Fixing the Account System
Moderator: Gamemasters
Why would anyone want to go there anyway?
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Anyway, I have a better idea, keep the account system; but during a name check.:
1) The person chooses the race
2) If race is NOT human, person has to answer simple questions
- How would he react to....
- WHich gods does he follow
et cetera
These are simple enough, and can even be checked by NORMAL (trusted) players...
It doesn't take much to roleplay human, thats why [no offense to human POs...]
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Anyway, I have a better idea, keep the account system; but during a name check.:
1) The person chooses the race
2) If race is NOT human, person has to answer simple questions
- How would he react to....
- WHich gods does he follow
et cetera
These are simple enough, and can even be checked by NORMAL (trusted) players...
It doesn't take much to roleplay human, thats why [no offense to human POs...]
*Raises an eyebrow*
Did he really say that? He must have missed me
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Humans are easier to RP, because there aren't; any steriotypes.
Humans can be evil or good, can kill animals for fun or be vegetarian, can honour all gods or be atheist.. its very simple.
Dwarves are MEANT to love beer
Elves are MEANT to love trees
This makes humans easy to RP. Its more.. free
Did he really say that? He must have missed me

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Humans are easier to RP, because there aren't; any steriotypes.
Humans can be evil or good, can kill animals for fun or be vegetarian, can honour all gods or be atheist.. its very simple.
Dwarves are MEANT to love beer
Elves are MEANT to love trees
This makes humans easy to RP. Its more.. free
humans are just as difficult to rp, just in a different way. with humans it's more a lack of general depth with rp.
you meet character 12******* (for example) on the street and begin a conversation. this character tells you, he is on a quest to avenge his family who was murdered by (insert race).
Things like this aren't a bad story line, even though they are horribly common among human players. problem is that the rp Noob as you would stops right there. they add nothing else to there story line or get to the PGing so they can start the PKing. they don't blur the line of good or evil, they are either super good or bad at being evil. Human characters in overall are harder then alot of races because it's hard to find (with exceptions of course) the ones that are truely interesting.
Human characters don't seem difficult at first because you have alot more freedom with them, but having 20 moderate to poorly played human characters doesn't mean they are easy, just means people have lower expectations on human characters.
my two cents
you meet character 12******* (for example) on the street and begin a conversation. this character tells you, he is on a quest to avenge his family who was murdered by (insert race).
Things like this aren't a bad story line, even though they are horribly common among human players. problem is that the rp Noob as you would stops right there. they add nothing else to there story line or get to the PGing so they can start the PKing. they don't blur the line of good or evil, they are either super good or bad at being evil. Human characters in overall are harder then alot of races because it's hard to find (with exceptions of course) the ones that are truely interesting.
Human characters don't seem difficult at first because you have alot more freedom with them, but having 20 moderate to poorly played human characters doesn't mean they are easy, just means people have lower expectations on human characters.
my two cents
my point exactly Aegohl, most human characters don't even have an ancestery to speak of stories usually consist of:
Left home (some vague place on the mainland)
need to kill (insert person)
was orphaned because of (insert race)
want to learn to be a (insert vocation) like my parents
etc...
and for most characters that passes for a story line. no depth what so ever in a good 2/3 of human characters. so yea easy to play hard to play well.
Left home (some vague place on the mainland)
need to kill (insert person)
was orphaned because of (insert race)
want to learn to be a (insert vocation) like my parents
etc...
and for most characters that passes for a story line. no depth what so ever in a good 2/3 of human characters. so yea easy to play hard to play well.
dang totally my BGAthian wrote:my point exactly Aegohl, most human characters don't even have an ancestery to speak of stories usually consist of:
Left home (some vague place on the mainland)
need to kill (insert person)
was orphaned because of (insert race)
want to learn to be a (insert vocation) like my parents
etc...
and for most characters that passes for a story line. no depth what so ever in a good 2/3 of human characters. so yea easy to play hard to play well.

- Devrah Liioness
- Posts: 546
- Joined: Tue May 17, 2005 10:00 am
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I am liking this newbie island idea.
A stricter account system wont work. Yes, it works for DA, but I've been pllaying DA for about 4 months now, and there are some major differences between Illarion and DA.
Yes, overall, DA does have a better caliber of roleplay. I imagine part of this is due to the fact that most of the players are over 18, and of course due to the stricter account system. BUT, and this is a big BUT... DA is a shard of a popular, well-known game. The graphics are superb, the skill system is incredibly in-depth, and it is quite possible to have a very high-skilled character in less than a month of casual playing. Illarion, on the other hand, is a beta game, that, while boasting a (mostly) dedicated community and a lot of upcoming features, is NOT fully functional yet; Our graphics are decent for what they are: created in the spare time of 3-4 people, but it doesn't compete with the commercial graphics of DA or any other UO shard.
