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 Post subject: Incentives for RP: Continued
PostPosted: Wed Jan 02, 2013 7:55 pm 
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Joined: Fri Dec 02, 2011 6:52 pm
Posts: 313
Location: Strawberry Fields Forever~♫
Roleplay Reward Shop
This is a continuation of the "Incentives for Roleplay" thread.

I wanted to try to help write up a method on helping reward players for RP. But to be honest, I couldn’t think passed the general rewards that could be given, not so much how the points you could spend would be given. Sorry! More or less, Dulrik hasn’t exactly gotten many ideas how to reward for RP, and the previous thread (linked above) didn’t really come to any form of conclusion. Didn’t really see much Imm commentary in there either, so I think some of us are baffled at the concept. For now, anyway.

Been thinking a bit and figured I’d knock down the fourth wall. Mostly, out of boredom. That and I are bored to the Nord. And I have this ‘thing’ for giant hammers. Uh. So! I decided to write up a concept for a shop that works with the RP Points (RPP!) we’re given if such, and such, and such a system were somehow implemented. The rewards and their costs are purely for example and reference only! Squee~♫

I feel a little embarrassed after writing this. But seeing as I took so much trouble, well…

Details-Details wrote:

In order to reach this shop, you’ll have to use a command to get to it. It requires a series of incantations that take several ticks to complete. Once you’re teleported there you are in a protected area. The area and the shop are (flagged) non-magic, and non-lethal. The shop itself is no-recall. Thus, all spells are dropped and there is no possible way to attack anyone there. The incantation cannot be uttered during combat, nor as the player’s pulse is racing. It additionally requires ten minutes of IRL time passed if the player has recently entered combat.

If you idle within the shop, you are automatically recalled to your recall point. To leave, simply exit the tent and recall outsize the tent. The majority of the items, once purchased, are claimed immediately. Some require an available Imm for assistance. Every other safety measure has been un-fathomed.

Please do contribute!

Code:
A jittery female half-elf draws a circle about the floor.

A jittery female half-elf sits within a drawn circle about the floor.

A jittery female half-elf begins reciting several incantations.

A jittery female half-elf is reciting several incantations.

A jittery female half-elf continues reciting several incantations.

A jittery female half-elf suddenly disappear!

Code:
A Clearing within the Void
How one can even breathe in this place is a mystery. Yet the air is crisp and clean. As if cursed by the gods themselves, this quaint surrounding stands in a sea of blackness, stretching as far as the eye can see in every direction. Closer inspection reveals this circled area as a magical platform, completely covered in sparkling, violet colored grasses. Willowy trees and bizarre shrubbery dot its surface, their foliage as deep and ethereal as the adjacent void. A large purple tent is in the dead center of the platform, with mountains of crates sitting around it haphazardly.
Obvious exits: Tent

A large tent stands poised among rows of crates.
A non descript quarryman is hastily setting up shop.

An ogre quarryman looks at you intently.
An ogre quarryman says to you “Be busy, aye. Go n’side an speak to me wife!”

/The squat male busheling here appears to be a strange specimen of ogre. He walks bowlegged, and is abnormally garbed in scale-mail overalls. The man yields bulging, tight muscles along his speckled green skin. His head is donned by a ruffled coif of sewn mammoth hide, leaving only a crooked maw visible. A string of black, ethereal grass juts through those coffee stained teeth. The ogre speaks very clearly, only muttering an occasional grunt as he busily organizes the vast crates, each yielding various bottles and scrolls./

Code:
Realm’s Finest Magical Commodities
The inside of this cozy little tent is spacious and well maintained. The proprietress keeps the shop clean and organized. There are a few closed crates about though. Meticulously arranged racks align the area, and a makeshift counter sits at the northern side. Magic lanterns string along the canopy providing more then adequate lighting to the enclosure, their glow displaying the curious wares within the shop in all its grandeur.
Obvious exits: Out

A non descript saleswoman seems busy with the merchandise.

An ogre saleswoman turns to greet you.
An ogre saleswoman says to you ‘Welcome, darling. You’ve met my husband, Clyde?’
An ogre saleswoman bows to you.
An ogre saleswoman says to you ‘My name is Bonnie. Do see what meets your fancy’
An ogre saleswoman says to you ‘Do mind. We don’t accept your normal currency here.’
An ogre saleswoman smiles at you.

/This surprisingly graceful creature appears to be wearing a sort of formal attire. Notable features regard her as a strange specimen of ogre, sporting a full suit with red tie and chain. The woman’s hair is pulled back tightly in bun, revealing a flat face that yields carefully sharpened fangs. She stands surprisingly tall and erect, with a pair of gold rimmed glasses perched atop the bridge of her nose. With a clipboard in hand, she carries herself in the demeanor of a professional businesswoman./

Code:
***Quick Gift Scrolls***
*Obtain 5000 platinum (50 points)
*Obtain 500 platinum (25 points)
*Obtain 50 platinum (5 points)
*Obtain Half-way point (5 points) [works only if not at half-way]
*Obtain 1 Attribute (30 points)

(All coin rewards are deposited in bank upon purchase)*


***Weapon Skill Scrolls***
*Axe (40 points): Armor Buster
*Mace (40 points): Aftershock
*Flail (40 points): Pulverize
*Polearm(40 points): Nightingale
*Sling (40 points): Around the World!
*Sword (40 points): Heaven’s Gate
*Bow/Arrow (40 points): Heart Stopper
*Dagger (40 points): SHANK!
*Fist (40 points): HADUKEN!

