Unless I'm mistaken, This is kind of limited by a past quest in which the 'gods' agreed to no longer interfere with the Island unless it was majorly threatened.Valione wrote:@gm's - use your right to play as the 'gods' more often!
Everything about Illarion that fits nowhere else. / Alles über Illarion was inhaltlich in kein anderes Board passt.
Moderators: Gamemasters, Community Managers
I can firmly agree with that. Like, there was a time when guilds were hugely popular, and powerful. Now.. they don't look quite so.. ya know.. active. Then we had a whole bunch of new gm's who then just slowly disappeared. And then we had a bunch of players who were here.. and they sort of faded away too. So now we got what we got and we need to make the best of it. So lets do it. Start today!AlexRose wrote:I don't think that's necessarily the case that other things stopped us from playing. It's not like we seeped out over time, I think there was definitely a short period of time in which all of the "last gen" as I'm gonna call it spontaneously combusted.
Forcing on the user end of game design hardly works either. It wont help to try and accomplish your goals with a system that doesn't cater to them.Vern Kron wrote:I can firmly agree with that. Like, there was a time when guilds were hugely popular, and powerful. Now.. they don't look quite so.. ya know.. active. Then we had a whole bunch of new gm's who then just slowly disappeared. And then we had a bunch of players who were here.. and they sort of faded away too. So now we got what we got and we need to make the best of it. So lets do it. Start today!AlexRose wrote:I don't think that's necessarily the case that other things stopped us from playing. It's not like we seeped out over time, I think there was definitely a short period of time in which all of the "last gen" as I'm gonna call it spontaneously combusted.
Smaller areas? I know it sounds like a step backwards, but according to those players that were here when the map was smaller it was much easier to find someone to rp with.So; what do you like? What do you dislike and how would you change it?
Thats the reason the game goes downhill, when player discuss the gm brain seems just to see either "mock mock complain" or "praise praise asslick" really...Estralis Seborian wrote:OK, this discussion yielded:
Board is lame because of non lame players left because of lame game.
Being a new-ish player amongst ya i read into the rumour post and even tried to re-open it (Got locked in record time) and i actually agree with ya... Like take Alex's story IG: Killed/attacked a few guards and a bearer and is now on the run... I might like some RP in the way of rumours as to where i am (Tol woods btwPellandria wrote: just take the rumor post in the forum, that thing was "blooming" and even had a few fun posts, since gm administration, over a year ago, the rumorspost not only saw a ~lock~ but also just 6 posts, six posts in over a year is an ridicoulus amount. in the five years of existanc the rumors topic had a , very well rounded, normal ration of 300 posts in a year, now its closed up for good.
Dont worry about it. I been banned....*Counts* AlotIcaused two bans allready so in case I "post aggresievly" again, I certaintly wouldn't know, well unless a Gm finally explains what kind of rule is covering "aggresiev posting" as a rulebreak.
Personally, I think, as an rp game, illarion didn't even require the current client. I don't see it as an improvement and due to my crap pc (which is the reason I joined illarion in the first place) I couldn't even run the new client for several months. I was getting killed by invisible wolves. Had to use my mum's laptop. I don't see why an increase in the playerbase was a good thing when it just drove out all the experienced rpers.Estralis Seborian wrote:A bad road is to add more and more "junk features" to the game, stuff it with stuff nobody uses while leaving sucking features untouched. So; what do you like? What do you dislike and how would you change it?
http://illarion.org/community/forums/vi ... hp?t=32128AlexRose wrote:Make ice golems and make elements. Elements are important to an rpg. Make it so a firesword hurts ice golems and ice dragons and ice elementals and snow wolves and snow panthers, and have ice swords which damage flame skeletons and dragons and fire elementals and things. Honestly, paperdolling is "oh look wow my man changes clothes, incredible, I couldn't have done that with my imagination". Scripting new monster types and making new monster graphics add a GAMEPLAY element. Something that's fun to do.
Agree'dNew dungeons make new rp. New monsters make new attacks on town and new quests other than generic demon lich things.
Adding new features doesn't fix an already broken game. You have to do a few things according to my big post:A bad road is to add more and more "junk features" to the game, stuff it with stuff nobody uses while leaving sucking features untouched. So; what do you like? What do you dislike and how would you change it?
It's an rp game. We already have a look at system and you can all emote that you're wearing the same armour.Kranek wrote:I think paperdolling ads ALOT to the rp!