DA can be played purely in a casual sense, there is no need to be at every event IG, and the features are at hand immediately. You can learn magic on your first day, and yet there are no morons running around going "EEEEE I cast a spelllll!" Part of this is GMs taking a close watch on players, especially new ones. Part of this is that you cannot play a non-human for your first character. Part of this is that, with the exception of humans, the game's races are completely different. There are no elves, dwarves, or halflings, and the orks are an entirely different kind than ours. They are uniqye races, and so players must find a way to characterize them beyond common stereotypes.
Illarion requires a certain devotion that is part of what makes the game feel like it's got such a close-knit community - everyone pretty much knows what to expect from each poster/character, after all. People that stick with Illarion stick with it through bugs and server crashes and delayed features and bad "n00b outbursts" and a million other things because this game becomes sort of lodged in your heart so to speak for some players. That's why even the people that have "quit" still haunt the forums, and that's why so many people that announce to quit find their way back. It's Illarion's devotion that keeps players, not the engine or the features, and I think we all know this.
DA has no problems attracting potential players. It's a shard of a commercial game, and when you ask someone for RP-enforced reccomendations, it's always right up there, so they can afford to place strict application procedures. Illarion is unknown, and let's face it, the screenies just don't compare to those of a game like DA, and nor do the implemented features. What we have is the community and the devotion, and people don't see that until after they've hung out on the forums, and played for more than an hour. Illarion seems to retain most people that make it through that crucial first hour of roleplay. I think in this instance we're agreed that what we need is a way to encourage more players to see through that first hour, and I think GMs watching new players now and again is a better system than an stricter application, which can be written for you anyway.
As a sidenote, I support the idea of being restricted to humans only at first, because.. well, stupid humans at least seem to make sense, but I've had enough of elves that don't know which end of the sword is pointy, and want to play tag and speak pig latin.
A stricter account system wont work. Yes, it works for DA, but I've been pllaying DA for about 4 months now, and there are some major differences between Illarion and DA.
Yes, overall, DA does have a better caliber of roleplay. I imagine part of this is due to the fact that most of the players are over 18, and of course due to the stricter account system. BUT, and this is a big BUT... DA is a shard of a popular, well-known game. The graphics are superb, the skill system is incredibly in-depth, and it is quite possible to have a very high-skilled character in less than a month of casual playing. Illarion, on the other hand, is a beta game, that, while boasting a (mostly) dedicated community and a lot of upcoming features, is NOT fully functional yet; Our graphics are decent for what they are: created in the spare time of 3-4 people, but it doesn't compete with the commercial graphics of DA or any other UO shard.
DA can be played purely in a casual sense, there is no need to be at every event IG, and the features are at hand immediately. You can learn magic on your first day, and yet there are no morons running around going "EEEEE I cast a spelllll!" Part of this is GMs taking a close watch on players, especially new ones. Part of this is that you cannot play a non-human for your first character. Part of this is that, with the exception of humans, the game's races are completely different. There are no elves, dwarves, or halflings, and the orks are an entirely different kind than ours. They are uniqye races, and so players must find a way to characterize them beyond common stereotypes.
Illarion requires a certain devotion that is part of what makes the game feel like it's got such a close-knit community - everyone pretty much knows what to expect from each poster/character, after all. People that stick with Illarion stick with it through bugs and server crashes and delayed features and bad "n00b outbursts" and a million other things because this game becomes sort of lodged in your heart so to speak for some players. That's why even the people that have "quit" still haunt the forums, and that's why so many people that announce to quit find their way back. It's Illarion's devotion that keeps players, not the engine or the features, and I think we all know this.
DA has no problems attracting potential players. It's a shard of a commercial game, and when you ask someone for RP-enforced reccomendations, it's always right up there, so they can afford to place strict application procedures. Illarion is unknown, and let's face it, the screenies just don't compare to those of a game like DA, and nor do the implemented features. What we have is the community and the devotion, and people don't see that until after they've hung out on the forums, and played for more than an hour. Illarion seems to retain most people that make it through that crucial first hour of roleplay. I think in this instance we're agreed that what we need is a way to encourage more players to see through that first hour, and I think GMs watching new players now and again is a better system than an stricter application, which can be written for you anyway.
As a sidenote, I support the idea of being restricted to humans only at first, because.. well, stupid humans at least seem to make sense, but I've had enough of elves that don't know which end of the sword is pointy, and want to play tag and speak pig latin.