:03 pm
by Seven Sons of Sin
Skibbles wrote: Tue Jul 26, 2022 3:08 am
That doesn't mean we shouldn't be making systems that players can use or draw inspiration from in order to resolve their differences in meaningful ways besides murder, murder, murder.
No, it doesn't. But what mechanical system are you going to use?

We have to unpack what exactly "losing" and "winning" means in a conflict scenario. Undeniably, losing sucks. You lose mechanical stuff. Your character is perceived as a "loser." Heck, maybe they're best friend died and your actual enjoyment of the story will be a struggle.

Winning is way, way more fun.

PvP and meaningless death really only creates mechanical consequence around *stuff.* Not story. Good roleplayers will lose gracefully, but losing still sucks.

Creating mechanical systems that prohibit player (and thereby character) autonomy honestly are pretty awful from a 'play' perspective. They're completely reliant on the victor being awesome for you to be awesome (see, exiles). This is similar to capture-roleplay, interrogation, prisoners, etc. But winners actually have no incentive to be awesome when they do indeed win. Engaging with the Banite prisoner? Nah, let them rot. Pickpocket being annoying? Give them some arbitrary legal status, throw them out, make them waste time to plead/reconcile, deprive them of their schtick (being a pickpocket). So on, and so forth.

So I think the OP (and some of the sentiment in this thread) is actually slightly off the mark. We keep talking about creating meaningful victories by making systems of punishment/loss more meaningful.

I actually think this is the wrong way to go about it. Putting the fear of god in players around some new design that will have "consequence" to their loss will actually create a gun-shy culture, and you'll get many more "I don't do PvP" crowds than before.

I think, if you're looking at systems and tools, you need to figure out ways for putting the burden of victory on the VICTOR not the loser.

Winning should actually be a responsibility - should be work to treat the loser right.

Some ideas, lifted from the OP, off the top of my head -

- if your character is marked with this OOC token, and is PvP bashed/neglected, the settlement loses X

- good-aligned characters receive penalties for killing non-evil characters. vice-versa for evil. no penalties for subdual mode

- pvp victors have a 48 hr restriction. pvp losers have 24 hr

- create a -recommendvictor option, triggers at the Respawn Gate, open to all players, letting all players recommend good PvP/winners

But honestly, I think is a super difficult challenge. Personally, any system that restricts character/player freedom of movement (shackles, etc) is an extremely risky play-pattern.

Criminals and non-good characters are actually the lifeblood of a good Arelith. You cannot punish players through burdens of losing. You need design systems of actually encouraging confrontational/conflict behaviour, and create systems around their reactors (guards, paladins, etc.) of providing regenerative interaction and not stifling "u ded now" behaviour.

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 8:00 pm
by evilkittenofdoom
Honestly I have a ton to say from my own experiences with Arelith over many years, but I feel that this is the most important of it. Leveling speed and character turnover are big problems, but even bigger is the problem of meaningful conflict resolution.

I borrowed the quoting from another site, but this is an important theme here. That evil isn't just necessary on an OOC level, the setting itself requires it to exist due to the existence of evil deities and other greater powers demanding that occurrence.


written by Ed in his book "Ed Greenwood Presents Elminster's Forgotten Realms" on pages 134-136:
Good-minded individuals among the common folk usually tolerate evil clergy and their deeds and practices because they must. The servants of evil are personally strong, vicious or well-connected enough that they are tolerated, avoided or appeased rather than attacked.

Governments, taking a wider view, put up with evil faiths because hostility won't get rid of them and because they can be useful.

If, for example, the church of Malar in Cormyr is permitted to breed monsters or hunt beasts only in specific border areas, the Malarites can by their very presence serve as obstacles to would-be raiders from the Stonelands, Archendale or the Tun. The presence of such a church would also discourage Sembians from conducting smuggling, livestock rustling and suchlike along the Thunder Peaks, and cut down on brigands operating across the borders. Genuine marauding monster populations might also be kept in check by the church of Malar. So, the Crown of Cormyr handles the church of Malar in this way. War Wizards often covertly mind-scry Malarite priests to see what they have observed in the wilderlands and to uncover evidence (if any) on their working with foes of the realm for coin or other inducements.

In Cormyr, Malarite priests most often breed monsters for temple butchery in rituals, to sell trophy heads and other body parts and for the feast tables of the wealthy. The latter two uses are major sources of temple revenue. Malarites also breed monsters for temple guardian roles, deploying them in areas where they can't get out to roam greater Cormyr, confined to temple property.

