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Roleplayers: Would You Take This Option?

Posted: 02 May 2016, 16:13
by Mooncalf
Imagine the following:

- That it's possible to gain blood, loot, daily PXP, etc. all by posting roleplay on the forum.

- That you can use inventory / shops, etc. all without using the grid itself (you'd stay in vacation mode).

- That PVP (to resolve roleplay battles) was possible without even going to the grid at all, via a challenge-and-accept system, here on the forum. So you'd click on somebody's name on the forum, and click a button to challenge them to a fight, and only if they accept does the fight go ahead.

- That all future chapters have a roleplay alternative to the grid function which affects the chapter sliders.

Essentially, imagine a system that lets forum roleplayers never have to move on grid at all, ever, if they don't want to. But the grid would remain there for those who DO want to use it. Would you ever move your character on grid again?

Re: Roleplayers: Would You Take This Option?

Posted: 02 May 2016, 16:45
by Roderic
I need more information before I can vote on this honestly.

Re: Roleplayers: Would You Take This Option?

Posted: 02 May 2016, 16:47
by Mooncalf
Roderic wrote:I need more information before I can vote on this honestly.
Feel free to ask questions about the concept.

It would be optional, of course. Grid players would still be able to play as normal. Or those who do a bit of both would still be able to do a bit of both. It would purely be to give roleplayers the option of avoid the grid, if they really hate it and feel that it doesn't marry up with the roleplay.

Re: Roleplayers: Would You Take This Option?

Posted: 02 May 2016, 16:50
by Atabei Narcisse
Well, like I see it sort of fairly unbalanced?

For instance: I have to log in to feed. I can get spotted feeding, yet a role player can't and won't.
I have to do the task of b and eing, and potentially get spotted by guards and get notoriety-rpers wont.
Those are just some off the top of my head.
How will you balance that fairness out?

To add: What about crafters and the rick of parts breaking? Ritual ingreds being lost? Weapon parts breaking or decreasing in accuracy? The point of faction forts of any homes for that matter-homes that cost karma? I see that being a difficult hardship on path finances, but hopefully you'll come up with something to offset it for larger karma prices.

Re: Roleplayers: Would You Take This Option?

Posted: 02 May 2016, 17:00
by Alexandrea
I see Becca's point
and to use the recent territory developments of some of the territory holders wanting to collect 'tolls' as an example;
if one was to avoid the grid all together then they also can able to avoid ALL territories.

And all players besides perhaps a select few.

And all other risks that a player that doesn't avoid the grid can run into.

It's a definite advantage and one that imo isn't promoting new interaction or conflicts.

Some players might just stick with rping with just the few they know will further their own agendas without outside variables introducing any unforeseen complications.

Re: Roleplayers: Would You Take This Option?

Posted: 02 May 2016, 17:01
by Mooncalf
Atabei Narcisse wrote:Well, like I see it sort of fairly unbalanced?

For instance: I have to log in to feed. I can get spotted feeding, yet a role player can't and won't.
I have to do the task of b and eing, and potentially get spotted by guards and get notoriety-rpers wont.
Those are just some off the top of my head.
How will you balance that fairness out?
The balance would be that they wouldn't get quite as much loot, wouldn't really craft weapons, and would have to spend more time writing roleplay compared to moving on the grid. Though they wouldn't get spotted feeding, they also wouldn't be able to drive the alert level up on purpose as easily as grid players. Little things like that, really.

Re: Roleplayers: Would You Take This Option?

Posted: 02 May 2016, 17:02
by Atabei Narcisse
I added things, but seems Alex ninj'd me

Re: Roleplayers: Would You Take This Option?

Posted: 02 May 2016, 17:03
by Mooncalf
Alexandrea wrote:I see Becca's point
and to use the recent territory developments of some of the territory holders wanting to collect 'tolls' as an example;
if one was to avoid the grid all together then they also can able to avoid ALL territories.

That's part of the idea. Fighting for them would be optional, rather than forced on them. They wouldn't be able to be hit without accepting the challenge, but denying the challenge paints them as a coward, and they bow out of any roleplay thread in which the challenge was issued (written as them fleeing like a yellow belly).

Re: Roleplayers: Would You Take This Option?

Posted: 02 May 2016, 17:04
by Atabei Narcisse
Alexandrea wrote:
And all other risks that a player that doesn't avoid the grid can run into.

It's a definite advantage and one that imo isn't promoting new interaction or conflicts.

Some players might just stick with rping with just the few they know will further their own agendas without outside variables introducing any unforeseen complications.
Pretty much that too. I mean the cliques are already bad enough as it is.

>.>

I always say I'm willing to rp with anyone and everyone but seems that only 5-6 of the same people take the actual offer.

-shrugs-

Re: Roleplayers: Would You Take This Option?

Posted: 02 May 2016, 17:05
by Mooncalf
Atabei Narcisse wrote: To add: What about crafters and the rick of parts breaking? Ritual ingreds being lost? Weapon parts breaking or decreasing in accuracy? The point of faction forts of any homes for that matter-homes that cost karma? I see that being a difficult hardship on path finances, but hopefully you'll come up with something to offset it for larger karma prices.
Well if they avoided the grid entirely, they wouldn't be able to craft, do rituals, or attack people whenever they want. Lairs would still have use to the vast majority of players, who actually enjoy the grid.