Shattered Kingdoms

Where Roleplay and Tactics Collide
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Do you like the ideas?
Yes. 59%  59%  [ 13 ]
No. 27%  27%  [ 6 ]
Wert. 14%  14%  [ 3 ]
Total votes : 22
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 Post subject: Re: PROPOSAL: Roleplay Experience Modifier
PostPosted: Sun Jan 06, 2013 8:50 am 
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Mortal

Joined: Sat Dec 08, 2012 5:41 pm
Posts: 234
Location: New Brunswick, Canada
SK Character: Prindle
I like the idea immensly, though I would reserve immortal intervention in being able to modify / lock the rating depending on whether there have been attempts to circumvent, etc.

You find someone cheesing the system, you might want to be able to lock them at 0 for some time.

Otherwise when you code it, make sure that the exp rewards are easily tweakable (in order that you can adjust if need be). That would mostly happen after implementation of the system had gone on for some time and feedback received.

Anyway great brainstorming.


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 Post subject: Re: PROPOSAL: Roleplay Experience Modifier
PostPosted: Sun Jan 06, 2013 9:01 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Modifications to earning XP and spending XP are two different topics. I could implement entirely or not implement at all Achernar's proposal for earning XP and it would not promote or deny any suggestions for spending. Keep in mind, we already spend XP for more than just gaining a level; it's also used to earn intangible skills. I could see XP being spent in the future for other intangibles (custom socials, restrings, social position) but not for tangibles (game objects or money).


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 Post subject: Re: PROPOSAL: Roleplay Experience Modifier
PostPosted: Sun Jan 06, 2013 9:10 am 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Dulrik wrote:
Modifications to earning XP and spending XP are two different topics. I could implement entirely or not implement at all Achernar's proposal for earning XP and it would not promote or deny any suggestions for spending. Keep in mind, we already spend XP for more than just gaining a level; it's also used to earn intangible skills. I could see XP being spent in the future for other intangibles (custom socials, restrings, social position) but not for tangibles (game objects or money).


I may be missing something obvious, but I don't see anyone suggesting anything about spending xp on tangible rewards.


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 Post subject: Re: PROPOSAL: Roleplay Experience Modifier
PostPosted: Sun Jan 06, 2013 9:27 am 
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Mortal

Joined: Sat May 21, 2011 11:50 pm
Posts: 476
SK Character: Toji
I used to play another MUD years ago before I started on SK where there were two things that sort of missed when I came here.

The first, and the topic of a whole different discussion is player "guilds", and I mean, player-created, besides the established factions. However, like I said, this is a wholly different topic.

The second thing I was used to, and was missing was a sort of - failing to find a different term please bear with it - micro-transaction system.

Players, through a means of some system (that may very well be what Achernar describes above) accumulated "points" (which may very well be xp) and spent them to do the following:

- restring a piece of equipent
- create a weapon/armor piece of choice with attributes of choice with custom cost based on attributes and limitations
- request immortal intervention (in the form of corpse recoveries or immortal-level buffs)
- purchase "elite" gear available only through this system (player bound, if I recall right)

The first bullet point is essentially an "intangible" reward. The other three, not so much. But, generally, where I'm getting at is that a system to "spend" accumulated "points" (or experience) in order to complement to our experience, roleplaying or otherwise, can only be a good idea. And it gives GM's reason to bother after they hit GM, if they want to be decked out in their uniquely named armor.


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 Post subject: Re: PROPOSAL: Roleplay Experience Modifier
PostPosted: Sun Jan 06, 2013 10:08 am 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
ObjectivistActivist wrote:
Dulrik wrote:
Modifications to earning XP and spending XP are two different topics. I could implement entirely or not implement at all Achernar's proposal for earning XP and it would not promote or deny any suggestions for spending. Keep in mind, we already spend XP for more than just gaining a level; it's also used to earn intangible skills. I could see XP being spent in the future for other intangibles (custom socials, restrings, social position) but not for tangibles (game objects or money).


I may be missing something obvious, but I don't see anyone suggesting anything about spending xp on tangible rewards.

Both tangible and intangible rewards were mentioned as a starting point of one of the other threads. I am not sure if spending experience was part of that original proposal but it certainly could be. We could debate whether there should be separate experience point systems for PK (combat) and RP, where you only earn rewards for one type by earning those type of points. Either system has drawbacks in my mind.

If you only can get RP rewards by earning RP experience, where is the motivation for the PK-only player to bother roleplaying? On the other hand, if you can earn all the RP rewards through PK experience, again, where is the motivation for the PK-only player to bother roleplaying? Some sort of dual system where experience points maintain their character but are spendable on the other side at a less efficient rate might work, but would also be more complicated.