Malarite monsters are also popular among nobles as quarries for the hunt. Such beasts are released by Malarites in specific locations at reported-to-the-Crown-beforehand times, for nobles to track down and slay. The Malarites must stand watch to down the beasts if they get away, and the Crown of Cormyr holds the Malarites responsible for any monster-caused deaths to persons not of the hunting party. The War Wizards also watch over all such beast releases, and it is a serious crime to perform such a release without informing them well beforehand – a crime proclaimed into law after the third instance of a Malarite priest hired by one noble family “accidentally” unleashing monsters into the estate of a rival noble family.

Violent and evil faiths such as those of Malar and Loviatar get along with governments by worshiping largely behind closed doors and always within agreed-upon limits. A Malarite in Cormyr or any other well-ruled locale wouldn't think of trying to kidnap innocents, citizens or government representatives to be part of a hunt. No evil clergy anywhere in a well-ruled land or city would dare to use drugs, blackmail or other coercion to gain converts or subjects for rituals. A masochist can volunteer to be flogged by a priestess of Loviatar, but neither she nor any lay Loviatan can try to gain any sort of hold over the person to force or strongly influence one's agreeing to be flogged.

Like anyone else who conspires against the Crown, traitor priests are subject Crown justice. Churches that openly defy important laws (criminal, as opposed to civil matters), or that openly work against the Crown by attacking or mistreating soldiers or Crown agents, are harshly dealt with.

Being holy confers no immunity, as opposed faiths will happily speak out against the “miscreant clergy,” and the Crown can always claim to be trying to be the impartial, secular central balance between various faiths, for the good of all. Only the loftiest holy rank or status wins any form of absolution or light treatment from secular authorities for major crimes – such as killing, torture, treason and sedition, kidnapping, slavery, coercion of the unwilling by force or threats, fraud and theft.

As a result, priesthoods tend to work against governments only through means of subtle influence – unless they can become the government (at least locally).

[…] in Cormyr, the best way to get ahead is either by covert cooperation with noble families or ambitious merchants, or by quietly reaching explicit deals with the Crown and then strictly adhering to them. “Deals with the Crown” really means with Vangerdahast from 1306 DR to 1371 DR and thereafter with Alusair until 1384 DR. In other words, very carefully following the often unofficial rules set down by the authorities and in return being allowed to do certain things while the authorities turn a blind eye.

Coming to the aid of Crown agents, sometimes militarily, when a certain summons or alarm is raised is a promise that both the churches of Loviatar and Malar have made to the War Wizards. Priests of Loviatar help maintain law and order – and apprehend certain specific individuals, when asked – in Marsember, Arabel and Suzail, and the church of Malar does the same in rural areas. In return, the Malarites are permitted to hunt certain miscreants, some of the royal deer, specific monsters and specific sorts of beasts – an activity to which they can invite nobles, the wealthy and others they hope to convert if they so desire. The church of Loviatar, on the other hand has earned the right to carry on some of its more enticing rituals for nonmembers in certain clubs and other establishments in hopes of gaining offerings or converts.

No evil church can expect to incite people against the Crown or any law, or publicly practice rituals that scare or harm people or defy the authorities, and continue to be tolerated in the land. The “heavy stuff” goes on behind firmly closed temple doors, and much secrecy and excitement is thereby attached to it.

In public, the clergy of evil deities are models of good behavior. As such, although average citizens respect or fear and avoid said clergy, they will almost always not attack, deride, or dispute with them. Everyone in the Realms believes in all the gods, and so understands and accepts the purpose and major aims of every faith. This doesn't mean everyone necessarily agrees with or supports every religion, but that they tolerate and understand the place in society each faith occupies.

Likewise, this does not mean every devout worshiper in a faith sees eye to eye with every cleric; in deed, many faiths have bitter internal fights, schism and ongoing debates, and many high priests are watched very closely by lay worshipers try to decide which temple to obey the most, and gift with the most, and which to treat with by doing the bare minimum their beliefs require.

Priests who perform willful murder in public or otherwise “charge into unlawful behavior” in a well-governed ream like Cormyr suffer consequences. Depending on the severity of the crime, they'll wind up dead (killed by the Crown or others), delivered to the Crown for secular justice, or cast out of the church to appease the authorities. More often than the general public would be pleased to know, such miscreants are hustled covertly out of Cormyr to postings elsewhere by fellow clergy, who then tell the authorities that “internal punishments as directed by the Divine One have been enacted upon the wayward.” For more minor crimes, wayward clergy might publicly repent, and their church make redress to the Crown and wronged citizens.

There have been incidents when a priest who persists in covert self-serving dealings that give his or her church a bad name is caught by Crown agents or hired adventurers because other members of the church have tipped off the authorities as to when and where to catch the offender. Such tips usually end up in the priest being caught red-handed and therefore deserving of on-the-spot justice, particularly if he or she decides to fight.

