Player/staff meeting 7/23/2004

Meeting Room (read the room description for the rules) [3333]  [INDOORS IMMORTAL] [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.
7. The moderator is Sanvean. Tell to her if you wish to speak.
<> Nidhogg Monster EATER OF THINGS is standing here.
Sanvean the Enigmatic is standing here.
Adhira the electrifying is standing here.
Mekeda the Mad Scientist is standing here.
- a large, brown hissing cockroach floats about her head.
The spiky-haired young man is standing here.
The tall figure in a hooded, dun-colored dustcloak is standing here.
<> Sanura the Indecisive is flying here.
<> Ammit the devourer is flying here.
The female wearing a long, embroidered white veil is standing here.
The tiny, voluptuous young woman is standing here.
The tall figure in a hooded, sandy-brown reinforced sandcloth duster is standing here, looking a bit winded.
The large-nosed, bearded man is standing here.
The neat, sepia-haired young man is standing here.
The very tall male wearing a dusty desert-camouflaged sandcloth facewrap is standing here.
The bulky, highlighted-haired man is sitting here.
The Shade of Nessalin is standing here.
The scarred, white skinned mul is reclining here.
The vibrant, fiery-eyed male is standing here.
The very tall figure in a hooded, greenish-grey greatcloak is sitting here.
The tall male wearing a batiked blue veil is sitting here.
The tall figure in a hooded, silver fur greatcloak with jade embroidery is standing here.
The oddly-bent, yellow-skinned templar is standing here.
The short figure in a desert-colored sandcloth greatcloak is sitting here.
The tall male wearing a thin, grey-sandcloth facewrap is standing here.
The short figure in a set of hooded, stone grey robes is standing here.
The figure in a black leather and steel-grey sandcloth greatcloak is sitting here.
The tall, muscular man is standing here.
The tall figure in a dusty hooded, dun-colored dustcloak is standing here.
The short figure in a hooded, ebony cloak  is standing here.
The tall figure in a desert-colored sandcloth greatcloak is reclining here.
The robust, midnight-tressed man is standing here.
The tall figure in a long, crested grey silk dustcloak is standing here.
Halaster the Shroud of Death is standing here.
- a heap of entrails floats about his head.
The slender, grey-eyed young woman is standing here.
The short figure in a hooded, black and azure aba is standing here.
The auburn-haired, hazel-eyed woman is sitting here.
The short figure in a simple, crimson sandcloth cowl is standing here.
The brutish yellow faced grim dwarf Meeting attantative.
The broad, dark-skinned man is standing here.
The figure in a hooded, kenku-stitched jade cloak is standing here.
The figure in a dusty hooded brown sandcloth cloak is standing here.
The figure in a heavy, brown leather hood is reclining here.
The tall figure in a dark, hooded cloak is standing here.
The figure in a hooded, white-trimmed, red cloak is sitting here.
The figure in a hooded, jade-green silk cloakis standing here.
The lithesome, warm-blonde woman is standing here.
The tall figure in a dusty hooded, dun-colored dustcloak is sitting here.
<> Gilvar the Mighty is flying here.
The maar-haired, hale young man stands here.
The tall figure in a hooded, grey sandcloth windcloak is standing here.
The large, scarred half-elf is standing here, looking near-death.
The short figure in a hooded, black and azure aba is standing here.
Dakurus the *censored* is standing here.
Brixius of the Velcro Tuxedo is standing here.


Sanvean the Enigmatic says, out of character:
     "Okay, let's get started."
Sanvean the Enigmatic says, out of character:
     "Welcome to the player-staff meeting. The rules are in the room description."
Sanvean the Enigmatic says, out of character:
     "Please do not emote or perform other actions that echo to the room, out of courtesy 
to everyone else. If everyone is emoting, the spam gets crazy mad."
Sanvean the Enigmatic says, out of character:
     "If you persistently disrupt the meeting by doing so, we will move you out of the 
meeting."
Sanvean the Enigmatic says, out of character:
     "When you need to leave the meeting, type "leave" and you will be transferred back to 
your starting point."
Sanvean the Enigmatic says, out of character:
     "The meeting will go until 10 PST. Tell to me and I will put you in line to speak."
Sanvean the Enigmatic says, out of character:
     "Please don't talk unless you have the Staff of Pontification.  Give it back to me 
when you are done."
Sanvean the Enigmatic says, out of character:
     "The first item on the agenda is the game economy - how to make it more realistic and 
playable. Tell to me if you'd like to speak about it."

Holding his Staff of Pontification, the tall male wearing a thin, grey-sandcloth facewrap  
says, in sirihish:
     "I play a few D&D games, and other fantasy-type games and was just wondering if you 
guys think that Zalanthas could have a few more fairs, festivals and such, for all, rich or 
poor."

The short figure in a hooded, black and azure aba says, out of character:
     "I two suggestions to help "level out" the economy, based on things I've seen on the 
GDB. The first basic idea I've had is to make items a little less robust. Armor wears out 
sooner. Clothing too."
The short figure in a hooded, black and azure aba says, out of character:
     "It would make people who repair them in a bit more demand, give people more things to 
spend their money on, and maybe affect clans, who could offer services to fix things to 
their PCs."
The short figure in a hooded, black and azure aba says, out of character:
     "Second thing I think would help in a small way would be to increase the reliance on 
tools for crafting. Make tools more effective, but the crafting itself harder. Tools will 
ALSO wear out sooner."
The short figure in a hooded, black and azure aba says, out of character:
     "These are designed to get more people spending more on "everyday" things, which I 
think will promote a more "realistic" economy that people seem to be asking for."

The auburn-haired, hazel-eyed woman says, out of character:
     "Good points brought up, but as long as there are NPC's and differences in playing 
times, I think the majority of players would get the instant goods from the NPC shops. The 
"wearing" out idea is very good, because PC's will then seek to..."
The auburn-haired, hazel-eyed woman says, out of character:
     "seek out PC's instead of relying on NPC's... therefore strengthening the PC's 
economy"
The auburn-haired, hazel-eyed woman says, out of character:
     "If we made the "wearing out/repair" idea to PC's only... meaning only PC's can 
repair and such, then it'll further strengthen the PC-based economy... forcing players to 
rely on PC's rather than NPC's. But then again, there's different play times."

The neat, sepia-haired young man says, out of character:
     "I don't think there are any quick fixes that will address the various problems with 
Arm's in-game economy.  To ensure that the sorts of problems with distribution of wealth, 
independent vs. clanned income, etc., do not come up would require a..."
The neat, sepia-haired young man says, out of character:
     "...retooling of the entire system..."
The neat, sepia-haired young man says, out of character:
     "In theory, using a from-the-ground-up approach, everything could be redone, so that 
levels of different commodities fall and rise in relation to IC events and the actions of 
players.  This -could- be the basis of a very robust and controllable..."
The neat, sepia-haired young man says, out of character:
     "in-game economy... -but- it would be an absolute horror to set flags on every in-game 
item and re-code everything.  I have no idea how many immortals would want to or be able to 
work on this, and I don't really think it's doable."
The neat, sepia-haired young man says, out of character:
     "My suggestion would be to try and find one or two immortals who are -really- 
interested in game economies - and that might be hard, unless you find some guy who's 
working on his university thesis with it or something - to constantly monitor and..."
The neat, sepia-haired young man says, out of character:
     "tweak things... but actually addressing the flaws in the system, and making it more 
robust, seems too big of a project to me.  It just requires constant maintenance and 
repair."

The figure in a black leather and steel-grey sandcloth greatcloak says, out of character:
     "I understand that the game economy needs levelling out, but for some craftable items,
 the materials to buy them cost more than what they'll fetch in the market as finished 
items."
The figure in a black leather and steel-grey sandcloth greatcloak says, out of 
character:
     "It would be more practical, in my opinion, to either have folks submit crafts that 
will make more than one of these particular finished items, or alter the prices a little to 
make sure that someone will be able to make a few coins' profit."
The figure in a black leather and steel-grey sandcloth greatcloak  says, out of character:
     "I'm not saying return it to the days of yore, when materials were cheap and finished 
items' prices high, but to make it barely possible for crafters to make a living from cheap 
things."

