Meeting Room (read the room description for the rules [EW]
1. Don't provide IC-sensitive information.
2. Since we will have a high concentration of people, and because
some people's clients are slow, do not do anything apart from
taking part in the meeting. That means do not emote unless it is a
vital part of what you are saying, do not look at people, do not take
your clothes on and off, do not dust immortals off, in short do not
add meaningless noise of any kind to the room.
3. The staff member running the meeting will keep track of who is next in line
to speak and hand the next speaker the Staff of Pontification when it is their
turn to speak.
DO NOT SPEAK UNLESS YOU HAVE THE STAFF OF PONTIFICATION. Give the staff
back to the moderator when you are through.
4. Please (as much as possible) have what you would like to say
pre-typed or macroed, in order to make as much out of the existing
time as possible.
5. If you are disruptive, you will be transferred back to your starting
point, no-wished, and not allowed back into the meeting.
6. Obey the normal rules of courtesy.
You say, out of character:
"Starting."
You say, out of character:
"Welcome to the player-staff meeting. We try to have these meetings every
few months to talk about the mud, the community, and what we expect to be
coming down the line."
You say, out of character:
"Myrdryn will be moderating this meeting; tell to him and he will put you
on the list of people to speak, and give you the Staff of Pontification when it
is your turn."
You say, out of character:
"Don't talk unless you have the staff. If you are disruptive, we will put
you back where you came from. Please avoid chattering, looking, etc, - anything
that ends up spamming other people when everyone is doing it."
You say, out of character:
"I wanted to start with a particular topic."
>You say, out of character:
"One of the things that has coem up for me recently is OOC information and
people talking about their characters. "
You say, out of character:
"I posted my feelings about it here:
http://www.zalanthas.org/phpBB2/viewtopic.php?t=5062"
You say, out of character:
"I'd like to know if people feel these are realistic expectations on the
part of the staff or not."
You say, out of character:
"Tell to Myrdryn if you'd like to start the ball rolling on that.
Myrdryn the Spice Golem says, out of character:
"Anyone who'd like to speak on this subject please wish to me and I'll put
you in the queue."
The huge and thick figure in a hooded, black windcloak of tregil hide
says, out of character:
"Thank you. Recently there has been need to pass out some IC things
through OOC means for me and a few people."
The huge and thick figure in a hooded, black windcloak of tregil hide
says, out of character:
"Myrdryn has been very helpful with this and clearing things up. I think
its important that you email the mud to check whatever it is you want to give
other players."
The huge and thick figure in a hooded, black windcloak of tregil hide
says, out of character:
"Just trying to get things started here, any thoughts?"
The huge and thick figure in a tattered, hooded grey cloak says, out
of character:
"First, I don't think it's possible to eliminate OOC entirely, there will
always be a"
The huge and thick figure in a tattered, hooded grey cloak says, out
of character:
"I've done so, many others have as well (This I know). There is a cause
for this, you bring a"
The huge and thick figure in a tattered, hooded grey cloak says, out
of character:
"sorry ..."
The huge and thick figure in a tattered, hooded grey cloak says, out
of character:
"There will always be a need for OOC, because when you bring a person into
the game, they ask questions."
>
The huge and thick figure in a tattered, hooded grey cloak says, out
of character:
"If you don't answer them, they just say that they can't handle it and
leave."
The huge and thick figure in a tattered, hooded grey cloak says, out
of character:
"Because truly, it took me two years to get the hang of the game, I played
for a day left for a year."
The huge and thick figure in a tattered, hooded grey cloak says, out
of character:
"It's hard, OOC transfer will continue - now if it gets out of hand where
you tell someone that can ruin other's rp, that's not right. I don't think
-that- is happening right now, but I suppose I can't be everywhere at once ..."
>
The huge and thick figure in a tattered, hooded grey cloak says, out
of character:
"Or can I?"
>
You say, out of character:
"Someone wished up asking if I had a particular reason for bringing this
up now. A recent incident made me think about how the attitude towards OOC has
changed in the past years."
You say, out of character:
"I think I said on the board that I don't mind some OOC. It's when people
are exchanging information about their characters and their actions outside the
game that I think boundaries are being crossed."
You say, out of character:
"That said, I wanted to throw some other questions out there for people:
What sort of things would you like to see happening in the game?"
You say, out of character:
"What things are you curious about in regards to the game? What questions
would you like staff to answer?"
The very tall and thick figure in a dusty hooded windcloak of sable silk
says, out of character:
"I think that all of the points listed on Sanvean's post are reasonable
expectations, with few exceptions. Sharing sensitive information about the game
is not groovy, but sometimes, especially in irc, people gossip and like to talk
about funny..."
The very tall and thick figure in a dusty hooded windcloak of sable silk
says, out of character:
"or innocint things that happen in the game. If someone accidentally
reveals who they play, or what's going on, big deal. As long as it goes no
further than that."
The very tall and thick figure in a dusty hooded windcloak of sable silk
says, out of character:
"I know the irc channel at least is policed by responsible players who
recognize ic/ooc boundaries, and I've never seen anyting in private
communication that goes past what goes on in there. Thank-a you."
The tiny form of the cyborg-doll Ix Machina says, out of character:
"In response to the question about OOC info being unavoidable with new
members to our gaming community, I'd like to say that possibly, the best way to
avoid the spread of info that way is to direct the new player to a Helper."
>
The huge and thick figure in an inky-black, hooded sandcloth greatcloak
says, out of character:
"Thanks. I agree that OOC abuse can't be eliminated entirely, and agree
with Sanvean's "sermon." Perhaps, however, we can help the situation by trying
to cultivate a disdain for OOC abuse in new players. "
The huge and thick figure in an inky-black, hooded sandcloth greatcloak
says, out of character:
"I'd suggest perhaps devoting a webpage to the topic of OOC, good examples
and bad. I'd include Thanas' treatise, Sanvean's "sermon," and some guidelines
such as the suggestion that email of IC information should always be CC'd at
least to the..."