(These weapon skills start as “good” in the learned skills list)**


***Humanity Potions***
*Twenty-three Skidoo (5 points) [change normal walk to waddling/hopping/tip toeing]
Exp: Mat waddles in from the west

*Foot Steps (5 points) [changes default movement sound]
Exp (heard): You hear someone slithering nearby…

*Battle Cry (10 points) [yell when attacking/toggled]
*Holler! (10 points) [yell when attacked/toggled - ”Guards, ^% is groping me!”]

*Fragrance (5 points) [create a custom scent tick]
Exp: The delicate, sweet smell of lilac emits from a female deep-elf.
Exp: A strong, horrid stench of burning corpses emits from a male sprite.

*Change Aura Potion!? (100 points) [limited forms of use]

(There are races + classes + organizations that are unable to change aura)**

Code:
***Golden Tickets***
*Custom Item (10 points) [requires staff/builder]
*Custom Pet (20 points) [requires staff/builder. Can never lose. Recalls with you]
*Item Restring (1 points | each) [limited by 40 letters/spaces]

(These rewards require staff intervention. Try to Pray oocly.)


I won't set a poll unless it is deemed absolutely necessary. So there; there goes several precious brain cells I could have used to contributed to an endeavor that would likely be much more profound and studious. -arches nose up at 80 degree angle-


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Wed Jan 02, 2013 8:01 pm 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
I remember when the "reward" for playing a game was having fun. I guess now we need rewards for our rewards - I feel like there is an Xzibit meme here, but I am too tired to figure it out.


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Wed Jan 02, 2013 8:03 pm 
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Location: Strawberry Fields Forever~♫
Well, read the thread prior, Finney. It is linked above. And why you post when you're tired? LOL


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Wed Jan 02, 2013 8:05 pm 
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Smoochy Bovine wrote:
Well, read the thread prior, Finney. It is linked above. And why you post when you're tired? LOL


Because I've been sitting at my desk all day with bed head doing profitability reports and trolling forums.

That makes me tired, dawg!


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Wed Jan 02, 2013 8:12 pm 
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FinneyOwnzU wrote:
That makes me tired, dawg!


Finny, at least contribute. I took time writing this...DAWG~♫


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Wed Jan 02, 2013 8:27 pm 
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This kind of thing sounds cool, but who decides who get points? I don't think the current Paragon system would work and it would make being a Paragon annoying as everyone would want to center around them to get points. The exp rewards that currently go around are fine, they don't make or break the game and they certainly aren't amazing enough that there are reservations about letting players be flagged to give them out on a completely automated system (as far as I understand).

The biggest incentive I can think of (besides RP itself) is more fun echo affects on items, I'm not sure what I can and can't say on the boards in regards to that so I'll not cite examples.


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Wed Jan 02, 2013 8:29 pm 
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Smoochy Bovine wrote:
FinneyOwnzU wrote:
That makes me tired, dawg!


Finny, at least contribute. I took time writing this...DAWG~♫


I did contribute. I think that having fun is reward enough for role playing. I am not against your proposal or anything. I do like the tickets for restringing items, since most of the ANSI on equipment is terrible (except for the stuff NXS made).


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Wed Jan 02, 2013 8:29 pm 
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Joined: Fri Dec 02, 2011 6:52 pm
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Location: Strawberry Fields Forever~♫
It does sound cool, doesn't it? But that's something we should likely brainstorm together.

As for yours truly. Well, I've yet to think that far ahead..

FinneyOwnzU wrote:
I did contribute. I think that having fun is reward enough for role playing. I am not against your proposal or anything. I do like the tickets for restringing items
Thank you..

But nay, tis naught my proposal. I simply felt the need to write.
No, this is simply a Tribute to the Greatest Song in the World~♫

BTW, we already have restrings. Just ask an Immortal


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Thu Jan 03, 2013 4:50 am 
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I like this idea. Pkers are rewarded with leet loot. Rpers are told not to keep on those type of items in fear of being pked over them. Everyone loves fancy stuff though. Why not give rpers their fancy loot that is absolutely usuless to pkers?


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Thu Jan 03, 2013 5:52 am 
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Joined: Sat Dec 08, 2012 5:41 pm
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Location: New Brunswick, Canada
SK Character: Prindle
I've never felt that there should necessarily be boons or rewards to those who RP save that it be a viable method of advancement.

What I mean by that is that RP in and of itself would generate experience that allow characters who RP advance themselves without the need of grinding.

There is no magic wand to create this type of system, it would take a degree of coding.