The short figure in a set of hooded, stone grey robes says, out of character:
     "The PC to PC economy will never blossom unless the PC's have something that other 
PC's want (i.e. Merchant House gear).  This is because people generally desire items that 
are 'not normally offered' or considered 'superior' to what can be found..."
The short figure in a set of hooded, stone grey robes says, out of character:
     "...at most NPC run shops."
The short figure in a set of hooded, stone grey robes says, out of character:
     "I would suggest giving the PC crafters access to more items that players have a 
need/desire for as a whole, strip the shops of some of its flashier items and provide the 
merchant PC's with a bit more depth to work with."
The short figure in a set of hooded, stone grey robes says, out of character:
     "I would also suggest trying to create more widely used/traveled trade villages out in 
the Known World that encourage Merchant Houses to actually use their employees, and earn 
money through hard coded offer/buying to make 'sid and provide coin..."
The short figure in a set of hooded, stone grey robes says, out of character:
     "...for the clan and PC group alike."
The short figure in a set of hooded, stone grey robes says, out of character:
     "I feel that there needs to be more travel between city-states to villages, and even 
city-to-city that encourages roles such as guards, caravan guides, etc...to feel they have 
a purpose other than spar/eat/sleep.  And it will create a trickle..
The short figure in a set of hooded, stone grey robes says, out of character:
     "...down effect when PC's have money to spend on other things worth having."

The figure in a hooded, white-trimmed, red cloak says, out of character:
     "I think the economy cannot be fixed well because too many players assume that the 
economy is Capitalism, where everything is for sale to everyone.  Actually, name, blood, 
and title should be carrying more weight.  Driving up the cost of silk or..."
The figure in a hooded, white-trimmed, red cloak says, out of character:
     "housing won't be nearly as affective as not allowing some PCs to buy stuff in the 
first place, including buying off templars and favors.  This type of status based bias 
should go beyond the normal "elf/magicker" haters to be more about who may..."
The figure in a hooded, white-trimmed, red cloak says, out of character:
     "on another note... I would like to see basic things: food, water, clothing, etc. more 
affordable.  As it is now, it seems to me that one cannot afford to realistically role-play
 anything but a richer type person because things cost so much in game"
The figure in a hooded, white-trimmed, red cloak says, out of character:
     "because they then have real starting money they can use to start up their groups."

The tall figure in a hooded, grey sandcloth windcloak says, out of character:
     "First, I'd like to say I very much agree with the suggestion to make clothing, 
armour, tools and weapons wear out faster as this is a very good way to spread around the 
'sid. These are the kinds of ideas that we need to spread the economy..."
The tall figure in a hooded, grey sandcloth windcloak says, out of character:
     "around the MUD."
The tall figure in a hooded, grey sandcloth windcloak says, out of character:
     "Secondly I think that much of the economic problems have been exaggerated somewhat. I
 don't see a huge problem right now, at least nothing that deserves a complete retooling of
 the economic situation. Rather I believe that with PLAYER..."
The tall figure in a hooded, grey sandcloth windcloak says, out of character:
     "adjustment towards attitudes then things can sort themselves out leaving Immortals to 
tweak ony what is neccesary."
The tall figure in a hooded, grey sandcloth windcloak says, out of character:
     "This is a game and no matter how much time is spent planning a coding a new economy 
it won't be perfect. In my opinion the best solution for this problem is for the PLAYERS to 
act in a realistic way."
The tall figure in a hooded, grey sandcloth windcloak says, out of character:
     "So in other words, don't horde coins and don't go selling those ivory "Personal 
Massagers" to House Fale because you know from a previous charater they always break them. 
If you sit in a tavern for three IC days then eat and drink their food and a"
The tall figure in a hooded, grey sandcloth windcloak says, out of character:
     "ale. Spend your coins on the day to day things that aren't needed to keep you alive 
but are certainly realistic. If this happens then I've never come across economy problems 
that can't be tweaked by staff."

The scarred, white skinned mul says, out of character:
     "I dig these ideas concerning items being worn out. It would make sid more valuable. 
RIght now, of course, we can just buy something and waltze through life forever with it."
The scarred, white skinned mul says, out of character:
     "I encourage more forced PC to PC interaction. My opinion is that if you don't wanna 
have to deal with PCs, then don't get into a business where you have to."
The scarred, white skinned mul says, out of character:
     "I personally think that realistic depreciation will solve many of the hording 
problems which exist now, without retooling the economy."
The scarred, white skinned mul says, out of character:
     "I do not mean that it is bad to hoard, if you can, but I mean that you don't have to 
spend much sid, when you really should have to."
The scarred, white skinned mul says, out of character:
     "Let's modify the prices of the raw materials. Done right so that hunters don't suffer 
unduly (IE: More raw material shops) this is a good idea."
The scarred, white skinned mul says, out of character:
     "I like the idea of more trading villages, as well as more PC specific stuff. Very 
good."
The scarred, white skinned mul says, out of character:
     "Also, food costs should drop a bit. Right now, a loaf of bread can cost as much as a 
sword. That's odd."

Gilvar the Mighty says, out of character:
     "Firstly I disagree with making things wear out faster. It will do little to balance 
anything. People will pay less for lesser quality goods, which would be similar to paying 
more for longer lasting goods."
Gilvar the Mighty says, out of character:
     "Next, Work is being done with the crafting system. It was, and for the most part 
still is, inconsistant. A few of the issues being addressed with this were incorrect 
completed item costs, and exaggerated component costs."
Gilvar the Mighty says, out of character:
     "The effect of this will hopefully be a more realistic crafting system, which may 
appear a bit less valuable on the surface. Some very easy, very accessible crafting recipes
 had like 1000-3000% value increases. (For those not understanding,..."
Gilvar the Mighty says, out of character:
     "thats something like a 5 sid rock producing a 500 sid item.)"
Gilvar the Mighty says, out of character:
     "That would maybe be tolerable in rare circumstances if the person was some 
master-crafter extraordinaire, but with there being FEW remarkable crafters in this day and 
age its really not appropriate."
Gilvar the Mighty says, out of character:
     "So in comparison things will look nerfed, but hopefully this will encourage PCs 
working in the economy, at least as independants, to seek out better resources and more 
difficult creations to make a profit..."
Gilvar the Mighty says, out of character:
     "rather then the typical spam-craft and sell of certain easy lucrative items... 
causing an abundance of wealth in PCs less then a month old."
Gilvar the Mighty says, out of character:
     "That is what I feel was something that made the Craft-economy distorted. The goal 
would be to either make people work harder for their money, "
Gilvar the Mighty says, out of character:
     "or realize the futility of working on their own in such a harsh world and find a 
likely ally in a House, which would be employing alot of the crafters and would-be 
merchants of the world."

Sanvean the Enigmatic says, out of character:
     "I'm going to stop taking questions on this agenda item, in order to move to the next.
 If you're in the queue to talk about it, you can, but the next item is wildlife and the 
general level of game harshness around the major cities"

The short figure in a simple, crimson sandcloth cowl says, out of character:
     "First, I don't see much problem with the way things currently stand on the 
economy..but I would like to see it being more PC/Clan driven, drasticly reduce the amount 
of different items in all the npc shops above very basic."
The short figure in a simple, crimson sandcloth cowl says, out of character:
     "make it so that they buy items at current prices but increase the selling markup by 
50% of what it is now or more. This would make it so pc crafters could still make a living 
if they play off hours the same for consumers or people in a hurry,"
The short figure in a simple, crimson sandcloth cowl says, out of character:
     "though they would pay much more then if they bought from a pc. The same for raw 
materials, keep the npc buying price the same, increase the selling price, there are plenty 
of pc hunters, if nothing else it gives a greater reason"
The auburn-haired, hazel-eyed woman says, out of character:
     "Chances are players would horde coins... I know I'm tempted to do that. In a mud 
game, you never know if there's a mighty longsword around the corner or a templar to bribe 
in another day."
The short figure in a simple, crimson sandcloth cowl says, out of character:
     "to join clans....oh, and get rid of all the items flagged craftable by a clan and 
instead change to a recipe that includes an item (most likly) only available from said 
clan. more realistic and would add more to the game, nothing worse then not..."
The auburn-haired, hazel-eyed woman says, out of character:
     "However, restrictions on NPC shops might counter the "hording" problem :)"
Sanvean the Enigmatic says, out of character:
     "Please don't talk unless you have the Staff."
The short figure in a simple, crimson sandcloth cowl says, out of character:
     "then not being able to make an item only because of a flag."
The short figure in a simple, crimson sandcloth cowl says, out of character:
     "that you do not have of being in a clan."

