Feedback on experiences. Leveling. Turnover. Consistency.
Posted: Mon Jul 25, 2022 5:43 pm
I have given this some thought lately.
I enjoy the speed of the leveling. It allows me to reach level 30 very fast, and be on the same level as everyone else and then I can just 'join the story' as an equal or have a 'fighting chance' against whatever conflict happens, when I choose to play a new character. Whatever comes, it feels fair in that way.
And I can comfortably play a few hours a day and still keep up at a reasonable pace and not have to feel like I have to turbo grind to achieve it. I have played a Guldorand award character, starting at level 16 (Honestly this reward should be available everywhere, not just Guldorand. Looking at you, Andunor, but that's besides the point.)
I did the daily writs and spent the rest of the time roleplaying on that character, I actually had to remember to go out get Adventure Experience. And I think I got to 30 within a week or two. Truly, it was fast and satisfying.
There are other points to consider. I like this as I tend to play long term characters. When I say long term I mean I play them for years, I want them to change over time and to meet new characers and develop realtionships with them and see how they are affected by their experiences. A broad kind of story. I enjoy having them build up their respective reputations over time with their actions, achieve some measure of recognition that inevitably comes when you play consistently, and see it play off with others. I enjoy building this up whether that is factions, events, places- or contributing to those, ideally also to share it with as many other characters as possible.
This amount of time also gives the character something to care about IC, things they don't want to lose, characters they care about, situations that move them, and me as a player OOCly. I think it gives players time to be invested in the characters and the stories they write; you look forward to continue it and not in any rushed sort of way, in the things they've built and the character relationships they've kept. It's a kind of living, breathing world when that happens.
But I also know that this is not the only way to play the game.
And this is something that has dawned on me lately. There are individuals whose idea of fun is to make new characters, level them up as fast (or faster) and enter conflict. These characters usually have little in the way of standing weaknesses or things they care about setting-wise. They came from nowhere and have nothing pratical to lose. If they are defeated nothing is lost. They can just respawn, and 300xp is the full extent of the character's loss. Whatever defeat they may suffer is not really momentous or significant: They have done nothing of note, on their own. No people to safeguard. No place to be vigilant about. They are not defined by what they are but by what they fight.
They will not build something up and care about something like presence, or reputation. There are no actual spontaneous made character relationships to be kept, to be restrained about. Story to be invested in. Though there is obviously some degree of RP, the fun is in playing and winning. They will not stay around playing that character for long enough for any defeat to matter, in any case. They will fight someone or a faction that has done a consistent presence, because they seek meaningful conflict and fighting a ghost has no consequence and winning is no victory. Fixture destruction. Quartertheft. Because defeating something or someone that matters, matters.
And in the end this is replaced with nothing, which is the problem. Once there is nothing to fight, they dissolve and disappear, absent of interest leaving a void in it's wake- That is not filled again because those consistent players that created content are now gone. Entering a slow but steady decline, into the same cycle again. Nothing is built with staying power to where it matters again.
I have seen this happen I would say four times in my entire time playing Arelith. It's certainly not Mad Max out there (Though at some point it was.) and it's not something that happens all the time, but the times I've seen it, it has been catastrophic for the community in every single instance.
The fact that it happens is a strong disconnect in styles and expectations. I hear stories about Arelith of Old, both the good and the bad about it. But this theme remains consistent. There were no such characters when the leveling was slow (barring a true neet or someone who no-lifed it through) and whatever interest in playing a character looking forward to the PvP there was would die, as when you've been playing the same character consistently for many months before you enter any sort of conflict and you are either already invested and with many things to lose (Save if you play with the same OOC group of people all the time, but this gets stale quickly so the turnover is 2~3 month's ish for this).
Even if they could still hit the respawn button, there was still an obvious sense of consequence about it.
Or you'd realise it wasn't worth it putting yourself through it just for that and just drop it.
I think this and the very fast character turnover have both been the most jarring, displeasing things I have dealt with in this game so far. (Or the consequences that come from it). And I get the feeling it wasn't always like this.
This leads me to the following conclusions:
1- As much as I enjoy being able to level at a reasonable pace (And I've been fervently supporting it) it is ultimately detrimental.
2- If it is to remain as it is, then there need to be something reasonable to prevent those kinds of cycles from continuing. Such as making being level 30, and able to PVP, less relevant to roleplay itself aside from the personal storylines and shared narratives of conflict. Currently almost all and any politics whether surface or UD are decided by who can killbash the other better, when push comes to shove. The 'or else'. And the dread of OOCly trying to avoid endless killbash wars while at the same time acknowledging IC actions should have IC consequences and conflict should be had.