HOWEVER it needn't be complicated.

And to be fair, and I believe others have responded in this regard there are SOME RP methods of getting exp:

> Some might argue quests, although I would argue they aren't always the most RP inducive.
> Some might argue that stun based combat could be a RP based method of gaining exp.
> Exp rewards from Paragons are definately RP based - provided the Paragon is rewarding correctly.
> Some might argue one-time exploration bonuses could be a RP based method of gaining exp
> I believe there may be some exp involved in the mentoring system - ALTHOUGH from an RP standpoint I've never been fond of how the mentoring system just allows someone to learn a skill to max in a few seconds. (That's both with / without player involvement) [It just doesn't make sense to me that you can learn a language, or a skill in a matter of 5 or six spams - provided you have the exp / and or gold to spend - that's another thread entirely]

These all share some commonality though in that they are rare, and are likely not effective enough to rival the exp generation that grinding NPCs for exp provides.

Why would you build a system that rewards RP with experience?

1) To make RP a viable method of advancement.
2) By doing 1, you encourage the growth of a community that wholly embraces RP
3) By providing a more wholistic method of advancement through RP it is easier to justify enforcing good RP.
4) You free up player time to spend more thought / investment in RP - without feeling like they are neglecting their advancement.
5) RP will start at level 1 and not at level 50

You see the benefits, I hope? In general, by making a system that rewards RP with nothing more than growth you'll likely increase the amount and quality of RP server wide.

Let's consider this a little further. The people who want to advance through combat is it fair to them?

I would argue, that it is.

Consider your skill advancement - Mentoring despite it's ease - can only take you so far. Those who spend their time in combat will be improving their combat related skills. Where those who do not, will not be doing so.

This can and should be something that players are forced to consider as they level - be it through RP or NPC grinding. In all likelihood players will advance through both methods, but for those who do not focus on combat:they will not be as good at combat. It's as simple as that.

That should be a player choice.

What methods are there to achieve a system that makes RP a viable alternative to leveling?

KEEP in mind there are NO SET ANSWERS and likely many possible options that could be taken. The important thing to note at first is

1) What your goal is. (Creating an viable RP alternative to character advancement)
2) What outcomes you want to achieve. (A system that will allow characters to advance through RP in a reasonable amount of time - 100, 200 hours - who knows)

What I am about to describe, as I have before, is only one method that I have seen successfully achieve the above goals/outcomes.

The fundemental concept of the solution is: small amounts of exp generation through system TICs.

ONLY IF the players have not been in non-player combat for a certain number of TICs
ONLY IF the players have been ACTIVE for a certain number of TICs (the definition of activity can be defined as you wish - spoken, moved, emoted, who knows)

That's the very very basic of the system.

How to improve upon the initial model:

Create a hidden Character RP evaluation variable.

Give immortals the ability to evaluate and RATE characters changing the RP evaluation variable. (Poor RPers are marked as poor, good RPers are marked as good, etc) I would suggest this be created as a numerical scale rather than as a rock paper scissors system. As there are areas of grey in rating people.

Give immortals a hidden place to write / record player reviews and notes. This will help immortals note actions / events that players have taken to reduce or improve their RP standings.

What will rating players do? And what benefits will they provide?

First consider the exp per TIC that is given should be influenced by the RP rating. Higher rating, faster exp gains. (Keep in mind that the rate is still controllable - say for example that at a base target if a player RP 100% of their time and had NO other method of gaining exp with no downtime say the base is that they'd achieve 50 with 150 hours of investment - you could control a good RP so that for the same investement they gain exp at a rate of level 50 with 100 hours of invesement or 125 and visa versa you could make the the target timeframe for a poor RPer 200 hours or 175)

You could also have the RP rating affect exp through NPC grinding too, poor RPers could be slightly penalized in the background say -25 exp per NPC, and visa versa.

Either way, I hope everyone sees the value of having a hidden modifier, that is affected through observation of player action: it encourages good RP.

AND since it's hidden, it encourages good RP all the time: as players will never know if they are being evaluated.

OTHER than coding what would this type of system require? It would probably require some immortals who spend time evaluating RP. (But on the plus side, it also adds immortals creating RP - because by having immortals on more often, and in an RP capacity why should they not be affecting the game)

I know Immortals are considered a BIG deal in this game, and that is cool. So I would urge consideration of things like demi-gods, demons, and angels to perform this role. People who like to RP and who would be interested in creating global storylines, and mentoring and monitoring RP.

OF Course this entire last section of the post is predicated on the notion that this is just one example of a system that fits the needs created by the target goal , target outcomes that have been defined. THAT is really the important thing to be doing at this point, defining WHAT we need the system to do.

In my mind the system should not be necessarily providing boons above and beyond what are achievable through acquiring existing in game rewards, but rather creating alternatives to leveling that encourage the growth of RP in the game in a consistent rewarding method. The system should encourage and reward people's best ALL THE TIME, rather than when they are with a Paragon, or in a tavern / inn.

These are my thoughts.


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