The short figure in a hooded, ebony cloak says, out of character
     "A complete restructuring of the in game markets would be doable if only small parts were addressed at once."
The short figure in a hooded, ebony cloak says, out of character:
     "I think the shops should accept five of one item from everyone, rather than five 
items total. It would make things a lot fairer for players who can not log in right after a 
reboot. I'm not sure how hard it would be to code, having to keep track..."
Sanvean the Enigmatic says, out of character:
     "Please do not talk unless you have the Staff."
The short figure in a hooded, ebony cloak says, out of character:
     "of what every player has sold, but it would make things more playable. "
The short figure in a hooded, ebony cloak says, out of character:
     "oops, sorry. im wearing that same cloak :)"

Halaster the Shroud of Death says, out of character:
     "To the person who mentioned about certain raw materials being more than the finished 
product can be sold for.."
Halaster the Shroud of Death says, out of character:
     "if you know of specifics, please email them into the account.  We may not actually 
know about them to fix them."

The tall figure in a hooded, ebony cloak says, out of character:
     "The biggest issue here is, to be brutally honest, that a functioning economy is 
impossible on muds.  I can pick apart the eighty million -very- base things on armag that 
don't make sense economically.  PC freemen and their relations to NPC..."
The tall figure in a hooded, ebony cloak says, out of character:
     "slaves doesn't make much sense to me, for starters - but I won't go too much into 
that."
The tall figure in a hooded, ebony cloak says, out of character:
     "The co-existance of merchant houses and noble houses is a big thing for me as well. 
 Look at every society historically... and you get one or the other, at least from what 
I've read.  Nobles exist as landowners and administrators - great..."
The tall figure in a hooded, ebony cloak says, out of character:
     "merchant families would just be... rich people who eventually get political power.  "
The tall figure in a hooded, ebony cloak says, out of character:
     "The nobles in armag are just... nobles, some houses do -nothing- except play 
political games, but their function is usually nebulously defined.  They aren't landowners 
to administrate an empire, they're just rich people with titles because rich..."
The tall figure in a hooded, ebony cloak says, out of character:
     "rich people with titles make the mud more fun.  IN the end, when you REALLY look at 
it... it falls apart to me, and can't be resolved."
The tall figure in a hooded, ebony cloak says, out of character:
     "we're too far to change it.  People can, and will disagree on my examples, but I'm 
not so convinced they will refute the point I'm trying to make with them."
The tall figure in a hooded, ebony cloak says, out of character:
     "we're too far to change it.  People can, and will disagree on my examples, but I'm 
not so convinced they will refute the point I'm trying to make with them."
The tall figure in a hooded, ebony cloak says, out of character:
     "So what do we do?  We dress up the cultural and economic flaws with cool code!  It 
works, and it makes the mud a lot of fun.  People have been suggesting a lot of these, so 
but an increased focus on PC to PC economy gets my vote.  Wearing out..."
The tall figure in a hooded, ebony cloak says, out of character:
     "Items is neat and all, but it isn't necessary."
The tall figure in a hooded, ebony cloak says, out of character:
     "Personally, I'd love to see weather affect the economy.  Bad weather means bad travel conditions, bad harvests, and thus higher prices.  Make it so people have to buy and sell according to the "
The tall figure in a hooded, ebony cloak says, out of character:
     "the weather, the meat and bones of mercantilism in a non-industrialised society.  
That's all I have to say."

Sanvean the Enigmatic says, out of character:
     "If you have things to say about the wildlife, now's the time to tell to me while the 
last few people are talking about the economy."

The tall figure in a hooded, ebony cloak says, out of character:
     "First, I agree with the red cloaked figure about who gets first dibs on the "good 
stuff" in the game. "Important" folks like templars and nobles should have access to things 
the Houses offer, before they are released to commoners for auction/sale."
The tall figure in a hooded, ebony cloak says, out of character:
     "Right now, with no game crashes, the shops are loaded up by tuesday and anyone trying 
to sell anything on wednesday is SOL. Not very encouraging for new characters who show up 
for the first time on a Wednesday."
The tall figure in a hooded, ebony cloak says, out of character:
     "Instead of limiting the NPC to only accept 5 of each item, limit the number of items
any given PC can sell to him per reboot. This would apply to anyone selling anything that 
isn't a "clan_make" object."
The tall figure in a hooded, ebony cloak says, out of character:
     "The "seller's quota" could be coded similarly, maybe, to how Nenyuk keeps track of 
who has what in the bank, with some obvious tweaks, with the list of what people have sold 
being cleared at each game reset."
The tall figure in a hooded, ebony cloak says, out of character:
     "In addition to the seller's quota, at random times throughout the week, remove a few 
items from the NPC until he's down to what he loads up with on reset. Once the seller has 
hit his alloted amount of things he is allowed to sell, it won't..."
The tall figure in a hooded, ebony cloak says, out of character:
     "... matter if the list is empty again. The NPC still won't buy more of each item 
from him until next reboot."
The tall figure in a hooded, ebony cloak says, out of character:
     "This will discourage "spam-hunting" and "spam-crafting" because there will no longer 
be any benefit to being 1st in line on Saturday to unload all your stuff. It also 
encourages PC-to-PC trading, once the NPC is out of whatever people bring them."
The tall figure in a hooded, ebony cloak says, out of character:
     "Thanks."

The short figure in a hooded, ebony cloak says, out of character:
     "NPC goods: perhaps merchants should buy items for less and sell them for more. This 
would create more of an incentive for players to seek out other players, since they would 
be able to save money buying and selling from each other."
The short figure in a hooded, ebony cloak says, out of character:
     "Hunters, both independent and clanned, could sell to the crafters, both independent 
and clanned. For some crafted items, in order for a real profit to be made, people would be 
forced to buy and sell from each other."
The short figure in a hooded, ebony cloak says, out of character:
     "I agree with what was previously said. Flashier items should be made available to the common crafter. Maybe revive the component crafting system and make it difficult but 
doable."
The short figure in a hooded, ebony cloak says, out of character:
     "I don't understand how sid is distributed to the houses, but I think the houses 
should rely more on PC income, rather than vnpc generated income. Force the nobles to deal 
with buying and selling, whether it be slaves or wine or anything else; "
The short figure in a hooded, ebony cloak says, out of character:
     "have one house sell to another. Rather than providing a house with npc guards or 
slaves, force them to buy those servants from Borsails. Make the houses depend more on each 
other, but don't lose any of the rivalry that exists. "
The short figure in a hooded, ebony cloak says, out of character:
     "It has become too easy for clanned guards to make sids. I don't know if it's in game 
inflation or what not, but I think they should be making a lot less money that they are 
currently. "
The short figure in a hooded, ebony cloak says, out of character:
     "Military personnel in real life have an adjusted income for family member counts or 
their station location. Maybe we can have the game adjusted like that."
The short figure in a hooded, ebony cloak says, out of character:
     "BIG POINT: I would also like to see drastically changing prices based on the 
conditions of the world. Huge storm or a raided supply wagon can cause price fluctuations. 
It would really add to travelling merchants."
The short figure in a hooded, ebony cloak says, out of character:
     "On the topic of the wilderness:"
The short figure in a hooded, ebony cloak says, out of character:
     "The North Road is too safe. I would like to see more and faster Gith and wildlife re-spawns, or a longer road. "
Sanvean the Enigmatic says, out of character:
     "We're not on the wilderness yet, please."
The short figure in a hooded, ebony cloak says, out of character:
     "sorry :)"

The broad, dark-skinned man says, out of character:
     "Armageddon suffers from insane inflation.  It is too easy to get money at the moment 
and those who should be rich rarely have the influence it should bring."
The broad, dark-skinned man says, out of character:
     "All of the above suggestions are good, just something has to be done to make pc's 
poorer.  If necessity costs are lowered equally it will make surviving just as hard, but 
succeeding very rough.  Harsh like we want it."
The broad, dark-skinned man says, out of character:
     "As far as players playing realisticly, it is very hard to justify 
making/selling/trading things your character knows will sell for less in the name of 
realism."
The broad, dark-skinned man says, out of character:
     "Curb it a bit by trying to keep variety, but it wont be completely eliminated.  The 
system needs to be tweaked to help prevent this, players can't do it all."
The broad, dark-skinned man says, out of character:
     "When dealing with the crafting economy, prices need to be checked and put in line 
with similar goods, making most things similarly profitable.  It would also be nice to have 
different results from crafting the same thing to show skill levels."
The broad, dark-skinned man says, out of character:
     "A master would be able to make a quality tunic.  An apprentice would make a shabby
one.  That way the system would not be all or nothing and even unskilled craftspeople could 
eat."