The huge and thick figure in an inky-black, hooded sandcloth greatcloak
says, out of character:
"...MUD account."
>
The huge and thick figure in an inky-black, hooded sandcloth greatcloak
says, out of character:
"Also, I'd suggest drafting an essay about the myth of being able to
separate OOC and IC. All too often, in my opinion, the idea that someone can
find something out OOC'ly and yet not act on it IC'ly is used to justify OOC
abuse. OOC knowledge..."
The huge and thick figure in an inky-black, hooded sandcloth greatcloak
says, out of character:
"...of IC events will always color a player's actions in game, IMO."
The huge and thick figure in a hooded, silver fur greatcloak with jade
embroiderysays, out of character:
"On the note of IC information being spread through OOC means, what are
thoughts on using NPCs that should be able to relay messages from one character
to another?"
The huge and thick figure in a hooded, silver fur greatcloak with jade
embroidery says, out of character:
"Now, in general, I truly believe that Sanvean's expectatins are
unreasonable...but to help someone learn, as someone brought up, I'm just gonna
back Ix Machina up, as I was going to say that."
The huge and thick figure in a hooded, silver fur greatcloak with jade
embroidery says, out of character:
"I do agree, as well, that some examples on what is good and bad sharing
of IC info through OOC means would help the younger players...also, when
communicating to the younger players..."
The huge and thick figure in a hooded, silver fur greatcloak with jade
embroidery says, out of character:
"...some indication of what is acceptable or unacceptable, that they are
telling/asking, would be a good help as well."
>>
The huge and thick figure in a hooded, brown military aba says, out of
character:
"Drunken Salarr here. I just have a quick question for the staff. I know
that at targetable OOC has been talked about before, I was just wondering what
the official status of this possible code modification is."
The fat-lipped, large-headed dwarf says, out of character:
"There is a certain amount of IC information which is blatantly obvious to
all players as information that shouldn't be spread OOCly. Things like Joe
Smith the noble is actually a defiler, or.."
The fat-lipped, large-headed dwarf says, out of character:
"..that a steel sword loads up every reboot in the second house with the
red door off of Spice Road. Other things aren't so easily defined, and I feel
this is a source of confusion amongst the players."
The fat-lipped, large-headed dwarf says, out of character:
"My own personal interest of late lies in Armageddon's combat engine. I've
been curious to learn what kind of difference a player can make in combat when
he/she really _understands_ how combat works."
The fat-lipped, large-headed dwarf says, out of character:
"What's the real difference between fighting with one hand or fighting
with two hands on one weapon? If I want to be great at using a whip, how can I
get better at it? These are questions that some people.."
The fat-lipped, large-headed dwarf says, out of character:
"..would brand as IC information, and stuff that should be learned in
game. And yet, documentation exists on the combat code for some features, but
not for others. In many ways it seems inconsistent."
The fat-lipped, large-headed dwarf says, out of character:
"How am I (and other players) supposed to know what kind of talk is too
IC, and what isn't too IC, when the documentation (and staff governing the GDB)
contradict each other on what information should be public knowledge?"
>
The fat-lipped, large-headed dwarf says, out of character:
"Helping define all incidents of what is IC and what isn't would benefit a
whole lot of players, in my opinion. Helping defining it within the -staff-
circle first is definately a must."
>
You say, out of character:
"DrunkenSalarr asked: I know that at targetable OOC has been talked about
before, I was just wondering what the official status of this possible code
modification is."
You say, out of character:
"I haven't seen any coder pick it up. I can make sure there's a bug in our
database for it and stick it on my own list, but it's not a top priority for
me, because OOC in-game doesn't worry me as much as OOC outside it."
Myrdryn the Spice Golem says, out of character:
"Okay, I'd like to move along to another topic."
Myrdryn the Spice Golem says, out of character:
"I'll let the next speaker go into the details. If you feel you can add
something to this topic, please wish to me for a turn to speak. Thank you."
The huge and thick figure in a flowing white and grey bisht says, out
of character:
"My one complaint is that I'd like to see more BIG global plotlines making
ripples through out the game so that while something big would be started by
the staff players could take little parts of it and begin turning that into
global plotlines..."
>
The huge and thick figure in a flowing white and grey bisht says, out
of character:
"carried out by the players."
>
The gigantic and obese figure in a hooded, dun-colored dustcloak says,
out of character:
"I have long wished to be part of one of the fabled HRPTs. Something
world changing, and massive. I was wondering, if I have an idea for a possible
plotline setup of this nature, what is the best avenue to get it across to the
staff? Is there..."
The gigantic and obese figure in a hooded, dun-colored dustcloak says,
out of character:
"Is there a specific member I should mail, or should I go by regional
staffer? Myrdryn for a northlands based, Dyrinis for southlands, etc?"
>
The gigantic and obese figure in a hooded, dun-colored dustcloak says,
out of character:
"I would love to see more plotlines of a massive natures spawned by the
staff, but driven by the players... lay the seed of something grand and watch
it flourish or die."
Zhaira the Facinorous says, out of character:
"On the subject of large plots: We're typically always working on
something, but unfortunately OOC circumstances (deaths, for instance) tend to
hinder these."
>
Zhaira the Facinorous says, out of character:
"It seems like large plotlines are something that many players are
interested in, and I believe we're pretty much always pleased to have
additional input or ideas."
Zhaira the Facinorous says, out of character:
"To answer the dustcloak's question, it would be best to mail
mud@ginka.armageddon.org, and then CC any other immortals related to what you
would like to work with."
Zhaira the Facinorous says, out of character:
"It's typically not too bad an idea to keep your clan immortal CC'd on
*everything* involving your character or potential plots, as well, so they know
what you're up to. We don't mind the spam."
>
Myrdryn the Spice Golem says, out of character:
"Okay, I'd like to move on to a different topic if no one has anything
else to add."
Myrdryn the Spice Golem says, out of character:
"Okay, some people have spoken up and I'll let them speak but then no more
and we'll move on to the next topic of the justice system."