Clergy of faiths that work against law and order, such as those of Shar and Talos, thrive in socially chaotic areas like Westgate and, formerly, Sembia, where they can play one employer off against another. However, these priests keep a much lower profile in well-policed lands such as Cormyr – where they tend to operate a service wherein you can “pay and take part in this enticing ritual, and the deity will attempt to make your desire real, over time, in some nonspecific manner.” Most of the time, these clergy prey upon worshipers more than they realy achieve anything. At least this way, they reason, they can maintain a presence in the land and wait for events to make their faith more important or attractive to factions in the realm. Only then would they dare any open defiance of the authorities.

The priests of Talos in Cormyr, for instance, work magic (in their locked temple rooms) only to add strength and destructive force to natural storms that are hammering areas of Cormyr. They never cause such storms or steer the paths storms take, because they know the War Wizards watch for that. However, if a storm should cause harm to a War Wizard, how is that their fault? (They ask this oh so innocently, after helping a storm to collapse a cottage on a wizard's head.)

Priests and priestesses of Shar, Loviatar and Sharess often use amorous wiles to establish personal relationships with persons in authority. Through this angle, they try to sow chaos by suggesting particular deeds, decrees and ideas to their lovers.

Even priests of the most violently evil faiths are seldom foolish enough to draw daggers and seek to carve up soldiers or Crown agents in the streets. A dead foe is just that: dead, and soon to be replaced by another. An influenced foe, on the other hand, is well on the way to becoming an ally, increasing the sway of the deity.
The Forgotten Realms setting literally says that evil forces have to be at least tolerated to coexist because those forces won't take no for an answer.

Now, to the practical examples.

Some evil necromancers start making a fuss near Cordor and the Cordorians don't approve. Rather than a mechanical exile of them (which is just not fun), or kill-bash until they don't want to play any more (also not fun)... what about an approach where an agreement is struck allowing the necromancer's presence provided he agrees to certain terms, like not practicing their necromancy in the city limits and its immediate surroundings, and that they be willing to be called upon in times of need? This provides meaningful RP instead of locking people out of fun in some capacity. And then when the necromancer is called upon, the RP opportunities are vast between the tension involved and the innumerable ways that each party involved can handle the presence of someone that is working on the same side, but also that they are not overly approving of how they're doing so.

Drow House Ela'drow'name is a rising star and is aiming to take down their rival house Oth'drow'alibi. House Ela confronts their rivals with the best made plans and still gets crushed. Rather than killbashing or exiling(see above, not fun), House Oth drafts everyone from House Ela into their ranks, having them do their bidding (in a reasonable and fun manner OOC) in exchange for their lives and livelihood. This, in turn, allows the House Ela loyalists the opportunity to rise in power and try to take control from within. Again, RP possibilities abound.

Nothing works out that cleanly; and as has been mentioned, a little polite OOC communication between parties goes a long, long way. (really the more the better, in my opinion. Everyone's trying to write the same story, so if more authors are on the same page it all works out much smoother)

The point I'm trying to get at here is that allowing our "enemies" or "undesirables" to coexist with us contingent on reasonable conditions that make for meaningful RP situations is a very effective, and most importantly a very fun outcome for most cases. And yes, this means we're accepting the fact that we know they aren't going to play by the rules. That's all supposed to be part of the OOC fun.

Sure, this isn't mechanically enforceable. But enforceable "punitive" mechanics also aren't fun for the majority of players. That's what exile already is.

We're all here to have fun, and as humans we're trained that losing = not fun, and that winning = fun. Thus naturally we're inclined to want to win.
Seven Sons of Sin wrote: Tue Jul 26, 2022 6:03 pm ...We have to unpack what exactly "losing" and "winning" means in a conflict scenario. Undeniably, losing sucks. You lose mechanical stuff. Your character is perceived as a "loser." Heck, maybe they're best friend died and your actual enjoyment of the story will be a struggle.

Winning is way, way more fun.

PvP and meaningless death really only creates mechanical consequence around *stuff.* Not story. Good roleplayers will lose gracefully, but losing still sucks.

I think, if you're looking at systems and tools, you need to figure out ways for putting the burden of victory on the VICTOR not the loser...
Clearly I'm not the only one who sees this situation, and as such, I challenge us to all reconsider what "winning" is.

Take a DM making events, for example? They make events, but every adversary they create for players will ultimately fall to the hands of the players. Is that not still winning for the DM?

Make small goals for our evil characters and consider that getting foiled is a win because you finally got noticed and you moved people to do something. So now to brew up the next scheme. See the above "letting our adversaries coexist" bit.