Ammit the devourer says, out of character:
     "I think everyone has some good points (especially with no matter what happens the 
system won't be perfect). A problem I see with giving players access to things that can't
be found in shops is it's possible to eventually find a"
Ammit the devourer says, out of character:
     "shop (in Allanak at least) that will buy it. Perhaps a solution is to allow certain 
items to be sold at a store, but not resold by the store."
Ammit the devourer says, out of character:
     "Either have them just dissapear (but still have it in the NPCs inventory) or have 
them put it on display but not sell it. Perhaps they have an order from some VNPCs and 
they're just waiting for the VNPCs to pick the items up."
Ammit the devourer says, out of character:
     "This has the effect of letting off-peak players sell stuff while even advertising for 
players by showing certain items exist, and are able to be gotten in-game."

Sanvean the Enigmatic says, out of character:
     "Moving along to the wildlife now. This is all good and useful, and we'll take 
the discussion of the economy up on the board as well."

The figure in a hooded, kenku-stitched jade cloak says, out of character:
     "I for one would like to see a lot more small critters out there. Sandferrets, swarms 
of desert pests, flying birds high in the sky, etc. Not necessarily harmless or worth 
killing, but just to add flavor and an Rp tool. Of course, there are VNPC...
The figure in a hooded, kenku-stitched jade cloak says, out of character:
     "critters, but seeing a buzzing swarm of nonharmful kankflies might encourage someone 
to use them, etc."

The short figure in a simple, crimson sandcloth cowl says, out of character:
     "Over all I like the way wildlife is set up and distributed, What I wonder is why some 
of the..buggy things have not been fixed or worked on, many I know have been in game for 
better then 5 years and known about."
The short figure in a simple, crimson sandcloth cowl says, out of character:
     "like how hunting npc's don't use the hunting skill, and is it meant for many animal 
to be able to pick up and use weapons as well as a 30day warrior who has practiced with 
nothing but these weapons?"
The short figure in a simple, crimson sandcloth cowl says, out of character:
     "I'm happy to see on the weekly update that plains tandu finally got fixed, I think my 
first bug on it was nearly 4 years ago, but that is only a single buggy type of npc and the 
affects are not far reaching."
The short figure in a simple, crimson sandcloth cowl says, out of character:
     "if npc's cannot be made to actually use the hunt skill, how about a timer for how 
long they will hunt?"

The maar-haired, hale young man says, out of character:
     "Like the first speaker, I believe that there should be more little animals that have 
auto-flee, not very valuable skinables, and are used mostly for getting a little bit of 
meat for the starting hunters."
The maar-haired, hale young man says, out of character:
     "I believe this is especially needed around the southern parts of the game world, 
where I have seen very little in the way of 'easy' meat."
The maar-haired, hale young man says, out of character:
     "Additionally, I think that there needs to be a few more moderately-powered predators 
in the more heavily populated areas, and that the larger ones should be more rare around 
there."

The tall male wearing a thin, grey-sandcloth facewrap says, out of character:
     "Speaking of smaller animals, there is a small issue I'd like to adress about certain 
type of wild animals hunted in the northern lands. One particular beast that catches my eye 
is the verrin hawk."
The tall male wearing a thin, grey-sandcloth facewrap says, out of character:
     "I've looked at it and it is less than double my weight and less than three times my 
height, an average hawk, right? Wrong"
The tall male wearing a thin, grey-sandcloth facewrap says, out of character:
     "I have to hack at this hawk numberous ammount of times with my weapons. Now, I know
most weapons are bone and wood and such, but, come on, it's a hawk."
The tall male wearing a thin, grey-sandcloth facewrap says, out of character:
     "It should be down with one good hit to the head or neck...or maybe verrin hawks are 
like crazy fast, strong birds, but I don't know."
The tall male wearing a thin, grey-sandcloth facewrap says, out of character:
     "There are some other wild animals like the verrin hawk that would be 'crumpled to the 
ground' in a matter of one or two good hits. Perhaps there should be a trigger for these 
smaller animals? That's all I have to say."

The short figure in a set of hooded, stone grey robes says, out of character:
     "Civilization centers (villages, city-states) should have a decent radius of 
relatively safety around them at all times to reflect the constant travel or presence of 
local hunters, mercenaries, etc..."
The short figure in a set of hooded, stone grey robes says, out of character:
     "This should apply to the major roads of the game, to encourage more PC-PC interaction 
and less PC-NPC interaction."
The short figure in a set of hooded, stone grey robes says, out of character:
     "There should also be tiers around each center of how the animal life is represented, 
starting with smaller prey that escapes the notice of larger predators growing to slightly 
larger animals in the 'medium' distance and only encountering..."
The short figure in a set of hooded, stone grey robes says, out of character:
     "...'monster' level creatures at lesser travelled distances."
The short figure in a set of hooded, stone grey robes says, out of character:
     "This will provide people with something to hunt, more difficult (and valuable) 
hides/pelts to collect the further they travel out and the enemy civilization groups (gith, 
mantis, halfling) as well as monster class creatures (bahamet, mek, silt..."
The short figure in a set of hooded, stone grey robes says, out of character:
     "...horror) to be encounterd only if you travel VERY far to find them."
The short figure in a set of hooded, stone grey robes says, out of character:
     "Remove the 3+ packs that are clsoe to civ centers, NPC interaction isn't what people 
play this game for - and we want to encourage PC interaction outside the cities to have 
intelligent enemies and allies alike."

Gilvar the Mighty says, out of character:
     "I feel the North and South are good comparisons in terms of working wildlife systems 
versus a non-working one. While the north does have a few issues (like too few animals to 
represent realistically whats there due to overhunting),"
Gilvar the Mighty says, out of character:
     "Its still in much better shape then the south. You get a scope of ecology with the 
small herbivores, larger carnivores, and then larger, and then hunters. The problem in the 
south is there really isn't anything. There is sand..."
Gilvar the Mighty says, out of character:
     "Some dusty fields, and alot of scrab. You can't really figure out how they survive, 
or how any of the virtual tribes that live out there do with few water-sources for fewer 
travellers."
Gilvar the Mighty says, out of character:
     "So my main issues would be, 1. Revise the north to be maybe a bit harder while 
keeping the ecological system of small, medium and large animals. There are too many vast 
sweeps of dangerous terrain that should have predators."
Gilvar the Mighty says, out of character:
     "and 2. Fix or add to the south to make it more like the north with more/different
smaller animals, a sense of what keeps life there at all, and then similar things on this 
course. The ever-present danger is there at times..."
Gilvar the Mighty says, out of character:
     "But it almost seems too... oh there's a scrab, there's a scrab... like they were 
planted there with no real purpose in the world but to be killed... and that's not right."