The huge and thick figure in a tattered, hooded grey cloak says, out
of character:
"For Zhaira: Why is it that we have to notify the clan imm to do some
plotline, it takes the freedom from rping the char as he/she is to be played.
I've had instances where I've done that, and my action was denied. Ouch!"
>
Zhaira the Facinorous says, out of character:
"I would ask that you CC your clan immortal, even if just to let them know
what's going on."
Zhaira the Facinorous says, out of character:
"I speak for myself in this, and I know for other staff members as well,
when I say that typically we tend to only watch our clan if people in it are
on."
Zhaira the Facinorous says, out of character:
"We can't be on all the time, however, so oftentimes it will come as a
large shock if we suddenl discover that one of our nobles is involved in a plot
with killing magickers to raise the dark lord of sith or something."
>
Zhaira the Facinorous says, out of character:
"Informing your clan immortal as to what is going on can be beneficial to
you as well, since they likely know more about your character than other
immortals, and can help get you involved. It's also just common courtesy."
>
The huge and thick figure in a dark, hooded cloak says, out of
character:
"In a way, I both agree and disagree with the previous speakers on this
topic. Yes, large plotlines are nice, but as stated, they're also fragile and
one or two odd player actions or incidents can likely cause a lot of disarray
in the staff's..."
The huge and thick figure in a dark, hooded cloak says, out of
character:
"...work and planning."
>
The huge and thick figure in a dark, hooded cloak says, out of
character:
"Because of this, and simply because I'd rather "HRPTs" were very rare
indeed (and thus that much more special), I'd rather see more -minor-
Imm-driven events or plotlines."
The huge and thick figure in a dark, hooded cloak says, out of
character:
"Just little sparks of inspiration, if you would, that players can
consistently draw from, instead of massive global events that could fall apart
at any moment."
The huge and thick figure in a filthy dark, hooded cloak says, out of
character:
"Rather than breaking down global plotlines to involve more mortals, I'd
like to see the staff focus on smaller pc groups and directing their actions to
create global plotlines."
>
The huge and thick figure in a filthy dark, hooded cloak says, out of
character:
"It would also be nice if there were storytellers devoted to just
animating certain areas, or working with independant characters and pc groups,
rather than everyone focusing on clans."
Naephet the Ineffable says, out of character:
"In response to the previous two speakers, I'd just like to point out that
many small-scale plots do happen, they just don't receive the attention that a
HRPT does, and..."
>
Naephet the Ineffable says, out of character:
"In my opinion, if you guys don't know there's been an immortal involved
in something, or that something brief that happened may have been well planned
out, well, all the better."
Myrdryn the Spice Golem says, out of character:
"I'd like to add a little bit here and then we'll move to the next topic."
Myrdryn the Spice Golem says, out of character:
"This also goes back to the discussion about sharing IC info OOCly. Some
of you that have read Thanas' post about how OOC communication ruined a quest.
I'd just like to briefly say that that's always true."
Myrdryn the Spice Golem says, out of character:
"Something that is shared to someone else through an instant message might
be innocent by itself but when combined with other information it can ruin
plots and quests (Small and large)."
Myrdryn the Spice Golem says, out of character:
"Okay, moving right along."
The tall and thick female wearing a desert-camouflaged sandcloth facewrap
says, out of character:
"Thanks, I wanted to talk about the justice code briefly."
The tall and thick female wearing a desert-camouflaged sandcloth facewrap
says, out of character:
"Has any consideration been given to splitting nosave into a 'submit to
guards and templars' flag, so..."
The tall and thick female wearing a desert-camouflaged sandcloth facewrap
says, out of character:
"If you become wanted there is a least a chance to surrender? It seems
great RP can be lost when the guards just gangbang a bar brawl and kill
everyone."
The tall and thick female wearing a desert-camouflaged sandcloth facewrap
says, out of character:
"It can be argued that simulates how lethal Arm is... but I think we lose
valuable RP in many instances."
The huge and thick figure in a hooded, ebony cloak says, out of
character:
"Being a criminal in Armageddon, especially in Allanak is hard, and
especially with the crime code."
The huge and thick figure in a hooded, ebony cloak says, out of
character:
"If you commit a crime in the middle of the city your options narrow down
to either trying to force your way past every soldier you encounter, or holding
up in some location until the crime flag is gone."
The huge and thick figure in a hooded, ebony cloak says, out of
character:
"Without the pain of changing the crime code, why not give Allanak a make
over from the elementalist quarters to the commons?"
>
The huge and thick figure in a hooded, ebony cloak says, out of
character:
"Almost everything could stay the same, just snake alleyways through these
two quarters so that a person could potentially sneak from the commons to the
'rinth without too many soldier encounters."
The huge and thick figure in a hooded, ebony cloak says, out of
character:
"Even better still, when a person is forced cross a major area of traffic,
don't leave static guards there, just patrolling guards."
>
The huge and thick figure in a hooded, ebony cloak says, out of
character:
"While it would still be hard, a person would now at least have the
potential to escape back to the 'rinth if they do something bad in Allanak
proper."
>
The huge and thick figure in a hooded, ebony cloak says, out of
character:
"It would also make it so that there are lawless alleyways spread through
lawful parts of town where crime could be commited."
>
The huge and thick figure in a hooded, ebony cloak says, out of
character:
"While Allanak is a military state, I think it should have it back
alleyways and criminal underground. This could help in the infulstructure of
the underground without painful code changes."
Myrdryn the Spice Golem says, out of character:
"Okay, I'll pause a few moments here. Anyone wishing to speak or respond
to the speakers, please wish to me that you'd like to do so."
The huge and thick figure in an orange-crested, grey sandcloth cloak
says, out of character:
"I'd just like to say I support no-save being split up into different
things. Currently it's one command that covers TOO many things to be useful.
Like failing saves against magick and falling. Surrendering to guards,
surrendering to all other..."
The huge and thick figure in an orange-crested, grey sandcloth cloak
says, out of character:
"subdue attempts. It really should be changed to be able to surrender to
some things but not EVERYTHING."