Fixtures can make for excellent tools for polite, antagonistic, evil RP without actively interfering with other players' fun. Put down some necromantic circle fixtures in the graveyard, or some infernal summoning circles in the temple and watch Cordor raises an army and an inquisition to find out who did it. And then when they finally track it back to you, be happy in the fact that you orchestrated a wide range of players to engage in RP to /do/ something.

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 8:13 pm
by Xerah
I've posted that section before, but some people still don't get it. People call Guldorand "the most evil place on the surface" to which I try to explain that's it more like a traditional FR city than anything else on the surface.

People want to deal in absolutes and see any jump from that as wrong. A paladin might do that (which is why one paladin is a hero and 100 paladins are terrifying) but your general adventurer won't. However, we live in a non perma death world, so these things are more justifiable to have extreme reactions.
evilkittenofdoom wrote: Tue Jul 26, 2022 8:00 pm Some evil necromancers start making a fuss near Cordor and the Cordorians don't approve. Rather than a mechanical exile of them (which is just not fun), or kill-bash until they don't want to play any more (also not fun)... what about an approach where an agreement is struck allowing the necromancer's presence provided he agrees to certain terms, like not practicing their necromancy in the city limits and its immediate surroundings, and that they be willing to be called upon in times of need? This provides meaningful RP instead of locking people out of fun in some capacity. And then when the necromancer is called upon, the RP opportunities are vast between the tension involved and the innumerable ways that each party involved can handle the presence of someone that is working on the same side, but also that they are not overly approving of how they're doing so.
That's a great example of a solution. The problem is that every other "good" PC will see your character do that, and suddenly every message board on the surface talks about how Cordor is now a haven for necromancers and the leader is a closet necromancer. Or other necromancers see that and think they can do their thing there. It becomes an RP suicide move.

While person A and B found a great solution in a vacuum, person C through ZZ think it's either the worst thing ever or something they can exploit and both A and B lose from it.

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 8:51 pm
by Amateur Hour
Seven Sons of Sin wrote: Tue Jul 26, 2022 6:03 pm
- good-aligned characters receive penalties for killing non-evil characters. vice-versa for evil. no penalties for subdual mode
We have to remember that by design, most characters can't tell the alignment of other characters. Paladins can sometimes tell if someone is Evil, and you can sort-of tell if someone has the Planar Conduit feat, but otherwise we can't tell. Plus, I'm sure almost all of us have an example of someone we've encountered who was mechanically Good who, for example, saw absolutely nothing wrong with summoning vampires or enslaving innocents.

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 8:59 pm
by hugolino
If I may ask a dumb question: is damage done by one player to another potentially lethal by default or subdual by default?

Would it make sense to require a step to temporarily make one's damage be lethal rather than subdual? Perhaps a special command one uses to target a player and then the game sends an indirect notification to the target of "You sense murderous intent towards you." Doing this then enables you to inflict lethal damage to that player character for a certain amount of time.

Pardon me if this is an unhelpful suggestion. It is just a thought. The default game mechanics are roads that literally pave the way for actions to go a certain direction. And social signaling is important in the area of escalating or de-escalating aggression in real life.

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 9:03 pm
by xf1313
hugolino wrote: Tue Jul 26, 2022 8:59 pm If I may ask a dumb question: is damage done by one player to another potentially lethal by default or subdual by default?

Would it make sense to require a step to temporarily make one's damage be lethal rather than subdual? Perhaps the command must target a player and send an indirect notification of "You sense murderous intent towards you." Doing this then enables lethal damage to that player character for a certain amount of time.

Pardon me if this is an unhelpful suggestion. It is just a thought. The default game mechanics are roads that literally pave the way for actions to go a certain direction.
The default is lethal, one have to turn subdual mode on for non-lethal pvp. I think subdual is great as well...honestly I do wish that it is always on. Lethal only with concent or something.

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 9:09 pm
by Ork
AskRyze wrote: Tue Jul 26, 2022 4:31 pm The really suck part of this, is that good roleplayers who want to create interesting stories might take the L. But no one else will, and history is written by the victors. It's a shame but that's the way things are at times. There's no incentive to lose, and nothing to gain by winning either other than damaging a player's morale. It's a little pointless when you think about it, but we'll see where things go in the future.
I'm going to challenge this because it really isn't true. Prime example: Xyvil'kor vs Vance's sharps. Vance's player might have taken the L, but that spoke volumes of the player's clout as a roleplayer.

"Winners" that never deserved it are known by the community and reap a lot of negative recognition for being sore losers. We also had a vampire years ago in Andunor that refused to accept defeat. Delano used the turtle defense a number of times, but the unwillingness to submit by pure stubbornness is also not something easily forgotten by the community.

That's all a cautionary tale. If you take the L, and roleplay it well, you're deserving of all the accolades. And, the community will remember it.

