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Re: Roleplayers: Would You Take This Option?

Posted: 02 May 2016, 22:41
by Mooncalf
Velveteen wrote:You once talked about making a hardcore version of path, and that was back before you started watering it down when permanent death/stat loss was still on the table as a possibility.

Perhaps you could revisit that option using the older version, which even without the stat loss or permanent death is still pretty hardcore compared to what we have today, instead of continuing to change the one game into something so completely different.

Death is nigh on impossible unless the player permits. So I don't really understand for further need. Realism was always meant to be a key aspect in path but with every change we seem to step further and further away from that. Murder happens. Altercations happen. And most of those victims arent willing participants either.

Conflict isnt conflict if it is a preplanned and choreographed dance from beginning to end. Its just...a dance.
I could one day consider having a hardcore version of the game, but it'd have to be after I'm done with tweaking Path and adding all the things I want to add.

You're right, hardcore was my original vision. But I changed my mind a lot. Mostly, I've come to believe that a game where nobody is safe isn't very fun for most people. But also, I've seen that it doesn't mesh well with a roleplay-centric game. If this was a gamer's game, I'd absolutely still have perma-death, because that's the kind of game *I* enjoy. But I had to take a look at the game, and think to myself, do I want another RBC? Or do I want to make something which isn't about winning, but more about contributing a line in a massive story? The answer became obvious, and the solutions soon followed.

I could go on for hours about my thinking behind why I've wanted to take Path in a more roleplay-centric direction, or about how various games through history have developed a toxic community due to unrestrained and mandatory PVP. But in the end I'm not going to convince anyone that it's the right choice for Path. But people should know that I haven't made any decisions lightly, and I won't.

Re: Roleplayers: Would You Take This Option?

Posted: 02 May 2016, 22:41
by Azraeth
Pi dArtois wrote:But we have a game with an active owner/developer who codes things to make improvements, and there is nothing wrong with change, if change moves the game towards a more collaborative environment.

That sounds win win to me.
This.

The system has not worked in the past. Numerous players have left, felt pushed out of the community, and the storyline itself has stagnated. Blaming the players is not an acceptable answer in this case.

As old players return and new players join, it's important to set the groundwork for a thriving community.

Re: Roleplayers: Would You Take This Option?

Posted: 02 May 2016, 22:46
by Mooncalf
Velveteen wrote:Then there really should not have been a grid to start with and a lot of us could have saved a hell a lot of money.

But...
Pi dArtois wrote:All I can do is repeat what Josh said.
Azraeth wrote: Players talking is how the system should work.[/color]

^ If that isn't happening then that is the fault of the players. Not the game.
I'm not removing the grid, because it's part of Path. And I'm not going ahead with the suggestion posed in the poll itself, because people have talked me out of it. The grid will still be there, and you won't hate all of the changes I make, I promise you. You'll love some of them. Okay, yes, you'll hate a couple too, but it's not all bad for you guys.

Re: Roleplayers: Would You Take This Option?

Posted: 02 May 2016, 22:52
by Velveteen
You are asking for a system that is more collaborative because you want more collaboration.

There is nothing stopping anyone from doing that right now.

If people are unwilling to step out of there little boxes now what makes you think that making something more roleply centric will change that?

As for the changes David, I got over being upset about them a long while back and just roll with the punches cause its expected. =P

I guess sometimes it just feels that those who aren't posting their RP all over the forum every other day are at a disadvantage because their opinion/input is somehow deemed less valid.

Re: Roleplayers: Would You Take This Option?

Posted: 02 May 2016, 23:03
by Azraeth
Velveteen wrote:You are asking for a system that is more collaborative because you want more collaboration.

There is nothing stopping anyone from doing that right now.
'Blaming the victim', is not an acceptable solution, nor has it ever been, nor will it ever be. If you were really interested in collaboration, you would have seen to it that the lines of communication were open prior to taking any instigatory action.

If you feel your input lacks in heft, I would suggest focusing your efforts on building the community, and less on wielding grid 'clout', because regardless of what you have to say about what the player base should be doing, this remains true.

Re: Roleplayers: Would You Take This Option?

Posted: 02 May 2016, 23:04
by Mooncalf
Velveteen wrote: I guess sometimes it just feels that those who aren't posting their RP all over the forum every other day are at a disadvantage because their opinion/input is somehow deemed less valid.
I completely understand how people can feel that way, but you have to look at it like this: a Minecraft-style video game is aimed at people who like to build stuff. If the game developers don't appear to listen to those who want to ride around on dragons and blow up stuff, it's because the game isn't primarily about that.