The slight, auburn-curled templar says, out of character:
"I'd like to suggest that the 'incriminate' code be made global - i.e. you
don't have to be in the same room as the criminal. "
The slight, auburn-curled templar says, out of character:
"Now I realize that this has potential to be abused. However.."
>
The slight, auburn-curled templar says, out of character:
"It seems to me a better solution than not being able to incriminate
someone due to movement lag or unrealistic action on their part."
The slight, auburn-curled templar says, out of character:
"Also I'd stipulate that the criminal would have to be within the walls of
the appropriate city-state.. otherwise you'd need Imm intervention. I realize
that there might be concerns which I'm not aware of but I've run against this
problem.."
The slight, auburn-curled templar says, out of character:
".. quite a bit, so thought it worth mentioning :)"
>
The gigantic and obese figure in a hooded, dun-colored dustcloak says,
out of character:
"I think it's a great idea, but being able to incriminate in a global
city-state fashion just seems a bit too omnipotent to me... perhaps a five or
ten 'room' distance would be a better idea?"
The gigantic and obese figure in a hooded, dun-colored dustcloaksays,
out of character:
"Also by doing it in that fashion, it would possibly allow for some
embarrassing mishaps if one were to type 'incriminate dark' for some dark
goateed man, and instead got the dark-eyed child."
The gigantic and obese figure in a hooded, dun-colored dustcloak says,
out of character:
"It's more reflective of having a 'radius of influence' for the
templars... a communication chain between the soldiers and others in various
rooms. Just my two sid."
>
Myrdryn the Spice Golem says, out of character:
"Okay one more speaker on this topic and we'll have to move it right
along."
>
The tall and thick female wearing a desert-camouflaged sandcloth facewrap
says, out of character:
"Okay, if we're moving the range of incrim up, we -really!!!- need a flag
for playing nice with guards and templars, but..."
>
The tall and thick female wearing a desert-camouflaged sandcloth facewrap
says, out of character:
"Perhaps turn incriminate into a special shout that went X number of
rooms, hell, even make it a skill for amusement's sake! Don't piss off Templar
Z, she can call down the thunder on you half the city away!"
Myrdryn the Spice Golem says, out of character:
"Okay, now someone would like to speak about Clans in general."
The very tall and thick figure in a desert-colored sandcloth greatcloak
says, out of character:
"How many active players does the game have right now? Because in Allanak,
it seems like there is ONE noble."
>
The very tall and thick figure in a desert-colored sandcloth greatcloak
says, out of character:
"Is this just a cycle the game is going through, or is there a real lack
people willing to play clanned positions? "
>
The very tall and thick figure in a desert-colored sandcloth greatcloak
says, out of character:
"I've seen that Tor, Tenneshi, Kadius, Oash, and Allanak Templars both
have 'job openings' offered on the GDB."
The very tall and thick figure in a desert-colored sandcloth greatcloak
says, out of character:
"Does other non-important or non-impacting clans need to be closed in
order to keep some of the 'core' politics and plots of Zalanthas running?"
The huge and thick male wearing a jade-beaded black silk veil says,
out of character:
"I think that it might help this if certain clans, especially ones that
already seem to be dead, were closed. For instance, I think the south could do
to even down to two active noble houses. I'll avoid giving information on clan
numbers, but..."
The huge and thick male wearing a jade-beaded black silk veil says,
out of character:
"One of them seems to be really lacking noble support, and isn't really
doing much."
Myrdryn the Spice Golem says, out of character:
"Okay I'd like to take no more responders to the current topic so we'll
have time for the next topic. Please if you can be quick so that everyone who
wants will get a chance to speak. Thank you."
The huge and thick male wearing a dusty thin, grey-sandcloth facewrap
says, out of character:
"Without going into all the attributes of a good Leader PC - it is safe to
say that they are few in number. With a playerbase the size it is now, I would
like to see less clan options and a greater concentration in a few open clans"
>
The huge and thick male wearing a dusty thin, grey-sandcloth facewrap
says, out of character:
"Those few born Leader types out there will end up in thicker clans, and
with more PCs in a specific Other clan . . better interaction/conflict/etc. can
occur."
Mekeda the Mad Scientist says, out of character:
"One thing I would like to address is the call for more pc's in leadership
positions. Leadership is a very difficult job, and it can be truly draining to
play. You are scrutinized by staff and players and there is a large burn out."
>
Mekeda the Mad Scientist says, out of character:
"In addition, players want more choices, not less. Closing down clans is
always a great suggestion but then you are taking away yet more options for the
playerbase."
Mekeda the Mad Scientist says, out of character:
"Lastly, the player base shifts around, as pc's die in one area, more pc's
show up in another. If you see a lack of pc's in an area, be patient. Rp comes
to those that RP. Be fun to RP with and people WILL start showing up."
>
Mekeda the Mad Scientist says, out of character:
"If you want to see more leaders, try and become one yourself. If you want
to see more action in a specific area, drive role play and plots."
>
The slight, auburn-curled templar says, out of character:
"I agree with the idea of keeping it to two Noble Houses in the north or
south. It could free up Immortal time as well as free up players that could be
dispersed elsewhere throughout the game. "
The slight, auburn-curled templar says, out of character:
"As long as the two remaining houses have some source of competition and
/or interaction, I can only see it being a benefit."
>
The slight, auburn-curled templar says, out of character:
"It's always a shame when a clan is closed, but sometimes it's just better
for the game as a whole."
>
The slight, auburn-curled templar says, out of character:
"Also, that could result in freeing up at least a little more Immortal
time to be spent on the more active clans. A clan without its immortal backing
can survive, but it's very difficult for it to thrive."
>
The slight, auburn-curled templar says, out of character:
"As for leader PCs, I think I can safely say I've had some experience in
the role so I'll toss in my two 'sids real quick."
>
The slight, auburn-curled templar says, out of character:
"It can be a huge drain OOCly, because everyone always wants a piece of
you. It can also be very enjoyable. However it requires a lot of RL dedication
to the role, and not everyone can spare that sort of attention/responsibility
to a game."