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 9:35 pm
by AskRyze
evilkittenofdoom wrote: Tue Jul 26, 2022 8:00 pm Some evil necromancers start making a fuss near Cordor and the Cordorians don't approve. Rather than a mechanical exile of them (which is just not fun), or kill-bash until they don't want to play any more (also not fun)... what about an approach where an agreement is struck allowing the necromancer's presence provided he agrees to certain terms, like not practicing their necromancy in the city limits and its immediate surroundings, and that they be willing to be called upon in times of need? This provides meaningful RP instead of locking people out of fun in some capacity. And then when the necromancer is called upon, the RP opportunities are vast between the tension involved and the innumerable ways that each party involved can handle the presence of someone that is working on the same side, but also that they are not overly approving of how they're doing so.
This might be a good idea to implement if the population weren't so bloody massive and getting everyone on the same page in a sea of literal thousands is a sysipihan task. But let me give you a few examples of how this would realistically play out on the server.

Johnny Paladin sees Ted Necromancer placing down his ritual circle. Johnny paladin gets his buddy, Joe Ranger, to track Ted Necromancer down. They tell him to stop, or die. Ted Necromancer, being a normal person, doesn't want to stop. so Joe and Johnny grind Ted into enough bonemeal to regrow a Minecraft jungle, then tell whoever's in charge of Cordor to exile Ted "Because he's a necromancer and I'm a paladin look I'm using X class feature that means I'm Lawful Good and you can believe me".

Ultimately there's nothing that Johnny Paladin gains by letting Ted Necromancer live so why would he bother? He can't even say it's a moral high ground issue, because reanimation is abjectly evil and must be vanquished hurrdurr. You could say that Ted Necromancer is using his undead to till the fields but... Is he? No. The fields will be fine with or without him, they won't grow more or less with his efforts contributing or not. And, why let Ted Necromancer in when Eilonwy the Pantsless Elf can do his job just as well with her toad summons, and look prettier while she's doing it? Ultimately it breaks down to the simple fact of it requiring more cognitive dissonance for the average player to allow Ted Necromancer to keep going. So... They ignore him. Or they kill him. It defaults right back to that.
evilkittenofdoom wrote: Tue Jul 26, 2022 8:00 pm Drow House Ela'drow'name is a rising star and is aiming to take down their rival house Oth'drow'alibi. House Ela confronts their rivals with the best made plans and still gets crushed. Rather than killbashing or exiling(see above, not fun), House Oth drafts everyone from House Ela into their ranks, having them do their bidding (in a reasonable and fun manner OOC) in exchange for their lives and livelihood. This, in turn, allows the House Ela loyalists the opportunity to rise in power and try to take control from within. Again, RP possibilities abound.
Let's pull this one apart too. If I'm Joe Drow, and I decide to join House Ela... Back when I was just Joe Drow, I probably weighed my options between House Oth and House Ela. I'm not going to work for House Oth, because if I wanted to play with the House Oth players on my team, I'd have picked House Oth to begin with. But, that again comes down to people and their preferences, and us all weighing the balance between "these characters are people living their lives" and "I am a person playing a videogame for fun". And I think that latter point is something people discount in these sorts of situations.
evilkittenofdoom wrote: Tue Jul 26, 2022 8:00 pm Make small goals for our evil characters and consider that getting foiled is a win because you finally got noticed and you moved people to do something. So now to brew up the next scheme. See the above "letting our adversaries coexist" bit.

Fixtures can make for excellent tools for polite, antagonistic, evil RP without actively interfering with other players' fun. Put down some necromantic circle fixtures in the graveyard, or some infernal summoning circles in the temple and watch Cordor raises an army and an inquisition to find out who did it. And then when they finally track it back to you, be happy in the fact that you orchestrated a wide range of players to engage in RP to /do/ something.
I don't want to sound flippant, but this feels an awful lot like "You should feel happy that you don't have to look into a mirror to count your teeth now that they're all over the pavement" but I'm going to take this in good faith.

Do you play evil characters often? Have you spent the weeks, potentially months, plotting and scheming, networking yourself with other evil PCs, building up your legend.... Only to have Joe Paladin and his pillarmen roll up on you while you're circlegrinding the goblin camp and then have them install a new air conditioning system in your chest cavity while a bard plays "X doth giveth to thee" on his lute?

Do you relish that sweet, sweet nectar of defeat, collapsing back into your chair and looking up toward the ceiling, your face the picture of contentment and bliss as you type out "Delete_character" x2, your story arc fulfilled? Or do you look for ways to try to conclude that "Well this one doesn't count"?