The figure in a hooded, white-trimmed, red cloak says, out of character:
     "I guess this may have just been addressed by someone, but..."
The figure in a hooded, white-trimmed, red cloak says, out of character:
     "Harshness is all relative: harsh weather/environment, harsh political and government, 
harsh on money and surviving.   I wonder if we took the major cities and just focused one 
type of "harsh" per city we could drastically increase over all..."
The figure in a hooded, white-trimmed, red cloak says, out of character:
     "harshness to the most PCs without making it seem impossibly harsh on every level.  "

The tall figure in a hooded, ebony cloak says, out of character:
     "I'm echoing what others have said here... so bear with, I've already written this and 
I'm not changing it again.  "
The tall figure in a hooded, ebony cloak says, out of character:
     "WHAT DO SCRABS EAT?  I am in love with those who stated my point here previously, but 
it needs to be said again."
The tall figure in a hooded, ebony cloak says, out of character:
     "I haven't been into the desert recently, but I feel Zalanthas' wilderness needs to 
come more alive.  As far as I can tell, a scrab's only source of food is virtual stuff PCs
make up themselves, and Bynners."
The tall figure in a hooded, ebony cloak says, out of character:
     "The mud, in an attempt to become harsh, is full of 'monsters' in some areas.  Because 
it's a fantasy world, and you need monsters.  If we want a realistic roleplay environment, 
we need the monsters to make sense."
The tall figure in a hooded, ebony cloak says, out of character:
     "So waht if some mob is easier for a newbie warrior to kill?  Twinks are twinks and 
they will find ways to powergame no matter what we do.  Stuff like the tregil is GREAT, and 
we need more of 'em.  More prey animals, not everything can be a carnivo"
The tall figure in a hooded, ebony cloak says, out of character:
     "Just because it's a monster does NOT mean it should be so damn hard to kill.  I am a 
grown man, and if I took a big bone club, I could probably kill a coyote or even a wolf.  
The mud's roots in diku show through here.  "
The tall figure in a hooded, ebony cloak says, out of character:
     "Anyone remember killing field mice for experience?  Someone's point on verrin hawks
was dead on."
The tall figure in a hooded, ebony cloak says, out of character:
     "Continuing, major roadways should have -less-, not more.  I mean, we have the 
ultra-powerful armies and sorcerer kings who can't even keep MAJOR MAJOR trade roads clean?
  If we want better PC merchanting, it should be easier to travel.  "
The tall figure in a hooded, ebony cloak says, out of character:
     "And yeah, easier travel hurts the 'harshness', but frankly - I feel that more 
monsters doesn't make the mud better.  Travel will improve the PC to PC interactions and 
economies.  Work on the harshness in subtle ways, not just by throwing..."
The tall figure in a hooded, ebony cloak says, out of character:
     "monsters at people."
The tall figure in a hooded, ebony cloak says, out of character:
     "And finally... the way monsters respawn should be addressed.  Having everything pop 
at once and then having rangers run out to kill everything in sight doesn't make for a 
realistic wilderness.  Perhaps a finite population of mobs that's..."
The tall figure in a hooded, ebony cloak says, out of character:
     "maintained constantly, if slowly to discourage twinkiness."
The tall figure in a hooded, ebony cloak says, out of character:
     "To summarise:  More little stuff, make population centers and major travel routes 
safer (although that can be dealt with IC), and see if respawning can be spaced out. 
 Apologies if I sound a little overtly critical, incidentally."

The tall male wearing a faded red and white veil says, out of character:
     "I like the idea of the area immediately around population centers being somewhat 
devoid of very dangerous npc predators, with the 'monstrous' predators being in remote 
areas, but there should still be some dangerous..."
The tall male wearing a faded red and white veil says, out of character:
     "creatures on the roadways.  Reason being....because realistically there would be"
The tall male wearing a faded red and white veil says, out of character:
     "Also...I think the most dangerous predator out there is a PC...or group of PCs.  But 
folks don't often take to raiding (except skinnies)..."
The tall male wearing a faded red and white veil says, out of character:
     "Because population centers send out gangs of others to deal with the raiders."
The tall male wearing a faded red and white veil says, out of character:
     "Well...I'm sorry, but that's realistic!  Think of your AD&D days when your party was 
hired or encouraged to go out and deal with a local band of raider bad-boys"
The tall male wearing a faded red and white veil says, out of character:
     "We need more folks willing to play the pc roles that add life to the game...like 
raiders and other such nasties lying in wait for the unwary"

Sanvean the Enigmatic says, out of character:
     "We've got a half dozen more people speaking about this, but then I'd like to move on 
to the next topic,  player led RP and what leaders can do to enhance play, as well as what 
part the staff plays in this."
Sanvean the Enigmatic says, out of character:
     "wish to me if you are interested in talking about that."

Halaster the Shroud of Death says, out of character:
     "FYI, there is one zone in the game using something we call SimDesert.  It simulates 
an ecosystem with a fairly"
Halaster the Shroud of Death says, out of character:
     "decent level of AI.  For instance, prey-type critters go around foraging, while 
predators go around hunting them."
Halaster the Shroud of Death says, out of character:
     "Each predator prefers a certain type of prey, and goes only after that.  These 
creatures also all get hungry/thirsty,"
Halaster the Shroud of Death says, out of character:
     "and will break off what they're doing to go to a watering hole, drink, and then 
resume what they were doing."
Halaster the Shroud of Death says, out of character:
     "Additionally, each creature has a 'mating season', where you'll fine some of their 
young running around."
Halaster the Shroud of Death says, out of character:
     "Also, different predators hunt at different times of the day, and are less mobile 
during the off times for them."
Halaster the Shroud of Death says, out of character:
     "The creatures even perform different emotes/actions based on what they're doing.  So,
if you think about it,"
Halaster the Shroud of Death says, out of character:
     "a good ranger could learn all the patterns of these animals.  Finally, certain 
population levels are kept for"
Halaster the Shroud of Death says, out of character:
     "critters so that you don't have the traditional mud repop issues."
Halaster the Shroud of Death says, out of character:
     "Currently, SimDesert exists in only one zone, but it's in the process of being 
implemented in a couple of others."
Halaster the Shroud of Death says, out of character:
     "So, if you have suggestions for areas this could work in, and HOW it could work, feel 
free to email them to me."

The maar-haired, hale young man says, out of character:
     "I'd like to say that if we are going to have more of those little, flighty creatures 
running around, there should probably be some task underway in regards to fixing the 
sneak/hide problem."
The maar-haired, hale young man says, out of character:
     "Unless it's been fixed, it's still nearly impossible to sneak up or hide on many of 
the auto-flee creatures."
The maar-haired, hale young man says, out of character:
     "I don't know anything about code, so I don't know how to fix this, but maybe it can 
be done if the times where the animals 'look' were lengthened in their intervals."

Ashyom says, out of character:
     "Two Comments.  First to the hawk and small critters issue - I highly doubt these 
critters would sit docilely and let you just whack at them.  If you think they're so easy 
to kill, go ahead and get a wooden club and try hunt a rabbit or a hawk..."
Ashyom says, out of character:
     "rl"
Ashyom says, out of character:
     "Second.  Not too long ago, players complained heavily that there were too many npcs 
in the south, that there were too many both easy and hard critters.  We complied by making 
the desert harsher to live in, and reducing the number of the NPCs.  So,..."
Ashyom says, out of character:
     "So, from staff POV, it's somewhat bemusing to see the players' mindsets swing back 
and forth."

The tall figure in a desert-colored sandcloth greatcloak says, out of character:
     "These are two idea mentioned in the GDB, i thought were real good."
The tall figure in a desert-colored sandcloth greatcloak says, out of character:
     "First idea is that poeple in the wilds randomly going off in different directions 
without them know it, with the exception of rangers and to lesser extent hunters. Not 
everywhere such as roads. "
The tall figure in a desert-colored sandcloth greatcloak says, out of character:
     "Also another degree of sandstorm (rarer though), where if you move you lose a little 
bit of life points (Maybe two) and while your in it you lose maybe one. This will make 
people take more notice to weather conditions."
The tall figure in a desert-colored sandcloth greatcloak says, out of character:
     "Another thing i would like to see is caves, dens and plants spawn at random parts in 
the game and more of them.  Possibly with the reboot."

The tall figure in a hooded, grey sandcloth windcloak says, out of character:
     "We've had plenty of good suggestions here and I'd like to say thank-you just from me. 
Halaster that system just sounds so incrediby cool, thank-you too for sharing that!"
The tall figure in a hooded, grey sandcloth windcloak says, out of character:
     "A few points I'd like to add too though: First, I agree the southern ecology doesn't 
appear to be as robust as the northern. I know there are smaller critters to kill down 
south but not nearly enough. Add a few snakes, lizards and mice woud go..."
The tall figure in a hooded, grey sandcloth windcloak says, out of character:
     "a long way."
The tall figure in a hooded, grey sandcloth windcloak says, out of character:
     "Secondly, this is just my opinion, but I'd like to see critters be given a bit more 
personality. A few combat emotes and sounds would be like honey-drizzled ginka fruit on a 
hot day!"
The tall figure in a hooded, grey sandcloth windcloak says, out of character:
     "I'd love to be travelling in the wastes and hear the ocassional wildlife call float 
through the air! Gith shouting for help in combat, mekillot bellowing as they mate, verrin 
hawks squaking as they fly overhead! Sounds of Nature!"
Sanvean the Enigmatic says, out of character:
     "Thanks for all the great input, folks. We're now moving onto the topic of player led 
RP and what leaders can do to enhance play, as well as what part the staff plays in this."