The slight, auburn-curled templar says, out of character:
"I think people who apply for leadership positions should keep that in
mind.. that it WILL require a lot of RL dedication, especially to stick with it
through the boring - for there will be some - and difficult times."
>
The huge and thick figure in a dark, hooded cloak says, out of
character:
"I am speaking on the part of the Utep Sun Clan, The Northlands Militia,
It seems latley There are NO pc players in the Militia Privates or Even
Nobility on at all. I normally see like 1 on if that at a time. Did most of the
Nobility there die?"
The huge and thick figure in a dark, hooded cloak says, out of
character:
"I mean they are the Milita and should have a number of Pc players along
with Nobility in there not just Npcs which there is a lot of."
>
The very tall and thick figure in a hooded scarlet silk windcloak says,
out of character:
"I think a large part of the problem is that IMMs, like anyone else are
real people and at times support for one clan or another can really suffer due
to real life time constraints, vacations and other issues. I would really like
to see more..."
>
The very tall and thick figure in a hooded scarlet silk windcloak says,
out of character:
"I would really like to see more 'teaming' with IMMs backing each other up
so that plotlines/salaries/other requests continue when something happens and
the perhaps already stressed leader PCs don't get disenchanted, give up and
retire. I've..."
The very tall and thick figure in a hooded scarlet silk windcloak says,
out of character:
"I've seen situations where a 'backup' IMM saved the day, and others where
one could have. It really helps a clan when long term leaders manage to stick
around, and those simple things like not having to 'fight' for stipends and
other issues..."
The very tall and thick figure in a hooded scarlet silk windcloak says,
out of character:
"...make all the difference."
The huge and thick figure in a dusty hooded, dun-colored dustcloak
says, out of character:
"I don't think that lack of people for a certain amount of time should
mean closing then down. It's an ebb and flow, strong one month, or six, 'weak'
for the next. I think what we may need is a cap in the size of the clan?"
>
The huge and thick figure in a dusty hooded, dun-colored dustcloak
says, out of character:
"Some clans have a -very- long lifespan, by limiting the amount of people
who join them at one time, we should be able to disburse playerbase better?"
>
Mekeda the Mad Scientist says, out of character:
"To address staff interaction, I know personally that I have seen a lot of
times where one staff member is not available and notifies the rest and we as a
group cover for them. I've had people cover for my clans when I was unavailable
as well...."
>
Mekeda the Mad Scientist says, out of character:
"If you notice a particular problem, please email mud because it may be
the staff member lost access suddenly and we are not aware."
>
Mekeda the Mad Scientist says, out of character:
"Sometimes it's not as much a matter of us not looking out for all the
clans, as us not being aware the problem is developing."
>
Myrdryn the Spice Golem says, out of character:
"I'd like to change the topic now, dealing with magickers. I'll let the
next speaker go into detail."
>
The huge and thick male wearing a jade-beaded black silk veil says,
out of character:
"I want to talk about magickers, and specifically, Pking them. As it
stands right now, I feel that magicker's are too easy to kill, and killed too
often."
>
The huge and thick male wearing a jade-beaded black silk veil says,
out of character:
"All the ungemmed magicker's I've played have been killed by a lone PC who
knows that they are facing a magicker."
>
The huge and thick male wearing a jade-beaded black silk veil says,
out of character:
"In my opinion, this is bad. It states in the docs that magicker's should
be dealt with fear and suspicion (and when you have enough on your side and are
able to operate In relative secrecy, death)."
>
The huge and thick male wearing a jade-beaded black silk veil says,
out of character:
"Right now, I'm seeing people react with what I can only assume is hate,
but not fear and suspicion."
>
The huge and thick male wearing a jade-beaded black silk veil says,
out of character:
"That's because 90% of all magickers, and specifically elementalists, are
too easy to kill, and everybody seems to know this."
>
The huge and thick male wearing a jade-beaded black silk veil says,
out of character:
"I figure the only ways to change this are either change the code so that
trying to subdue/kill magicker's is more iffy business, or (and I'd prefer
this) just have people play realistically and think about it before they
automatically attack a..."
The huge and thick male wearing a jade-beaded black silk veil says,
out of character:
"Magicker."
>
The huge and thick figure in a heavy, brown leather hood says, out
of character:
"Having played a good deal of magickers I have a strong opinion, which is
kind of contrary."
>
The huge and thick figure in a heavy, brown leather hood says, out
of character:
"Yes weak, and fairly new magickers are easy prey, but the same could be
said of early warriors, thieves, assassins, anything really."
The huge and thick figure in a heavy, brown leather hood aays, out
of character:
"Even after a week or more, I start making progress that makes me even
SLIGHTLY formidable in combat, and able to hold my ground. While yes, some
people should forget the 'code' and stuff they know behind the class,"
>
The huge and thick figure in a heavy, brown leather hood says, out
of character:
"I don't think that everyone should necessarily cower when they stand up
against one. If elementalists were so powerful and fearful, they wouldn't be
tolerated even to the extent they are, in my opinion."
>
The huge and thick figure in a dusty hooded, ebony cloak says, out of
character:
"I agree with what the original speaker said. Its common knowledge that
for various reasons a magicker is at an extreme disadvantage during a fight.
Perhaps codewise some of the defensive limitations magickers face while casting
in combat..."
The huge and thick figure in a dusty hooded, ebony cloak says, out of
character:
"...could be reconsidered?"
>
Myrdryn the Spice Golem says, out of character:
"Okay, if anyone would like to speak or respond to something said
concerning this topic, wish to me. But if not I'd like to move along to the
next topic."
Myrdryn the Spice Golem says, out of character:
"Okay, The next topic will be about the harshness of the dessert and
wilderness in the game."
The huge and thick figure in a hooded, ebony cloak says, out of
character:
"This is a topic that has been beaten around the forums to death, but I
would really like to see talk about is the uberness of desert NPCs."