I hate to say it, but the reason why it feels like a lot of evil has to wait until 30 to be evil is because Good is already 30. If you'll allow me to butcher a quote into context...
Yhatzee_Crenshaw wrote:I found that my meetings with players who've reached the same level of (experience) as me usually end up as follows:
1: "Are you friendly?" *points character sheet at 2*
2: "Depends. Is that (level 30?)" *Points character sheet at 1*
1: "Yes. Is that (level 30)?"
2: "Yes. Then I am friendly."
Funny how many friendly people you meet when you've got (level 30) isn't it? It's almost like the NRA were right all along.
(Edits and emphasis mine)

Good doesn't have to take concessions from evil. Good doesn't have to concede from paving evil into the sidewalk unless evil is already as efficacious as good is. THere's a reason that 90% of the PVP I've been in has been a group of fully warded level 30s running up to my lone warlock/necromancer in some sub-lv15 dungeon and going "Hey you're an animator, we're going to kill you if you do anything that isn't delete_character x2."
Ork wrote: Tue Jul 26, 2022 9:09 pm I'm going to challenge this because it really isn't true. Prime example: Xyvil'kor vs Vance's sharps. Vance's player might have taken the L, but that spoke volumes of the player's clout as a roleplayer.

"Winners" that never deserved it are known by the community and reap a lot of negative recognition for being sore losers. We also had a vampire years ago in Andunor that refused to accept defeat. Delano used the turtle defense a number of times, but the unwillingness to submit by pure stubbornness is also not something easily forgotten by the community.

That's all a cautionary tale. If you take the L, and roleplay it well, you're deserving of all the accolades. And, the community will remember it.
Oh, oho, ohoho, has someone read my posting history? :P Ahh, I remember those days well! That was a good scrap. But I seem to remember Vance taking a literal vacation from Arelith, and the entirety of Xyvil'kor leadership taking a 'permanent vacation' from Arelith shortly thereafter. But, if you were on the other side of the conflict, shoot me a DM regarding what was going on behind Vance's curtain in a DM so we don't derail the thread.

I am inclined to agree with you about sore losers, though. We have the complete collapse of Xun'viir in recent days to point to as example in that regard, people calling out the turtle for what it is and leading the population of the UD to spite them for it. So, I won't disagree, but I don't exactly call stirring up OOC spite, hatred, and drama among the community winning either. So I'll leave the scales neutral.

I will, however, say that you already have to be known by the community to get accolade at all. No one's going to jump into Ted Necromancer's tells to say how much of a winner he is for letting Joe Paladin stomp all over him unless they already know who he is. Vance, for what it's worth, was (is?) a respected member of the community long before his fall. What of the nameless masses, whose teeth compose the mortar of the road between Minmir and Cordor? Sure, they may be deserving. But they don't call it thankless because it's not worth being thanked over.

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 9:49 pm
by LichBait
AskRyze wrote: Tue Jul 26, 2022 9:35 pm
I am inclined to agree with you about sore losers, though. We have the complete collapse of Xun'viir in recent days to point to as example in that regard, people calling out the turtle for what it is and leading the population of the UD to spite them for it. So, I won't disagree, but I don't exactly call stirring up OOC spite, hatred, and drama among the community winning either. So I'll leave the scales neutral.
:?

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 10:23 pm
by dominantdrowess
AskRyze wrote: Tue Jul 26, 2022 9:35 pm I am inclined to agree with you about sore losers, though. We have the complete collapse of Xun'viir in recent days to point to as example in that regard, people calling out the turtle for what it is and leading the population of the UD to spite them for it. So, I won't disagree, but I don't exactly call stirring up OOC spite, hatred, and drama among the community winning either. So I'll leave the scales neutral.
I don't think this is a fair characterization of anything, and the community didn't spite anything. o . O

Everyone I know is still on friendly terms with my character and says things that are 'FOIG'.

You're overplaying when things that happened were OOC. I had been out of Arelith since almost Spyre's announcement of level 2 rebuilds, etc. The "community" didn't punish anything. Xun'viir itself (not counting groups Xun'viir helped support -- which are not themselves Xun'viir.) had been inactive, and comes and goes like any House or organization that lasts past a single period - including several factions from Cordor that do the same thing historically.

It had nothing to do with "the community" punishing anyone since 90% of Andunor will give different opinions depending on who they're talking to and who is present.

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 10:31 pm
by AskRyze
LichBait wrote: Tue Jul 26, 2022 9:49 pm :?
dominantdrowess wrote: Tue Jul 26, 2022 10:23 pm I don't think this is a fair characterization of anything, and the community didn't spite anything. o . O

Everyone I know is still on friendly terms with my character and quietly says things that are 'FOIG'.

You're overplaying.
.... Ope. Forgot, not naming names. Sorry?