The tall, muscular man says, out of character:
     "This isn't really much of a discussion question, more of a request that I am making, 
because all of the staff will read this and ponder it. When a staff members uses an NPC to 
interact with their clanmembers, please PlEaSe please do not"
The tall, muscular man says, out of character:
     "-log out- said NPC. Keep it in the game world. It is known that when PCs contact an 
NPC, it will echo over the immortal channel somewhere and let the immortals know what is 
going on. In emergency situations, we as players can contact"
The tall, muscular man says, out of character:
     "those NPCs and there is a better chance that an immortal will hear our plead. This 
keeps everything within the game world, and lets -us- continue with what we were doing, 
without having to log out of the game, then load up our web"
The tall, muscular man says, out of character:
     "browser, and write an email to our immortals, requesting an audience with said 
'elder' or 'leader' NPC to discuss the matters.  Perhaps, a program can be written, when 
such 'leader' NPCs are contacted, that it will write a note on a"
The tall, muscular man says, out of character:
     "board somewhere, saving a copy of the ugent plea to the immortals involved, for the 
off-chance that no immortals online have the knowledge or the authority to jump into the 
NPC. I just wanted to ask this request, because it"
The tall, muscular man says, out of character:
     "would give us, as players, the feeling like the game is more alive, within the game, 
instead of having to depend on an immortal through an out-of-character medium such as 
email. And it would be wicked cool to assassinate your Boss."
Sanvean the Enigmatic says, out of character:
     "Just to clarify that - it echoes to the immortals that are on.  If you want to make 
sure your clan immortal sees it, you do need to email them, sorry.  Please don't think 
they see every single psi to a clan NPC."

The scarred, white skinned mul says, out of character:
     "Good Leadership. The first point is - Be avaialable. If you are not, inform someone 
that you will not be, and possibly, step down, or retire."
The scarred, white skinned mul says, out of character:
     "For some groups of PCs, very mundane things can be work that turns enjoyable. THe 
missions where they must go get something from another PC are great. It is Interaction."
The scarred, white skinned mul says, out of character:
     "I am more versed in Military RP. One of the most annoying problems is the utter lack
of need for military 90 percent of the time. Where in the Hells are the battles?"
The scarred, white skinned mul says, out of character:
     "If we have no battles, then why the flying erdlue are there armies? Mysterious, this 
is."
The scarred, white skinned mul says, out of character:
     "I'd love to see more staff-ordained plots that are just tiny. Get this. Do that, kill 
him, kill her, find this, blah blah."
The scarred, white skinned mul says, out of character:
     "THere is a ton that we simply cannot do as players. That said, there is a ton that
you can do. "
The scarred, white skinned mul says, out of character:
     "In a certian clan, we are working on creating a reason for military people to log on,
other than just H&S sparring BS. If it succedds, it will add to the RP avaialable 
in combative roles."
The scarred, white skinned mul says, out of character:
     "Leaders should be folks who are on plenty, who are creative, and who can work with 
Immortals to come up with plans to lead their followers. Staff needs to pay attention to 
what these leaders need, and supply it within reason."

The maar-haired, hale young man says, out of character:
     "PC leaders:  You have our characters train long and hard, day in and day out, usually
 on some sort of schedule.  Well, you let us train, so...USE us!!!  Give us stuff to do
that will let you see how our characters can perform in the field."
The maar-haired, hale young man says, out of character:
     "I've noticed in some clans this is already being done to a certain extent, but then 
again it is somewhat lame.  It, too, becomes repetitive as the training schedule at times."
The maar-haired, hale young man says, out of character:
     "Don't be so concerned about having some PCs live after such an event.  We'll make 
more, and if the event was good enough we will come back for even more delightful events, 
with different characters!"
The maar-haired, hale young man says, out of character:
     "I would also like to see a few more staff-initiated, long-lasted plots, even if they 
aren't earth-shaking or are deeply important.  I can't think of many examples right now myself."
The maar-haired, hale young man says, out of character:
     "Additionally, I think that some of the problem of there being a lack of stuff to 
'use' PCs for is that leaders aren't being given creative license or much power by the 
staff for their clans."
The maar-haired, hale young man says, out of character:
     "There was a time in a certain clan where it seemed that one PC had collaborated with 
a staff member to create a plot that affected a great deal of PCs.  It lasted for a long 
time, and was just getting good when he died..."
The maar-haired, hale young man says, out of character:
     "I'd like to see a bit more of that.

The figure in a hooded, jade-green silk cloak says, out of character:
     "I think that it is not only the 'leader' PCs in clans that should do things to 
stimulate roleplay.  Everyone in the clan should work together to do this, and not be so 
dependent on leaders and IMMs to get things started."
The figure in a hooded, jade-green silk cloak says, out of character:
     "Always having to be the one to create new RP for people gets to be very tiring and 
frustrating, because it makes the player feel like a babysitter.  It seems that some 
players don't realize this, and think that only clan leaders and IMMs can..."
The figure in a hooded, jade-green silk cloak says, out of character:
     "People get bored and frustrated thinking that because they are a peon in the clan 
that there is nothing that they can do.  This is not necessarily true, and there has be 
some way to get this across to people that they CAN do plenty."

The figure in a hooded, white-trimmed, red cloak says, out of character:
     "I feel like many times plot lines go out of control.  A lovers' spat, a broken 
friendship, a funny look at someone at the bar or a fist fight all somehow snowball into 
nobles and whole houses and clans taking personal offence and killing off..."
The figure in a hooded, white-trimmed, red cloak says, out of character:
     "everyone in sight.  The problem is then that I think many Players may feel 
intimidated about trying to set off anything in fear that it will have a snowball affect, 
blowing things out of proportion and take IC months to complete.    "
The figure in a hooded, white-trimmed, red cloak says, out of character:
     "My question would be if the staff feels this snowball affect is realistic in game, or 
simply a byproduct of having only so many PCs in game."
The figure in a hooded, white-trimmed, red cloak says, out of character:
     "also, I'll agree with the last speaker.   Some players would rather work on elaberate
plotlines and such as players but have more peon type characters."

The figure in a heavy, brown leather hood says, out of character:
     "as a former leader, running things that required a certain number of people to log in 
became very tedious.  I can name at least 5 different times I posted RPT on this time, and 
only got 2 or fewer people to log in"
The figure in a heavy, brown leather hood says, out of character:
     "give a heads up to the people who are in charge about when a good time to setup these 
rpts and events.  There are many channels open to people to make this communication."
The figure in a heavy, brown leather hood says, out of character:
     "what is needed is an understanding by people who join up clans and organizations, 
that if there is going to be "hunts" and "projects", please try to log in when they are 
setup, or at least.."
The figure in a heavy, brown leather hood says, out of character:
     "what leaders can do is spread out the wealth (if there is any) and give more tangible 
rewards for good service, giving people a reason to log in.  Or at least come up with some 
better ideas than Hey bob, go kill me critter x."

The short figure in a hooded, black and azure aba says, out of character:
     "OK, first off, in response to someone saying "Don't be so concerned about having some 
PCs live after such an event.  We'll make more..." that is entirely an OOC attitude."
The short figure in a hooded, black and azure aba says, out of character:
     "Unfortunately, many PC leaders are bound by very strict IC limitations - my 
experience both as the leader and the led has shown me this. It's the way things are. I 
don't always like it, but it's my experience."
The short figure in a hooded, black and azure aba says, out of character:
     "As a former clan leader, I also had *HUGE* problems trying to get anything I had 
planned to actually HAPPEN, mostly due to OOC reasons. People not logging in for RPTs, or 
ignoring the..."
The short figure in a hooded, black and azure aba says, out of character:
     "Tasks they were given to further the plots."
The short figure in a hooded, black and azure aba says, out of character:
     "So to kinda echo what someone said earlier... EVERYONE needs to work at this, and not
just expect plots and the like to be handed to them. One person, even with staff help, 
can't do that."