With all of this in mind I believe the DMs should take on some more active role in the managing of the cities. And the way they can do that and not lose their minds (or their time) about it is by (passively) reviewing IC information submitted by current elected officials of any city.
Right here on the forums, those who take on leadership or guard roles for the cities put them up in a private one.
As well as being in contact with them OOCly (provided in that same report) to help differentiate what characters are saying to what it actually happens (These two are very different things almost in every scenario) to make sure things are being kept fair.
Does this take away from player agency and freedoms? In theory, sure. In practice, not at all since all it would do is keep DMs rather appraised of what is currently going on without having to actually be there like the eye of Sauron inside the actual game with their limited time, or put things together from a variety of reports once things have gone to hell.
From this point on, this would also help provide consequences even for short turnover characters, if laws are actually enforced. The current pariah/exile system seems a bit too zero sum for my tastes. I've proposed a different idea in another thread, that was in regards to Andunor.
Another idea: Cordor Guards are given a special kind of shackle. This can provide some good fun in subdualing a criminal, instead of killing them for say, breaking the law and walking away, because that's the most you can get away with without a DM watching.
Captured criminals with these are marked (flagged) OOCly with a token. In essence, someone is shackled and after this RP a report is left on it on the boards. DMs review if, if they deem the case appropriate it is approved. Green-lighted, the current Justiciar or Guards ICly informs the character of it's punishment. Banishment, fine, service (putting him to work for the city), etc. A registry of criminals can be kept.
Which leads into another fun idea. A Bounty Hunter guild.
Bounties are put up for wanted criminals, which must be brought back alive for payment. Any character can join this guild, but ideally it should be sponsored by lawful governments. For this you get one of those shackles. You find the criminal, subdual them (or they come willingly) you apply the shackles (it OOCly flags them) and/or then you can RP bringing them back to town. Character is paid, justice is served. Didn't really end up in any character's death. You get a notification when you get paid and the money is transferred.
I enjoy the speed of the leveling. It allows me to reach level 30 very fast, and be on the same level as everyone else and then I can just 'join the story' as an equal or have a 'fighting chance' against whatever conflict happens, when I choose to play a new character. Whatever comes, it feels fair in that way.
And I can comfortably play a few hours a day and still keep up at a reasonable pace and not have to feel like I have to turbo grind to achieve it. I have played a Guldorand award character, starting at level 16 (Honestly this reward should be available everywhere, not just Guldorand. Looking at you, Andunor, but that's besides the point.)
I did the daily writs and spent the rest of the time roleplaying on that character, I actually had to remember to go out get Adventure Experience. And I think I got to 30 within a week or two. Truly, it was fast and satisfying.
There are other points to consider. I like this as I tend to play long term characters. When I say long term I mean I play them for years, I want them to change over time and to meet new characers and develop realtionships with them and see how they are affected by their experiences. A broad kind of story. I enjoy having them build up their respective reputations over time with their actions, achieve some measure of recognition that inevitably comes when you play consistently, and see it play off with others. I enjoy building this up whether that is factions, events, places- or contributing to those, ideally also to share it with as many other characters as possible.
This amount of time also gives the character something to care about IC, things they don't want to lose, characters they care about, situations that move them, and me as a player OOCly. I think it gives players time to be invested in the characters and the stories they write; you look forward to continue it and not in any rushed sort of way, in the things they've built and the character relationships they've kept. It's a kind of living, breathing world when that happens.
But I also know that this is not the only way to play the game.
And this is something that has dawned on me lately. There are individuals whose idea of fun is to make new characters, level them up as fast (or faster) and enter conflict. These characters usually have little in the way of standing weaknesses or things they care about setting-wise. They came from nowhere and have nothing pratical to lose. If they are defeated nothing is lost. They can just respawn, and 300xp is the full extent of the character's loss. Whatever defeat they may suffer is not really momentous or significant: They have done nothing of note, on their own. No people to safeguard. No place to be vigilant about. They are not defined by what they are but by what they fight.
They will not build something up and care about something like presence, or reputation. There are no actual spontaneous made character relationships to be kept, to be restrained about. Story to be invested in. Though there is obviously some degree of RP, the fun is in playing and winning. They will not stay around playing that character for long enough for any defeat to matter, in any case. They will fight someone or a faction that has done a consistent presence, because they seek meaningful conflict and fighting a ghost has no consequence and winning is no victory. Fixture destruction. Quartertheft. Because defeating something or someone that matters, matters.
And in the end this is replaced with nothing, which is the problem. Once there is nothing to fight, they dissolve and disappear, absent of interest leaving a void in it's wake- That is not filled again because those consistent players that created content are now gone. Entering a slow but steady decline, into the same cycle again. Nothing is built with staying power to where it matters again.