>
The huge and thick figure in a hooded, ebony cloak says, out of
character:
"I want to see the uberness of NPCs go down and the brutality of the
-desert- itself go up. Right now it is fear of uber NPCs that keeps people out
of the desert, not the desert itself."
>
The huge and thick figure in a hooded, ebony cloak says, out of
character:
"The best way to survive the desert is a sharp sword, not sharp wits or
any great knowledge of what you are doing."
>
The huge and thick figure in a hooded, ebony cloak says, out of
character:
"An idiot with a sword is better suited to deal with the deserts
challenges then a skilled ranger."
>
The huge and thick figure in a hooded, ebony cloak says, out of
character:
"Has anyone on the staff peeked at the threads on the GDB relating to
ideas to make the desert harsher and the NPCs less uber and agreed that it is a
worthy direction to work towards?"
>
The huge and thick figure in a hooded, ebony cloak says, out of
character:
"I think CRW's post and the subsequent replies really state the problem
well and possible solutions
http://www.zalanthas.org/phpBB2/viewtopic.php?t=5097 I really hope the staff
takes a peek."
The huge and thick figure in a heavy, brown leather hood says, out
of character:
"This has been talked about in the forums alot, and more specific ideas
had been posted in the past."
The huge and thick figure in a heavy, brown leather hood says, out
of character:
"I think the consensus was to let people react realistically towards the
desert, instead of making hard-coded things to make it more difficult"
>
The huge and thick figure in a heavy, brown leather hood says, out
of character:
"But if it did go the way of hard-coding, perhaps more sun/heat related
detriments. Like perhaps the possibility of heat-stroke, or who knows what
else. Seems currently its just the fatigue, and thirst that makes the
wilderness daunting"
>
The huge and thick figure in a heavy, brown leather hood says, out
of character:
"npc's excluded."
>
The huge and thick figure in a dusty hooded, ebony cloak says, out of
character:
"I'd like to if the staff has noticed a precipitous drop in Pc vs PC
conflict outside of the gates due to the changes there, and whole areas seeing
less and less travel, or if that is a misconception based on a player's
inability to see where..."
The huge and thick figure in a dusty hooded, ebony cloak says, out of
character:
"everyone is at all times."
>
The slight, auburn-curled templar says, out of character:
"One thing: perhaps non-rangers can have a (small) chance to get turned
around when they're in the huge wilderness zones, where every room looks pretty
much the same as the next. It's probably been suggested before, but.."
The slight, auburn-curled templar says, out of character:
"It would nudge the PC to pay more attention to their surroundings instead
of typing west five times and north three."
>
The huge and thick figure in a dusty hooded, ebony cloak says, out of
character:
"Just to add to what the last speaker said, at high sun perhaps non-ranger
PCs might lose their ability to tell which way is which way and, as a result
move like they were moving in a completely darkened room."
>
The huge and thick figure in a hooded, dun-colored dustcloak says, out
of character:
"On the topic of desert harshness, I find the wilderness to be a bit
extreme sometimes."
>
The huge and thick figure in a hooded, dun-colored dustcloaksays, out
of character:
"There seems to be too much 'insta-death' if you will."
>
The huge and thick figure in a hooded, dun-colored dustcloak says, out
of character:
"I'd prefer it if life in the desert was more dependant on caution and
common sense than OOC knowledge or a high 'slashing weapons' skill."
>
The huge and thick figure in a hooded, dun-colored dustcloak says, out
of character:
"How these changes would come about, I'll admit I'm unsure. I think the
recent changes to the thirst code, however, were a step in the right direction.
I'd like to see more changes like this one, along with perhaps toning down some
of the..."
The huge and thick figure in a hooded, dun-colored dustcloak says, out
of character:
"Toning down some of the nastier NPCs."
>
The huge and thick figure in an orange-crested, grey sandcloth cloak
says, out of character:
"I'd like to see a harsher environment as long as it's not insta-death
things. As long as NPCs can be toned back down. Not much is worse then builders
making things hard by creating uber NPCs. It's unrealistic, and rather
discouraging to anyone..."
>
The huge and thick figure in an orange-crested, grey sandcloth cloak
says, out of character:
"... wanting to play outside the gates. Overall it'd be a huge benifit."
>
The huge and thick figure in a filthy dark, hooded cloak says, out of
character:
"As far as the desert wasteland goes, one thing I've always wanted to see
is... shifting sands."
>
The huge and thick figure in a filthy dark, hooded cloak says, out of
character:
"The paths in this dune dominated landscape never seem to change, and I
think shifting areas/exits in some areas could add a lot. Could be a pain to
code, of course."
>
The huge and thick male wearing a jade-beaded black silk veil says,
out of character:
"Right now I think the harshness of the desert is just about right.
However, I think that the game should be focused not on killing gigantic
monsters, but on desert survival."
>
The huge and thick male wearing a jade-beaded black silk veil says,
out of character:
"If anything, I'd like to see the NPCs even more fierce, not toned down.
However, I'd also like to encounter them much more rarely, and to balance this
decreased threat, make it so that the desert itself is your enemy."
>
The tall and thick figure in a hooded, dun-colored dustcloak says,
out of character:
"I'd like to see that some plant life spawns randomly in certain areas.
Rather than the same plant being in the same place every time the game loads.
It could add a bit more variation to the game, I think."
>
The huge and thick figure in a desert-colored sandcloth greatcloak
says, out of character:
"I'd like to add to the last speaker's point.."
>
The huge and thick figure in a desert-colored sandcloth greatcloak
says, out of character:
"That not only a few random areas get plants, as long as it makes sense in
the location.."
>
The huge and thick figure in a desert-colored sandcloth greatcloak
says, out of character:
"But that existing plants be looked into, since some of them never regen
with takeable or breakable "stuff." In addition there are entire areas.."
>
The huge and thick figure in a desert-colored sandcloth greatcloak
says, out of character:
"That are described as having all sorts of stuff that one would normally
be able to forage, but have nothing in them at all. And I like the staff."