Mekeda the Mad Scientist says, out of character:
     "I'd like to address leadership pc's from a staff point of view. What my expectations 
are of the pc and for the pc. What I want from them, and what they get in return."
Mekeda the Mad Scientist says, out of character:
     "First, a leadership pc needs to not only be able to put in regular hours in the game 
but put a portion of those hours towards interacting with other pc's. If you are playing a 
karma class, that means that you shouldn't spend all your time in private but get out 
there and be available to lead."
Mekeda the Mad Scientist says, out of character:
     "Second, Because leadership IS a very very difficult thing in the game, set office 
hours. I know from personal experience that having played a few leaders, you get a life, 
then you get leadership and it's VERY hard to keep your pc enjoyable. You deserve the 
chance to have a pc that is a person to, and if you set clear times when you are and are 
not available, then the pc's serving under you should respect that."
Mekeda the Mad Scientist says, out of character:
     "Third, if you cannot log in, let me know. I really really dislike it when I have 
leader pc's who go MIA with no notice. I cannot cover your shift if you don't call in 
sick."
Mekeda the Mad Scientist says, out of character:
     "I don't know anyone on staff who is not understanding about RL obligations but when 
you leave us hanging, don't expect as warm a welcome on your return."
Mekeda the Mad Scientist says, out of character:
    "Now.. those are my expectations."
Mekeda the Mad Scientist says, out of character:
     "In return for being able to give that, I feel we as staff have an obligation to keep 
plot lines available, both long term if you are in a clan and allow you to generate your 
own as well"
Mekeda the Mad Scientist says, out of character:
     "Anything from "We need to drive to city a to pick up jujubees for Lord Sissypants" to 
We need to scout this area because it's our home turf."
Mekeda the Mad Scientist says, out of character:
     "I should, as staff, support those plots where they do not conflict with larger game 
world issues and I should communicate to you when your plots aren't feasible and why"
Mekeda the Mad Scientist says, out of character:
     "Now.. for those who are NOT leadership pc's."
Mekeda the Mad Scientist says, out of character:
     "If you don't want the barfight with a guard from clan b becoming an issue, deal with 
it"
Mekeda the Mad Scientist says, out of character:
     "If you run to your sergeant, who runs to his lt, who runs to the noble or agent or 
what have you, yes, it escalates each step up the ladder"
Mekeda the Mad Scientist says, out of character:
     "So there is a responsibility on your part as well. Get in a barfight and suck it up 
if you lose"
Mekeda the Mad Scientist says, out of character:
     "and for krath's sake, if your leader pc says I'm off for the night, do not bother me 
unless the city is burning, respect that."

The figure in a hooded, kenku-stitched jade cloak says, out of character:
     "I agree with Mekeda. If your character would do it, do it, don't hesistate cause you 
might get Icly punished unless your character would consider it. "

Sanvean the Enigmatic says, out of character:
     "this is the last person speaking on this, then we move on to dealing with magickers 
and other social pariahs. Wish to me if you'd like to speak about that."

The tall figure in a dusty hooded, dun-colored dustcloak says, out of character:
     "Maybe a way to make it so leaders wouldn't need to always make events happen would be 
to use one of the other ideas from earlier"
The tall figure in a dusty hooded, dun-colored dustcloak says, out of character:
     "someone said make caves and things spawn in random places, what if a few of those had 
raider groups with raiders in them?"
The tall figure in a dusty hooded, dun-colored dustcloak  says, out of character:
     "or a defiler or somesuch"
The tall figure in a dusty hooded, dun-colored dustcloak says, out of character:
     "it would let people get together to 'deal' with these problems and let people have 
something to do than just train or hunt..."

Sanvean the Enigmatic says, out of character:
     "We're now on the subject of magickers."

Gilvar the Mighty says, out of character:
     "Pariahs (magickers, dregs, mutants, freaks etc.) are in an interesting situation. 
With a limited player-base its hard to be the cast-outs. As it is, its SOMETIMES hard to 
even find players as a "normal" person."
Gilvar the Mighty says, out of character:
     "When you throw in traits that should typically make you an unliked, shunned... thing, 
you further cut down who you have to interact with."
Gilvar the Mighty says, out of character:
     "and like it or not, this is not a single-person game, a good majority come to 
interact, in varying levels (which includes conflict) but if all your doing is fighting 
with people it makes the game experience just as shallow as happy experiences."
Gilvar the Mighty says, out of character:
     "So I think its a delicate position to be a pariah, and needs some work to be both a 
fun position to play in, while deeper then a kiddy-pool in terms of total experience open 
to the person."

The figure in a hooded, kenku-stitched jade cloak  says, out of character:
     "I'd like to ask for documentation on mutants in the North and South. Such as how they 
are accepted, if they congregate together, and if their mindset is different from normal."
The figure in a hooded, kenku-stitched jade cloak says, out of character:
     "Genereal information on it , etc. "

The tall male wearing a faded red and white veil  says, out of character:
     "Magickers:  It is not impossible to hide what you are and, like Batman, be the Bruce 
Wayne of your city in daylight...but when the nefarious dark-side in you surfaces, to be 
that vile, wicked evil-doer..."
The tall male wearing a faded red and white veil says, out of character:
     "That's the stuff that swords and sorcery is made from!"
The tall male wearing a faded red and white veil says, out of character:
     "Too many people play the age-old accepted and hated mage of the temples.  C'mon, 
people!  Go out and do something dastardly!  Refuse the gem and be a hidden darkness within 
the light of His city"

The female wearing a long, embroidered white veil says, out of character:
     "I would like to see more staff feedback on clearly unrealistic player interaction 
with gemmed in Allanak. First, realistic IC actions taken in response to players, such as 
VNPCs leaving a tavern if people talk about how magick works at the bar."
The female wearing a long, embroidered white veil says, out of character:
     "And possibly more monitoring and comments. Second, more detailed roleplay guidelines 
on what is appropriate and what is not. While this might not be a huge issue at first 
glance,"
The female wearing a long, embroidered white veil says, out of character:
     "I know of some players who have quit the mud because they felt that gemmed roleplay 
has turned way too soft, and magick is often not taken seriously anymore. This may 
negatively affect plots and character concepts."
The female wearing a long, embroidered white veil says, out of character:
     "The VISIBLE image that is currently being painted just feels very wrong, and out of 
synch with the world. Its Zalanthas, I want to feel and experience Zalanthas."
The female wearing a long, embroidered white veil says, out of character:
     "I havent seen a problem with IC interaction towards other unpopular 'outsiders' such 
as elves. There are way too many elves to react in a visibly negative way towards all of 
them."
The female wearing a long, embroidered white veil  says, out of character:
     "Magickers are much more rare, they are much more scary, and they raped the world. 
They are not everyone's best buddy."
The female wearing a long, embroidered white veil says, out of character:
     "I disagree with letting gemmed become an easy, social role to play. Its not easy and 
for everyone to play a mul or desert elf, why should a Drovian be? I disagree with 
playability vs realism here. It just affects the world as a whole too much."
Sanvean the Enigmatic gives the Staff of Pontification to the tall figure in a hooded, ebony cloak.
The tall figure in a hooded, ebony cloak says, out of character:
     "I just want to remind the player base that there are some legitimate IC reasons why 
certain groups of characters would have no particular issue with magickers, and might even 
not really understand why other people do. Details on this can be..."
The tall figure in a hooded, ebony cloak says, out of character:
     "... found out - IC. That is all."

The figure in a hooded, jade-green silk cloak says, out of character:
     "I think a lot people native to the northlands show FAR too much disdain, hatred and 
fear of mutants than they should."
The figure in a hooded, jade-green silk cloak says, out of character:
     "It is commonly known that mutants are part of Tuluk's history, and they should 
therefore be more accepted because of it."
The figure in a hooded, jade-green silk cloak says, out of character:
     "Perhaps there needs to be more documentation on the subject so that people are more 
OOCly informed and can RP accordingly."