Just imagine some guys fromt he same guild, wearing the same robes. Or some barbarians wearing the same armors and weapons
Very few people did that, and everyone should be punished because of that? I'm sorry, but the final nail in the coffin was "A rumor begins to spread ridiculously fast that the Elves of Vanima have begun sacrificing human children to Nargun." "In the northmark, the rumour about elves sacrificing human children is widely believed."Kranek wrote:Concerning the rumours: they got closed cause many people abbused them like:
"Some people say that X is an idiot and Y has a small di**!"
Crafting is already broken anyway. Only a masochist would play a crafter. I don't see what the appeal is for crafting in any game at all actually, but yes, there are the odd few that like crafting. However, I put this to you:Kranek wrote:ABout dungeons and such: sure, they add things...for the warriors and the mages! Anyone still wondering why there are not enough crafters out there? Cause most of the proposals to improve the game focus on the fighting chars!
So long as the design functions as it was meant to, there was nothing bad about it. In this case, the big update is a success. However, if the real big update was now introducing "Illarion: The Turn Based Strategy", would you still play?Looking at the thread there are evidently some very differing views over what is 'wrong' with illarion (my own view included). Moreover, the subjectivity of the sources of dissatisfaction is further highlighted by the fact that some of the things mentioned here as "bad changes" such as increased map-size were in fact welcomed by great many players.
I think here the GM's mainly done it in anticipation of the masses of players coming to Illarion.Mr. Cromwell wrote: such as increased map-size were in fact welcomed by great many players.
Agree'd and the GM's dont even need to do that much tbh. If we all see a player starting a rumour which is out of line or noteworthy we can contact a GM about it or even take it into our own hands and tell them the consequences of it being taken away from the others (In private... NO NAMING AND SHAMING)Mr. Cromwell wrote:Anyway, I think that:
1.) The staff should ease the bridles a little bit, when it comes to the behaviour in roleplaying boards. Allow discussions, allow debates... These will then allow people to communicate interesting and controversial events and may even attract people back online. Furthermore, allow free posting in the rumour thread, only removing the retarded rumours. Activity in the boards over IG matters is good because it is fun and interesting. If you want creative roleplay and want to support it, then you must be willing to accept the chance of occassional misbehaviour (freedom isn't free, and all that). In general, steer clear of the trend of "since some people do X in a way that we do not approve, we ban everyone from doing X".
Mr. Cromwell wrote:2.) I think Pyrrho has a point about the work-reward when it comes to skillgain (and by extension to the whole magic-rune-gaining-mess), however I more think that either the way skillgaining works should be completely or that the current system is simply tweaked. I really don't look back at the 'good old days' when it was possible to max all skills in a week or so with warmth. There should still be a divide between experienced characters and non-experienced characters, which should not be crossable with a simple snap of the fingers.
Don't go into a movie and expect to see something. Instead, imagine your own film!"If you go in game with the intent to be entertained, don't bother. Instead go in game with the intent to entertain others."
Well, work is work, but gaming should be gaming (gaming doesn't need to be easy, but it should not be work. It can be challenging, but it should be fun as well). The problem (IMO) now is that the maxing of the char is more like work than fun (at least from my perspective). Maxing your character is actually all the same possible to everyone (with some players achieving very high skill very quickly even), but it comes at a horrible-boredom price. After you have gained uber skills, I am sure that the gaming is rewarding.. however, I'd digress if someone suggests that the process of gaining those skills would typically be so.Alexander Knight wrote:See i dont agree on this one. I would honestly like to work for my rewards and it makes it more fun but thats my opinion. My char Alex doesnt even train any more as i didnt set out to have a maxed char only a decent one.