To your credit though, your options were kind of "Stick your head through the hole and get it lopped off" and "rot in your cell until your jailor dies of cholera". Something about getting stuck between an immovable object and a slightly less immovable object comes to mind?

I hope my jovial tone throughout shows that I have nothing against you and yours as people, I've just historically sat on the other side of any number of fences, looking into your windows at all the shiny toys like a child envying his neighbor's XBox from afar. I understand that the first person perspective sets things in a different light, so I'm sorry for fumbling the cards. Hope to see you two around more often!

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 10:37 pm
by dominantdrowess
AskRyze wrote: Tue Jul 26, 2022 10:31 pm I hope my jovial tone throughout shows that I have nothing against you and yours as people, I've just historically sat on the other side of any number of fences, looking into your windows at all the shiny toys like a child envying his neighbor's XBox from afar. I understand that the first person perspective sets things in a different light, so I'm sorry for fumbling the cards. Hope to see you two around more often!
You need but login, to see my character, daily for hours. Some people - myself included - work on alts in our off-time as well. ;-P

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 10:42 pm
by IanPatron
Once upon a time, levels meant something. Being a level 30 meant something. But so did being a lvl 17 vs being a lvl 5. Now, leveling is so fast that everyone is lvl 30, so why bother having writs or anything? Just let every player just be lvl 30.

As it stands I have issues lvling because it is slightly more difficult for me. I myself never had a lvl 30 character ever and I've been playing a while.

I'm sure I'll get a lvl 30 soon... and I must, because there's no way I can compete with the powerbuilds that exist, along with their OOC controlled factions.

How can I, who mainly relies upon RP, hope to make any worthwhile impact on the server if I get kill bashed before I get a word in edgewise. Now mind I haven't been kill bashed because I am an experienced RPr who knows when a character must humble themselves before greater powers, and how they can do so while retaining their 'character'. But then, I had to play somewhat reserved.

So slowly but surely I have been learning how to build stronger characters.

Then, I have to consider this whole discord group chat thing and be part of the in crowd. The DMs are going to pay attention more to groups than individuals, and so it's reasonable that groups of players would connect OOC because numbers matter. I find going OOC rather distasteful though as it ruins immersion or spontaneity. But I also understand Discord's importance when it comes to planning and being on with friends.

I play the UD, so I have seen firsthand the characters that were shelved due to a fight they lost in Andunor. Andunor is a revolving door for try out characters, throw away characters, and the like. And some factions or ideas of factions come and go just like characters.

Some factions stay. Occasionally I see a duo of characters with names that indicate familial bonds from the get. They tend to level faster than myself considerably, then they vanish and another duo shows up and repeat.

Sadly, Arelith isn't the same type of game for the same type of people anymore. An old timer like myself who doesn't frequent social media for likes simply will be overrun by a mob at every turn, so it makes me loathe to create characters that automatically spell conflict(like a cleric of Vhaeraun).

Also did anyone stop to consider the implications of player OOC griefing or OOC dislike being a factor in a player's future impact on that server? If someone screws up in the UD and that player gets into it with a faction, and loses, or worse yet, gets into OOC grief with another player, it could impact any future characters that player creates.

OOC grudges will kill off characters, and cancel the players.

Yep, that's what's happening... players are getting cancelled.

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 10:54 pm
by dominantdrowess
^ This.

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Tue Jul 26, 2022 11:40 pm
by Spriggan Bride
I don't think leveling is too fast. It's at a good pace. I wouldn't want to go back to the pre writ times when I could only play one or two characters in a year because they take so long to advance. When new classes and races come out it's nice to be able to try them. I know people burn through them too fast but some problems like that are player side as much as server. How do you script against short attention spans or the understandable desire to want all of the features of a class sooner rather than later?

Honestly though.. I think a lot of player dissatisfaction comes from overinvesting time and energy in something that will never be able to give everything you want back. I found cutting back my time to something reasonable allowed me to enjoy the game a lot more and appreciate what is there.

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Wed Jul 27, 2022 3:06 am
by Seven Sons of Sin
AskRyze wrote: Tue Jul 26, 2022 9:35 pm
evilkittenofdoom wrote: Tue Jul 26, 2022 8:00 pm Some evil necromancers start making a fuss near Cordor and the Cordorians don't approve. Rather than a mechanical exile of them (which is just not fun), or kill-bash until they don't want to play any more (also not fun)... what about an approach where an agreement is struck allowing the necromancer's presence provided he agrees to certain terms, like not practicing their necromancy in the city limits and its immediate surroundings, and that they be willing to be called upon in times of need? This provides meaningful RP instead of locking people out of fun in some capacity. And then when the necromancer is called upon, the RP opportunities are vast between the tension involved and the innumerable ways that each party involved can handle the presence of someone that is working on the same side, but also that they are not overly approving of how they're doing so.
This might be a good idea to implement if the population weren't so bloody massive and getting everyone on the same page in a sea of literal thousands is a sysipihan task. But let me give you a few examples of how this would realistically play out on the server.