Tlaloc the Texan says, out of character:
     "Personally, I'd like to see magickers taken way, way more seriously. These are people 
who, seriously, can cause vast amounts of damage. There is no real way"
Tlaloc the Texan says, out of character:
     "that your PC has 100% knowledge of weather or not a magicker can do something, or 
nothing. Please be aware of that fact. I've seen -many- PCs  take the attitude of "
Tlaloc the Texan says, out of character:
     "'Oh, its just a -whatever- magicker...nothing to worry about'. How the hell would you 
know?"
Tlaloc the Texan says, out of character:
     "One brief, personal beef with mutants: if you're going to have a -really- way out
there mutation, it might be polite to either email the mud, first, or special app. Some "
Tlaloc the Texan says, out of character:
     "mutations are either not realistic, or really strange, or probably simply would have 
been killed at birth, for whatever reasons. Just a personal suggestion, and idea. Thanks."
Tlaloc the Texan says, out of character:
     "Ultimately: back to the magickers, please realize that coded spells are -not- the 
limit of what an Elementalist can do ICly."

The figure in a hooded, kenku-stitched jade cloak says, out of character:
     "I'd like to say that I've seen a lot of good RP with and to the mutants existing in 
the Northalnds. I think that they would be distrusted, ridiculed, and generally not liked. 
Considered magickers cause they look different? Perhaps radically..."
The figure in a hooded, kenku-stitched jade cloak  says, out of character:
     "mutated ones, but not generally. "
The figure in a hooded, kenku-stitched jade cloak says, out of character:
     "There are quite a lot of VNPC and NPC mutants up north, in fact. "

The tall figure in a dusty hooded, dun-colored dustcloak says, out of character:
     "I agree that the magickers should be FEARED.  Don't spit on a guy carrying an AK-47. 
 That's my philosophy."
The tall figure in a dusty hooded, dun-colored dustcloak says, out of character:
     "perhaps magickers could be more deadly, give some of those that lack in offense, 
something"
The tall figure in a dusty hooded, dun-colored dustcloak says, out of character:
     "that is a bit more offensive.  "
The tall figure in a dusty hooded, dun-colored dustcloak says, out of character:
     "and use more cantrips if you are a magicker, and if you see a magicker doing a 
cantrip, poop your pants."
The tall figure in a dusty hooded, dun-colored dustcloak says, out of character:
     "They are scary and dangerous, and people should be afraid of them completely unless 
in a small mob with"
The tall figure in a dusty hooded, dun-colored dustcloak says, out of character:
     "pitchforks and torches."

Mekeda the Mad Scientist says, out of character:
     "One thing I would like to mention regarding other people's Roleplay. If you feel you
have a serious and valid concern, email the mud with the pc's description or name if you 
know it."
Mekeda the Mad Scientist says, out of character:
     "Many times, pc's only see one part of the story and instantly assume they know the 
situation and that they are experiencing "bad" roleplay. And many times people say "certain 
players" and that tells us nothing to investigate the issue"
Mekeda the Mad Scientist says, out of character:
     "And lastly, please bear in mind that you do not see everything, and you may think you 
know the situation but you don't. So if in doubt, email Mud instead of complaining on the 
GDB or to your ooc friends."
Mekeda the Mad Scientist says, out of character:
     "No one likes roleplay police, and no one likes their roleplay being policed, which is 
why that sort of thing is best handled by staff and not other players."

The scarred, white skinned mul says, out of character:
     "I do not understand why we should have to special app mutants. Apparently, you guys 
approve them. If this is the senario that you wish, then stop approving any non=approved 
mutant apps, period."
The scarred, white skinned mul says, out of character:
     "Folks will never know what is good enough and what isn't. Just kill the whole thing 
and make it all spec app, or make none of them spec app."
The scarred, white skinned mul says, out of character:
     "On that same line, make magick scarier. It's acceptable, even according to some 
help-files. It's been discussed how, so, implement it."

Sanvean the Enigmatic says, out of character:
     "We've got ten minutes left, so wish to me now to speak now on this or forever hold 
your peace."
Sanvean the Enigmatic says, out of character:
     "Okay, rather than go into clans, let's save that for next time and make the last 10 
minutes open"

The scarred, white skinned mul says, out of character:
     "Someone openned up the idea of freelance gladiators on the GBD. It seemed well 
thought out, and many valid and interesting points and ideas were brought forward. is this 
something that we can see?"

Sanvean the Enigmatic says, out of character:
   "We tried gladiators a while back, and it had limited success."
Sanvean the Enigmatic says, out of character:
     "We did it as a secondary character thing because we felt that there wasn't enough in 
the role to keep people sufficiently occupied, and it's dependent on having staff or 
templars to run the games, coordinate time,s., etc."
Sanvean the Enigmatic says, out of character:
     "So...maybe, if someone comes up with a gret low maintenance system.  But otherwise 
probably not.  Go ahead, person with the staff."

The female wearing a long, embroidered white veil says, out of character:
     "In response to Mekeda: I am aware there are plenty IC reasons to interact with gemmed 
I dont know about. What bothers me is the overall picture I see. Almost everyone is very 
friendly. "
The female wearing a long, embroidered white veil says, out of character:
     "It looks and feels sort of wrong. Maybe plots and character concepts that lead back 
to more visible conflict could be more encouraged."

The short figure in a hooded, black and azure aba says, out of character:
     "Something that I thought of based on the magick discussion. I'd like to see more 
things that just plain SCARE people. DUring the mantis attacks in Luirs, whole cities were 
terrified."
The short figure in a hooded, black and azure aba says, out of character:
     "And it was cool. People were frightened, and worked together to undo that feeling.It
was a good concept, and one I think could work in other ways."


The broad, dark-skinned man says, out of character:
     "Is the npc soldier's lack of a delay when arresting/subduing/attacking something that
is being addressed?"

Sanvean the Enigmatic says, out of character:
     "At the moment?  It's noted in a bug in our database, but as far as I know, no coder 
is looking specifically at it."

Tlaloc the Texan says, out of character:
     "On the subject of PC gladiators: I think many PC Templars would be open to allowing a 
couple of PCs go at it for the entertainment of the populace. If you and a "
Tlaloc the Texan says, out of character:
     "buddy are interested, I see nothing wrong with playing a couple of PCs with the idea 
of being freelance gladiators, and trying to make a buck off of it."


Gilvar the Mighty says, out of character:
     "This goes back to the Economy a bit. A major problem players have established is 
either not enough original items or not enough useful ones."
Gilvar the Mighty says, out of character:
     "Cause issues in selling them. I've requested items numerous times and am still 
accepting them. If you feel there is something missing somewhere, or a need for less of 
something elsewhere, or just anything item related issues you need addressed,..."
Gilvar the Mighty says, out of character:
     "let me know and I can discuss them with you or the other staff."


Vendyra the Queen of Purity says, out of character:
     "I want to follow up on what Mekeda said.  I'm concerned about the way players are 
treating each other.  I've read some pretty disturbing things "
Vendyra the Queen of Purity says, out of character:
     "regarding people attacking each other through IRC, AIM, private messages, and flames 
on the GDB."
Vendyra the Queen of Purity says, out of character:
     "I lose a little bit of respect for a player when I see the harsh, unwarranted way 
they treat someone else.  It isn't your job to push people around about the GDB or the 
game.  It "
Vendyra the Queen of Purity says, out of character:
     "also isn't your responsibility to make someone feel bad about the way they play or 
handle conversations on the GDB.  Please be civil!"

The scarred, white skinned mul says, out of character:
     "If possible, I know that I would like to see responses to the large, more 
world-changing topics from staff. Often times, it goes on for pages and pages, and only 
GIlvar speaks. I'd like to see..."
The scarred, white skinned mul says, out of character:
     "...more staff involved in more of those serious topics, where players can query back 
and forth, instead of only the one-sided, shortlived threads available in 'Ask the Staff'."


Sanvean the Enigmatic says, out of character:
     "Okay, I'm calling this a wrap. Thank you for taking time out of playing to come."
Sanvean the Enigmatic says, out of character:
     "We've got the APM coming up, and I hope to get the chance to talk to a lot of you 
there. We'll have a face to face player staff meeting that should be fun."
Sanvean the Enigmatic says, out of character:
     "To leave the meeting and return to play, just type "leave"."
Sanvean the Enigmatic says, out of character:
     "Thanks again, and have a great night."