Shattered Kingdoms

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 Post subject: Re: Incentives for RP: Continued
PostPosted: Thu Jan 03, 2013 9:04 am 
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Joined: Thu Jun 22, 2006 8:43 am
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SK Character: Airkli
I would use illegal triggers to idle here.


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Thu Jan 03, 2013 9:21 am 
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Joined: Sat Dec 08, 2012 5:41 pm
Posts: 234
Location: New Brunswick, Canada
SK Character: Prindle
archaicsmurf wrote:
I would use illegal triggers to idle here.


And if you were caught you'd run afoul with the people judging your RP. Likely getting a 0 on your on your character's RP scale and maybe a punishment too.

The concept is to take concerns away from leveling, and focus on role playing. I have a sneaky suspicion that much investment is placed on being at the highest level before RP begins, and your comment only goes to show that is very likely a reality. So what, you're weak that's great, weakness isn't a problem in a game where RP should be the drive.


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Thu Jan 03, 2013 9:26 am 
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Joined: Fri Dec 02, 2011 6:52 pm
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Location: Strawberry Fields Forever~♫
He meant idling in the shop. Which is impossible...

The Staff can tell if you're using one...Smurf

Next~♫


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Thu Jan 03, 2013 11:01 am 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Aelandron wrote:
> 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]

You can never learn a skill to max from a mentor. You can learn it only as high as the mentor knows it minus an additional percentage. So even if they have it mastered, I believe you only get to very good.


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Thu Jan 03, 2013 11:09 am 
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Dulrik wrote:
Aelandron wrote:
> 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]

You can never learn a skill to max from a mentor. You can learn it only as high as the mentor knows it minus an additional percentage. So even if they have it mastered, I believe you only get to very good.


Sorry I meant to max "learnability" above and beyond what you have to do yourself. The argument I'd make against the mentoring is one of realism - which I know must be balanced against game mechanics.

BUT even learning a skill to 75% or whatever the terms mean in the background, someone is able to teach that much of a skill in mere seconds of gameplay. OFTEN there is not even RP surrounding the act.

That's what seems odd about it. As I said it's a realism argument, versus a game mechanism. Further is the fact that the mentor has no control over how much they teach. It's the learning player who does the spammed action, which also seems backwards.

By that I mean, even if I wanted to be a mentor who forced people to work / RP their studies, I couldn't control the deluge of trains once I opened the door. (At least I don't think I could... maybe there is a syntax to limit how much someone can learn that I'm not aware of)


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Thu Jan 03, 2013 11:20 am 
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Joined: Thu Apr 14, 2011 10:26 am
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But then again, why would you want to take a great system that is already working perfectly in the game, and turn it into something that is less useful and gives less of a benefit?


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Thu Jan 03, 2013 11:39 am 
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There is a balance between realism vs usability which can be difficult to achieve. In general, I think skill training should be harder than it is today, but it does represent a rather major paradigm shift.


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Thu Jan 03, 2013 11:52 am 
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Joined: Sat Dec 08, 2012 5:41 pm
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Location: New Brunswick, Canada
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I actually didn't intend to bring that point up, but I was questioned about it, so I gave the details. It's been a niggling point for me nothing more.

I intended my post to be directed primarily towards the topic at hand, which was incentives for RP.

My argument was that focus of incentives for RP shouldn't be necessarily boons that you couldn't get through other means, although there may be a place for those too truth be told.

My suggestion was to make RP a viable means of advancement in and of itself, so that player focus could be diverted into RP.

That is of course all along the lines of considering incentives. There are other things which can be done to bring focus on RP, if that is one of the desired goals.

Some of those actions aren't even game based. Self-Promotion could have an effect on the growth of playerbase for example.

Players could help by voting more often.

The website could be updated, so could help files.

Of course the likely effectiveness of any one action should be considered too before pursuing it.

Regarding the topic of incentives, I still wish to ensure that the topic of making RP a viable means of character growth be a consideration, which was the drive of my post.


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Thu Jan 03, 2013 12:32 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Sorry I keep making shoot down posts cause they are quicker to write on a tablet.

I will just mention that providing incentives for voting on the top mud lists would get us banned from those lists, as it is against the rules.

I do like the idea from a few weeks back of giving the ability to reward once for every two you receive. That would not be self propagating, but it would be a safe step up from status quo.


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Thu Jan 03, 2013 2:37 pm 
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Joined: Fri Dec 02, 2011 6:52 pm
Posts: 313
Location: Strawberry Fields Forever~♫
I hear there are some Muds out there that have this Automatic Point system for RP..

To be honest tho, I have no idea how said method works, much less if said system can be exploited or not. I remember old days within another Mud, RPing a sugar-hyped pixie and getting RP points for just able everything I did at the time. But I'm not sure if that was because I was a great RPer or if the system was flawed to some degree.

I forget how we could spend said points, but they COULD be spent..


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