Johnny Paladin sees Ted Necromancer placing down his ritual circle. Johnny paladin gets his buddy, Joe Ranger, to track Ted Necromancer down. They tell him to stop, or die. Ted Necromancer, being a normal person, doesn't want to stop. so Joe and Johnny grind Ted into enough bonemeal to regrow a Minecraft jungle, then tell whoever's in charge of Cordor to exile Ted "Because he's a necromancer and I'm a paladin look I'm using X class feature that means I'm Lawful Good and you can believe me".

Ultimately there's nothing that Johnny Paladin gains by letting Ted Necromancer live so why would he bother? He can't even say it's a moral high ground issue, because reanimation is abjectly evil and must be vanquished hurrdurr. You could say that Ted Necromancer is using his undead to till the fields but... Is he? No. The fields will be fine with or without him, they won't grow more or less with his efforts contributing or not. And, why let Ted Necromancer in when Eilonwy the Pantsless Elf can do his job just as well with her toad summons, and look prettier while she's doing it? Ultimately it breaks down to the simple fact of it requiring more cognitive dissonance for the average player to allow Ted Necromancer to keep going. So... They ignore him. Or they kill him. It defaults right back to that.
Right, so Skibbles/OP, I'm drawing you back into this, because this is also sort of my point - how can you create a system that actually incentivizes a Cordorian official to making a pretty pragmatic (but incredibly fun) agreement between the Cordor Guard and a young cabal of aspiring necromancers?

This sort of bespoke roleplay conflict-resolution is what the server needs. I don't know how you design for this without rely on incentives for good roleplay (RPR), or otherwise pointing the fingers at players who have influence over server culture.

Because AskRyze's point is also genuinely true too - I've seen it happen countless times. Good Person X makes a pretty cool (from an OOC perspective) relationship with Shady Person Y. This fosters roleplay, solves conflict, creates a new paradigm.

Good Person ScrewYou doesn't give a flying bollywog's Snuggybear what Good Person X agreed to. They'll smite Shady Person Y into the ground. But if Good Person X retaliates against this, it genuinely is a breach of proper "alignment" (because really, ICly, Good Person X does indeed want to 'win' over Shady Person Y).

So, what do you do? What's to blame?

We might blame the server for not making somehow the original agreement a transparent system that fosters good roleplay.

I'd personally blame Good Person ScrewYou for failing to see the hugely positive potential from an OOC perspective, and bend their respectable RP. But I also can't - because culture, cliques, and mechanics actually reward 'winning' all the time. They don't actually punish winning, or making people rationalize winning in the broader sense of server and community narrative.

I just don't understand how you can systematize evilkittenofdoom's suggestion in a meaningful way. Maybe I'm not a visionary on that - I think it requires some pretty entrenched systems changes to how Arelith fundamentally handles PvP (both the mechanics, and the theme of player-vs-player conflict).

Because, my god, making a pact of pragmatism whereby guards don't prosecute necromancers (but secretly are spying on them and working against them) while necromancers say they're animating dead outside of Cordor (but are actually plotting some Velsharoonite mass ritual in the city limits) sounds like a way cooler, more generative way of drawing out "killbash PvP" scenario. And even cooler than shackling some poor level 5 necromancer and forcing the player through limiting process when all they want to be doing is gothic horror roleplay.

You know?

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Wed Jul 27, 2022 5:27 am
by Zavandar
On the other hand, it is very possible that Good Person X and Shady Person Y make Good Person ScrewYou feel like a third wheel (intentionally or not).

One of the worst feelings is being admonished for not following the script you were never privy to in the first place.

Re: Feedback on experiences. Leveling. Turnover. Consistency.

Posted: Wed Jul 27, 2022 6:45 am
by Seven Sons of Sin
Zavandar wrote: Wed Jul 27, 2022 5:27 am On the other hand, it is very possible that Good Person X and Shady Person Y make Good Person ScrewYou feel like a third wheel (intentionally or not).

One of the worst feelings is being admonished for not following the script you were never privy to in the first place.
Totally fair. But there can also be big assumptions around intention. I've no doubt sometimes conflicts are exclusionary and cliquey by nature, but I think they are often perceived that way simply because players tend to be repeat roleplayers of jiving with similar styles.

I bet it is often the case that Good Person X thinks Good Person ScrewYou isn't 'worthy' enough of their roleplay with Shady Person Y, or some other laundry list of reasons to not be an inclusive, proactive player.