>
Myrdryn the Spice Golem says, out of character:
"Okay, Naephet is next to speak. And after that I'd like to move on to
the last topic."
>
Naephet the Ineffable says, out of character:
"A few speakers back, someone asked about player to player conflict. To
answer, I haven't seen any noticeable change - we still see a lot of
playerkilling, and a lot of NPC killing."
>
Naephet the Ineffable says, out of character:
"And to try to briefly address the issues with harshness, I'd like to
point out first of all that there have been, and probably will be, more changes
to make the desert harsher, such as the changes to thirst."
>
Naephet the Ineffable says, out of character:
"The problem with it is that so much of it relies on player ignorance.
For example, the thirst changes are only a problem if players don't think to
bring water - and after losing a couple characters to thirst, most players
won't make that mistake "
Naephet the Ineffable says, out of character:
"This problem goes on to other suggested changes. Anything that can be
avoided through OOC knowledge on the players part likely will be. And that's
where the appeal of tougher NPCs comes in, because it forces not only the
players to be experience"
>
The huge and thick figure in a dark, hooded cloak says, out of
character:
"I want to say that I think commoners should be more like someone (I think
Rindan) posted on the GDB."
>
The huge and thick figure in a dark, hooded cloak says, out of
character:
"To use a good example would be Jim from the Adventures of Huckleberry
Finn."
>
The huge and thick figure in a dark, hooded cloak says, out of
character:
"For those who never read the book, Jim was a poor, uneducated, and VERY
superstitious slave."
>
The huge and thick figure in a dark, hooded cloak says, out of
character:
"If something went wrong, he blamed it on whatever. While it did get
annoying after a while, I think that's what most Zalanthans would be like.
Uneducated and superstitious, especially about magick."
>
The huge and thick figure in a dark, hooded cloak says, out of
character:
"While doing it too much can be annoying, I think certain things can add
to a character. Did you do crappy in a sparring match against someone? Maybe
it's because you didn't kiss your club or didn't go through a certain ritual
with it."
>
The huge and thick figure in a dark, hooded cloak says, out of
character:
"It's little things like that that I think can put into perspective how
poor or uneducated a character is."
>
Myrdryn the Spice Golem says, out of character:
"Now this will be the last topic. Would anyone like to speak on this
subject or respond?"
>
Myrdryn the Spice Golem says, out of character:
"If so, please wish to me now."
The slight, auburn-curled templar says, out of character:
"Commoners in Allanak and Tuluk alike could probably do to be a little
more 'commoner like', yes. I realize that every character is going to be unique
and so on, but when you have -everyone- being 'rebellious' or not viewing the
customs.."
The slight, auburn-curled templar says, out of character:
"of their appropriate city-state with reverence, or even just accepting
them for 'things being the way they should be' and unquestionably accepting
nobility and templarate as their betters.. it just sets a bad example for newer
players I think."
>
The slight, auburn-curled templar says, out of character:
"I'd like to see more 'regular commoners' who truly believe the templarate
and nobility ARE better than them. Of course I could be biased. ;)"
>
The huge and thick figure in a dusty hooded, dun-colored dustcloak
says, out of character:
"I don't think we should blanket every commoner/noble/templar/magicker to
act in the same manner. I kinda like the fact that we can make our characters
however we feel they should be and would not welcome a set of 'thou shalt's'"
>
The huge and thick figure in a dusty hooded, dun-colored dustcloak
says, out of character:
"We -should- be eclectic. If our players are doing something wrong, we
the players should mail the mud or wish up, saying we're not sure this
behaviour should be this way."
>
The huge and thick figure in a hooded, dun-colored dustcloak says, out
of character:
"I'd like to see more hate and fear surrounding magick. To use a previous
poster's example, maybe your character thinks they keep losing sparring matches
because they've been cursed."
>
The huge and thick figure in a hooded, dun-colored dustcloak says, out
of character:
"At which point, they'd accuse all that looked at them funny of being
magickers."
>
The huge and thick figure in a hooded, dun-colored dustcloak says, out
of character:
"I think witch hunts would add a lot of flavor to the game, in the
Northlands in particular. Just because you didn't see some one sling a
hard-coded spell doesn't mean you can't accuse them of having magick powers."
>
The huge and thick figure in a hooded, dun-colored dustcloak says, out
of character:
"Really, I think if people want to emphasize your average Zalanthan's
ignorance, accusing people of things without sufficient evidence would be a
great way to go about it, and add to PvP conflict, as well as blurring the
lines between guilds."
>
The huge and thick figure in a dusty desert-colored sandcloth greatcloak
says, out of character:
"I believe that some players in -power- positions use their power unfairly
in recruiting. Forcing a character into either accepting a job or being shunned
forever. I would like these players to think more before they ruin a fellow
players new..."
>
The huge and thick figure in a dusty desert-colored sandcloth greatcloak
says, out of character:
"...character. If -I- want a job with your house, I'll ask. Don't make me
be a pariah to your house in the first hour I play."
The huge and thick figure in a dusty desert-colored sandcloth greatcloak
says, out of character:
"I've seen this happen to many characters...and thus It's hard...to be a
commoner respecting nobles and templars when the nobles send...aides and
officers chasing after me and others."
>
Myrdryn the Spice Golem says, out of character:
"Okay, in the interests of ending this in a timely fashion. I'll have to
ask that no more people ask to speak. All that have so far will get a chance.
Thank you."
Raesanos the Elkran Knight says, out of character:
"On the topic of playing a character how you'd like to play them instead
of conforming to society norms..."
>
Raesanos the Elkran Knight says, out of character:
"I think we'd all agree that one of the best things about Arm is being
able to play however you want. Make a crazy psycho killer, play it
realistically, and its fine. You'll probably get hunted down and killed, but
its all in good fone if..."
>
Raesanos the Elkran Knight says, out of character:
"good fun if its played well. But..."
>
Raesanos the Elkran Knight says, out of character:
"THe point to hour kankloads of documentation and well established
gameworld is kind of missed if no one pays attention to them. I personally
would encourage people to at least consider how these would effect an oddball.