I do try to listen to everyone. At the end of the day, though, I have something in mind for what I want Path to become, so my target audience has to be my main concern. Otherwise, I don't have a business left.

Re: Roleplayers: Would You Take This Option?

Posted: 02 May 2016, 23:25
by Velveteen
Azraeth wrote:
Velveteen wrote:You are asking for a system that is more collaborative because you want more collaboration.

There is nothing stopping anyone from doing that right now.
'Blaming the victim', is not an acceptable solution, nor has it ever been, nor will it ever be. If you were really interested in collaboration, you would have seen to it that the lines of communication were open prior to taking any instigatory action.

If you feel your input lacks in heft, I would suggest focusing your efforts on building the community, and less on wielding grid 'clout', because regardless of what you have to say about what the player base should be doing, this remains true.
I feel like a victim. Does that make me count now too?

Re: Roleplayers: Would You Take This Option?

Posted: 03 May 2016, 03:24
by Jedediah
Azraeth wrote:
Velveteen wrote:You are asking for a system that is more collaborative because you want more collaboration.

There is nothing stopping anyone from doing that right now.
'Blaming the victim', is not an acceptable solution, nor has it ever been, nor will it ever be. If you were really interested in collaboration, you would have seen to it that the lines of communication were open prior to taking any instigatory action.

If you feel your input lacks in heft, I would suggest focusing your efforts on building the community, and less on wielding grid 'clout', because regardless of what you have to say about what the player base should be doing, this remains true.
every 'gamer that plays the grid has been the victim over the last 4 years, as each and every aspect of the game has been dumbed down from the game i came to play 5 days on to get a friend some free ****, and ended up getting hooked on and devoting 5 yrs of my gaming life to, to a game where there is nothing todo but walk in a circle and click the f button, because if i do anything different, then that, someone will cry, and yet another feature of the grid will be removed. I tont even pick pockets, unless i know the character ooc, and know they can accept losing a few dollars with a smile, otherwise , if i fail and someone gets an alert, next month picking pockets will be removed.

Re: Roleplayers: Would You Take This Option?

Posted: 03 May 2016, 05:42
by Enzo Dragomir
after a few hard starts as a new player to the game, I've learned to love the grid as much as I love the writing. This game is not easy to break into, especially when most here came from another game together and/or have been playing with those chars for years. You literally have to force yourself in. People say that you can just come up and ask to play and it will happen, and -sometimes- this is true, but most times not...

My point is, some people coming into the game feel completely intimidated by the forums and have no clue how to insert. Others come in and the grid is overwhelming and lets face it a bit intimidating as well because there's not many ways to catch your character up to those who have been here for years...

I think I may have played in some of the same MMORPG's as Josh, we'll have to compare notes, because that is so true, when PVP is forced on you it spirals the game into a complete pit where everyone's answer to RP and conflict is 'lets hit things, that will spice it up."

I really am learning to enjoy PvP, but if I'm forced into it I lose that warm fuzzy feeling... I'm a new charrie, of course I'm the one that's going to end up wrecked so what's the advantage in that for me as a player? Rp'ing it out with dice is a nice thought yes, but then I wouldn't get the experience I to really feel a fight. That heart kick when you click your begin...

A balance between the two is where I'd want to be, I think you should be able to earn more for writing because it's not easy, and perhaps as Jed said, something to entertain those chars that are high enough that there's not much left to keep their attention.

As an end note, I love the fact the creator brings his ideas to the table and lets his gamers have think tanks. that's a very rare thing in gaming, and much appreciated, even when I don't respond, I love to read what's up.

Re: Roleplayers: Would You Take This Option?

Posted: 03 May 2016, 06:28
by Velveteen
Jedediah wrote: I tont even pick pockets, unless i know the character ooc, and know they can accept losing a few dollars with a smile, otherwise , if i fail and someone gets an alert, next month picking pockets will be removed.
It probably should be. If I wanna leave my character sitting around with thousands of dollars because its too hard to get to a bank then I shouldnt have to worry about it being stolen while I'm not looking. I have some new characters that are poor. Losing that money affects my gameplay!

ETA cause i had an idea.

Maybe doing away with skirmish and anything violent and forcing vampires to have dance offs to settle disputes could fix everything!

Just tweak the battle code a bit and bam! Everyone in Harper Rock be busting a move.