In my opinion it should be a little harder (Fighting skill) because we have too many maxed or nearly maxed chars and be honest how many people in medievil times were so hard even their own nightmares were scared of them? (Few romans, a monguls and a few crusaders, not every tom dick and harry)
I wonder how you can get that impression from what I wrote. If anything, I shifted a portion of the 'blame' over why the game is the way it is (which is important because other players such as you disagree with this) to the community itself rather than blame the staff for bad game design. If group A wants a bigger map because this helps to facilitate different kinds of IG groups and different kinds of RP (which brings them enjoyment), whereas group B wants to keep the map small for the sake of finding people more easily (which brings them enjoyment), then expanding the map a bad design decision only for the members of group B. That's a question of perspective. You somehow seem to be thinking that that whatever you say is the true and most crucial perspective from which the issue should be looked at. Certainly you are right, but only as far as you are concerned (as in, your own perspective to a given problem is naturally the most important one for yoy). As soon as you make an attempt to generalize this into being something which applies on the entire community (as you seem to be doing, judging from your tone) you're just as wrong as you previously were right.Pyrrho wrote:So long as the design functions as it was meant to, there was nothing bad about it. In this case, the big update is a success. However, if the real big update was now introducing "Illarion: The Turn Based Strategy", would you still play?Looking at the thread there are evidently some very differing views over what is 'wrong' with illarion (my own view included). Moreover, the subjectivity of the sources of dissatisfaction is further highlighted by the fact that some of the things mentioned here as "bad changes" such as increased map-size were in fact welcomed by great many players.
. As soon as you make an attempt to generalize this into being something which applies on the entire community (as you seem to be doing, judging from your tone) you're just as wrong as you previously were right.
Its never a communities fault for not enjoying the game, because they can just stop playing. I was trying to point out that making a bigger map isn't inherently a bad design. In fact, in many cases it could be good. However, in this case, it was unwarranted. Sure there may be some players who enjoy a bigger map, but it hinders playability more than it adds, which can be seen right now. As you said, you can't please everyone's specific fantasies of what they envision the game to be. You can however, find a balance. It appears to me, that a larger map does the opposite, at least the way the map was designed. If people want lands to explore, a more centralized city approach could have been made.to the community itself rather than blame the staff for bad game design.
As I said above, it would be easier to find a solution by making a more concentrated "play" area and then from there exploration area (as I can only see exploration as the enjoyable function of a larger map). This would be easier for new players, cut down on traveling costs, and allow players who want a large map to still enjoy it. Note, flagging players on a map still means I have to travel long ways to get to them on the current map.I actually thought of an idea where players would be able to flag themselves on the minimap (visible for other similarly flagged players) when they're searching for roleplay.
My beef isn't with the player base, its with the platform.Dantagon Marescot wrote:Pyrrho you did exactly what I told you not to do. His point was not to tell people to create rp because they should, but to enjoy the game together because the game doesn't revolve around your character or your preferences. Go back to kindergarten and learn how to share. There are better rpers in some kindergartens who play house together than there are in Illarion at times. The game ain't about you. It is about having fun together.
Pyrrho wrote:The main function of this game is to provide a world to RP with other players, at least thats what I thought it was. Redesigning the game that would work better for a larger player base we did not have seems to be bad design.
Its never a communities fault for not enjoying the game, because they can just stop playing. I was trying to point out that making a bigger map isn't inherently a bad design. In fact, in many cases it could be good. However, in this case, it was unwarranted. Sure there may be some players who enjoy a bigger map, but it hinders playability more than it adds, which can be seen right now. As you said, you can't please everyone's specific fantasies of what they envision the game to be. You can however, find a balance. It appears to me, that a larger map does the opposite, at least the way the map was designed. If people want lands to explore, a more centralized city approach could have been made.
The community is at fault simply because it has been the driving force behind the current layout of the map beyond the fact that it has been expanded. If what you say was true regarding only a few players enjoying the large map, then I think we would not have such a large amount of player-constructed buildings and settlements sprawling across the island. If the players themselves would have wanted to retain a single playing area and the rest for exploration, then this would undoubtedly be the case at the moment ingame as most of the construction has been always initiated by the players. So, the community is really at fault here, with blame on the staff only laying on expanding the map and allowing the players to actively tell their stories and shape the world according to these stories. If the players have been demanding these props (as they have) and you disagree with that, that's fine. Just stop pretending like it was not the case and that , when the game design of the world has actually been done by the players. Yes, the staff are very much guilty of giving the players this freedom; however if you think the child is a bastard, then you should take into account that like with most freedoms, there is one who gives the freedom and other who makes what he wants with it. The decentralized nature of the island is the fault of the playerbase itself, period.As I said above, it would be easier to find a solution by making a more concentrated "play" area and then from there exploration area (as I can only see exploration as the enjoyable function of a larger map). This would be easier for new players, cut down on traveling costs, and allow players who want a large map to still enjoy it. Note, flagging players on a map still means I have to travel long ways to get to them on the current map.