Or try making a PC..."
>
Raesanos the Elkran Knight says, out of character:
"that conforms to all a society's quirks. It can add a lot to the game."
>
The huge and thick figure in a dark, hooded cloak says, out of
character:
"This is in regards to reporting other players: I don't think that it's
necessary, unless they're doing something exceedingly disruptive to the
environment. My first character emoted reading over the boards. A gentle OOC
nudge pushed me into the..."
The huge and thick figure in a dark, hooded cloak says, out of
character:
"right direction. Getting the MUD involved could do more harm than good.
If we start reporting each other because we think someone's doing something
wrong, it starts wasting the MUD's time and gives an air of paranoia to the
game."
>
The huge and thick figure in a dark, hooded cloak says, out of
character:
"I've played for about two or three years and I've only reported two
people. One because they were doing what I believed was mindless PKing just
because and the other because it was a higher level karma option and they
certainly should have..."
>
The huge and thick figure in a dark, hooded cloak says, out of
character:
"better."
The huge and thick figure in a dark, hooded cloak says, out of
character:
"I saw a new player before who read and such. I wasn't going to report
them because I thought they were new. I also wasn't going to start OOCing them
about it because it's not my place to say who does what. A character is a
character and it..."
The huge and thick figure in a dark, hooded cloak says, out of
character:
"could have been a special app. I wished up about it because the players
seemed new, and that was the end of it as far as things went for me. I think
they knocked it off soon after."
>
The huge and thick figure in a dark, hooded cloak says, out of
character:
"The point being, people have reasons for things and there's no need to
start something that involves the time. Many people just need nudges in the
right direction. The more you can do it in character, the better."
>
Myrdryn the Spice Golem says, out of character:
"I'd like to add something to that."
>
Myrdryn the Spice Golem says, out of character:
"When you talk OOC with someone, as in a situation like just described.
don't be afraid to use the OOC command."
>
Myrdryn the Spice Golem says, out of character:
"That is what it is for."
>
Myrdryn the Spice Golem says, out of character:
"If you are able to leave the area to do it, please do that instead of
prefacing your message at a table or a whisper."
>
Myrdryn the Spice Golem says, out of character:
"If you can't leave the room to be alone to have an OOC conversation, that
is fine. It's just that the OOC command is there solely for OOC communication.
Use it for that if you can."
>
The huge and thick figure in a hooded, silver fur greatcloak with jade
embroidery says, out of character:
"On the note of people playing whoever however they'd like...it has been
mentioned before that there are certain stereotypes that are different in the
game world that are different from the real world...no matter how much people
want to be uniqute."
>
The huge and thick figure in a hooded, silver fur greatcloak with jade
embroidery says, out of character:
"...it needs to be understood by the playerbase that certain uniqueness
would not be tolerated. I'm not sure how to make any change in this
manner...but one step that I have thought of is a way for people that do things
out of the norm to be..."
The huge and thick figure in a hooded, silver fur greatcloak with jade
embroidery says, out of character:
"...in some fashion so that NPCs will treat them differently...possibly
having different NPCs react differently to different chatacters based off the
players and NPCs respective hometowns or races."
>
The huge and thick figure in a hooded, silver fur greatcloak with jade
embroidery says, out of character:
"I would also suggest to players to keep in mind the things their
characters have been taught since they were wee...that people of other races
and from other areas are not like them, etc, etc..."
>
"In regards to the recruiting issue. I think that there is nothing wrong
with agressive recruiting, but yes it should stop short of ruining a concept."
The huge and thick figure in a hooded, brown military aba says, out of
character:
"One thing I would like to suggest to all the players is just to play a
"Joe Schmoe" at least once, and preferably a few times."
>
The huge and thick figure in a hooded, brown military abasays, out of
character:
"Playing stereotypes is fun, but can be extreamly difficult due to people
wanting to "Improve your quality of Life". Play the begger that is satisfied
with his station in life."
The huge and thick figure in a hooded, brown military aba says, out of
character:
"Play the soldier/merc that doesn't want to raise through the ranks."
>
The huge and thick figure in a hooded, brown military aba says, out of
character:
"Just play some everyday sort of character that there isn't anything
special about."
The huge and thick figure in a hooded, brown military aba says, out of
character:
"I know that when I've done this, I expect it to be a dull role, but it
rarely is, and I know that I enjoy RPing with people who play these types as
well."
The huge and thick figure in a hooded, brown military aba says, out of
character:
"When you play a stereotype you learn things about the world through your
character that you might not have known before."
Myrdryn the Spice Golem says, out of character:
"That'll be the last on that topic. The meeting is almost over. Vendyra
wanted to say something first."
Vendyra the Queen of Purity says, out of character:
"First of all, it's great to see that this many people showed up. I'd
like to put my opinion in on some issues that have already been discussed."
Vendyra the Queen of Purity says, out of character:
"You *don't* have to bow to every noble or templar your character comes
into contact with. For any noble or templar who expects this, it's nearly
ridiculous. A bow is a sign of respect, it isn't what you have do when you
meet eyes across a room."
Vendyra the Queen of Purity says, out of character:
"If you're called by a templar, or leaving their presence, you may want to
bow. It depends on what your character would do."
Vendyra the Queen of Purity says, out of character:
"Northerners shouldn't be bowing to *anyone*. This is almost a
disrespect, calling attention to the southern custom of bowing to their
'superiors'. It can be done sarcastically, but it will only plague them. They
wish to be respected, but not..."
Vendyra the Queen of Purity says, out of character:
"Finally, nobles and templar players, please keep in mind the extent of
your character's powers. This can be viewed on the website via the northern or
southern nobility webpages."
Vendyra the Queen of Purity says, out of character:
"Ah, the line that got cut off was 'not in such a filthy southern style'."
Myrdryn the Spice Golem says, out of character:
"And that will conclude this player staff meeting. Thank you for coming
and contributing. A full log of the meeting will be posted in the web pages in
the next few days."
>