I have seen this happen I would say four times in my entire time playing Arelith. It's certainly not Mad Max out there (Though at some point it was.) and it's not something that happens all the time, but the times I've seen it, it has been catastrophic for the community in every single instance.
The fact that it happens is a strong disconnect in styles and expectations. I hear stories about Arelith of Old, both the good and the bad about it. But this theme remains consistent. There were no such characters when the leveling was slow (barring a true neet or someone who no-lifed it through) and whatever interest in playing a character looking forward to the PvP there was would die, as when you've been playing the same character consistently for many months before you enter any sort of conflict and you are either already invested and with many things to lose (Save if you play with the same OOC group of people all the time, but this gets stale quickly so the turnover is 2~3 month's ish for this).
Even if they could still hit the respawn button, there was still an obvious sense of consequence about it.
Or you'd realise it wasn't worth it putting yourself through it just for that and just drop it.
I think this and the very fast character turnover have both been the most jarring, displeasing things I have dealt with in this game so far. (Or the consequences that come from it). And I get the feeling it wasn't always like this.
This leads me to the following conclusions:
1- As much as I enjoy being able to level at a reasonable pace (And I've been fervently supporting it) it is ultimately detrimental.
2- If it is to remain as it is, then there need to be something reasonable to prevent those kinds of cycles from continuing. Such as making being level 30, and able to PVP, less relevant to roleplay itself aside from the personal storylines and shared narratives of conflict. Currently almost all and any politics whether surface or UD are decided by who can killbash the other better, when push comes to shove. The 'or else'. And the dread of OOCly trying to avoid endless killbash wars while at the same time acknowledging IC actions should have IC consequences and conflict should be had.
With all of this in mind I believe the DMs should take on some more active role in the managing of the cities. And the way they can do that and not lose their minds (or their time) about it is by (passively) reviewing IC information submitted by current elected officials of any city.
Right here on the forums, those who take on leadership or guard roles for the cities put them up in a private one.
As well as being in contact with them OOCly (provided in that same report) to help differentiate what characters are saying to what it actually happens (These two are very different things almost in every scenario) to make sure things are being kept fair.
Does this take away from player agency and freedoms? In theory, sure. In practice, not at all since all it would do is keep DMs rather appraised of what is currently going on without having to actually be there like the eye of Sauron inside the actual game with their limited time, or put things together from a variety of reports once things have gone to hell.
From this point on, this would also help provide consequences even for short turnover characters, if laws are actually enforced. The current pariah/exile system seems a bit too zero sum for my tastes. I've proposed a different idea in another thread, that was in regards to Andunor.
Things like these that would also generate RP rather than entirely remove a given character from an area.Proposed solution:
A set of actual laws with tangible, feared consequences for a place like Andunor. Something to navigate around, bribe about, or do something with. Might Makes Right works well. For a spat. Until it's been me and my goons for a year, or more. This is also I would apply to other Surface Settlements to prevent certain things from happening again, but focusing on the UD for now.
Character breaking said laws? They receive a magical mark from the Hubmaster. Mysterious in origin. The more marks you acquire, eventually when you die within the city of Andunor your soul is taken, preventing resurrection. The only way of getting rid of the mark is working to enforce the laws of the city yourself, working for the city's benefit and making the city richer.
This also ensures it's repeated behaviour and not a one-off time thing that has a mountain crashing down on some unfortunate soul. It also gives a RP reason and an OOC reason for the character wanting to cooperate and do better that won't make them look like a wuss, which is what many care about IC and OOC as well.
Another idea: Cordor Guards are given a special kind of shackle. This can provide some good fun in subdualing a criminal, instead of killing them for say, breaking the law and walking away, because that's the most you can get away with without a DM watching.
Captured criminals with these are marked (flagged) OOCly with a token. In essence, someone is shackled and after this RP a report is left on it on the boards. DMs review if, if they deem the case appropriate it is approved. Green-lighted, the current Justiciar or Guards ICly informs the character of it's punishment. Banishment, fine, service (putting him to work for the city), etc. A registry of criminals can be kept.
Which leads into another fun idea. A Bounty Hunter guild.
Bounties are put up for wanted criminals, which must be brought back alive for payment. Any character can join this guild, but ideally it should be sponsored by lawful governments. For this you get one of those shackles. You find the criminal, subdual them (or they come willingly) you apply the shackles (it OOCly flags them) and/or then you can RP bringing them back to town. Character is paid, justice is served. Didn't really end up in any character's death. You get a notification when you get paid and the money is transferred.