Dingding! We have a winner here.PO Dandylily wrote:Now what about this rewarding people who actually rp and not spend all their time powergaming their character? What do we do to develop the game? *Points to the Proposals board.* Sure not all the ideas on there are the best, nor are they all going to be implimented, but they are something that helps give staff a better idea of what we want or think would better the game. And we can use it to help staff if they are stuck on something and can't think of how to work something out.
What about ig? If the staff is so busy working on developing things, who are they developing them for if they can't role play as much as they would like? Well obiously the players are the ones who are rping and keeping the game live and giving the staff a reason to keep developing what they make. Not only that, but the characters who sit and rp make up the many guilds and towns which run the world. The deplomacy between these groups is done by rp and not by pging. We are trying to make sure that this game stays fun for others (even when the pged characters are almost always the bad guy who tends to make the game less fun).
So why not reward those who work hard to keep the game fun and do it through rp and not constant skill raising? It may also help to balance out the game so some people who don't have the time to spend pging and wish to spend what little time they have rping will have a chance against pged characters. That or we could just keep a closer eye on characters and do skill decreases for these pged characters instead.
You know, this may sound like a whine or rant.. but I really detest skillgaining in Illarion. Why? Quite frankly, it's uninteresting, gets repetative quickly and is certainly not exciting to the slightest bit. Not only that, but unlike in many other games you have relatively little clue on what you should do and what you shouldn't do to gain skill for your character.
So why won't you play a character that doesn't need any skills, you whiny noob? Well, the kind of characters who by their concept require no skills whatsoever are quite limited in selection...But you bastard and lousy roleplayer, you can roleplay everything if you want to! Sure, while it is true that you can roleplay just about anything (player to player wise).. there is a catch, or two in fact. Firstly it makes you completely dependant on other players, and there are a few of them who can make it suck heavily from time to time. Secondly, no matter how convincing you are with Conan the skilless barbarian, he will have his arse handed to him as soon as the technical side is involved to any degree at all (NPC, whatever).
We have all these nifty technical gadgets and functions for which the code-monkeys use excessive amounts of their time to develop for us, and besides for some reason I would love to use them while playing. I've made a new character multiple times, but usually get bored with him really fast. The main thing is the fact that I simply loathe the boring and massively timeconsuming way of gaining skill if I intend to have any for my character.
I love to talk with people. I spam the screen with millions of emotes. I think of myself as an okay player and most of the time I have been left with the feeling that those who have played with me have liked it.
In my opinion:
The skillgaining in Illarion
1. Is not fun
2. Is even un-fun
3. Consumes huge amounts of the player's time
4. Fails to inform the player to a degree which makes the lack of information a nuisance and possibly makes the nr. 3 even more serious issue.
5. The powergamers are still there
Solution:
A system where "active online time = Character skill points". I think it's theoretically possible for a system like this to co-exist with the current "click and dick around"-system, as long as a character cannot swap arbitarily between the two or use the both systems at the same time.
The idea is so simple that it's almost beautiful. You play the game, and while doing so the character earns skill points ('swirlies' which can be freely assigned to an "open" skill). Even those who don't have the time to hang down in the crypts all day long can no hope to have a character with some skills in the future. The exact rate of swirlie-gain in comparison to the CaDA-system should be decided by the code monkeys of course, but I think they are more than able to decide for that as well as for the safeguards against idle-skillgaining.
The roleplayers are now getting "rewarded" for their playing, the powergamers can still occupy the dungeons if they wish so and even the devs don't have to worry about pushing their characters anymore (:mrgreen:), as they can simply enjoy some damned fine roleplaying ingame and just watch their character skills grow. It's like putting money into the bank. Everyone is happy.
What do you think?
[Edited the text a bit]