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 Post subject: Re: PROPOSAL: Roleplay Experience Modifier
PostPosted: Sun Jan 06, 2013 10:33 am 
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Mortal

Joined: Thu Dec 13, 2012 8:57 pm
Posts: 64
SK Character: Vicasharie
I really like the system that was suggested here... I spend about half of my IC time RPing and the other half training during which time quite honestly I generally continue to RP heavily as I usually have a buddy with me of sorts. I think this suggestion comes across as a TRUE incentive to RP while not taking away from those people who just want the hack and grind. After all... "experience" is about ALL of life's experiences, not just the fighting ones, and many times through RP is where a character learns a lot about something he/she previously had no idea, ie a religion, a faction, a new city, a new spell, a new weapon, etc. etc. etc. This "experience" should be rewarded in a similar way as fighting and spell casting experience is. Again, I really like the idea presented here! 100% support it.


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 Post subject: Re: PROPOSAL: Roleplay Experience Modifier
PostPosted: Sun Jan 06, 2013 10:40 am 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Dulrik wrote:
ObjectivistActivist wrote:
Dulrik wrote:
Modifications to earning XP and spending XP are two different topics. I could implement entirely or not implement at all Achernar's proposal for earning XP and it would not promote or deny any suggestions for spending. Keep in mind, we already spend XP for more than just gaining a level; it's also used to earn intangible skills. I could see XP being spent in the future for other intangibles (custom socials, restrings, social position) but not for tangibles (game objects or money).


I may be missing something obvious, but I don't see anyone suggesting anything about spending xp on tangible rewards.

Both tangible and intangible rewards were mentioned as a starting point of one of the other threads. I am not sure if spending experience was part of that original proposal but it certainly could be. We could debate whether there should be separate experience point systems for PK (combat) and RP, where you only earn rewards for one type by earning those type of points. Either system has drawbacks in my mind.

If you only can get RP rewards by earning RP experience, where is the motivation for the PK-only player to bother roleplaying? On the other hand, if you can earn all the RP rewards through PK experience, again, where is the motivation for the PK-only player to bother roleplaying? Some sort of dual system where experience points maintain their character but are spendable on the other side at a less efficient rate might work, but would also be more complicated.


Much simpler is a seperate and less confusing type of spendable currency called something entirely different. Call them...I don't know, Tokens of Fame or something of the sort. These can be given out automatically based on the above system posted by Achernar (which is actually quite a good way of judging RP-oriented experiences in a systematic manner), and also on a on-demand basis by staff (and possibly paragons) which would allow for the system of log submission and staff oversight that I suggested in the previous thread to make sure that even if someone is not on peak hours, or there are lulls in staff activity in-game, there are still rewards for outstanding quality RP. Again, it is quality we're looking to enhance here, in addition to quantity.

These tokens could then be spent on both tangible rewards (appealing to and encouraging pk-oriented players to enhance their pk with more and better RP), and intangible rewards (further enhancing the experience of rp-oriented players). That way you encourage an overall increase in RP quality and quantity, instead of focusing on a small subset of the pbase only.


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 Post subject: Re: PROPOSAL: Roleplay Experience Modifier
PostPosted: Sun Jan 06, 2013 12:09 pm 
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Joined: Sun May 29, 2011 12:28 pm
Posts: 375
If I wanted social interaction to be treated as digital currency, I'd be farming 'likes' and 'friends' on facebook.

An extroverted character is not going to be better roleplayed than a xenophobe. Quantity of interaction does not equate to quality. Let me be the first to say that SK has a large quantity of low quality RP interactions which do not deserve to be rewarded.

All the academics in the world have never come up with a system to quantify good art.

Good RP is its own reward.


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 Post subject: Re: PROPOSAL: Roleplay Experience Modifier
PostPosted: Sun Jan 06, 2013 12:15 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Anjin wrote:
Good RP is its own reward.

While true, it need not be the only reward. Being good at fighting also has its own reward - you win fights. But you are rewarded for fighting with "levels" that make you better at fighting. Why shouldn't you be rewarded for roleplaying with something as well?


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 Post subject: Re: PROPOSAL: Roleplay Experience Modifier
PostPosted: Sun Jan 06, 2013 12:17 pm 
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Mortal

Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
Good roleplay is only its own reward when it's reciprocated with more good roleplay. If I am the most epically awesome RPer ever in a world full of people who don't use pemotes all the time, it won't be rewarding at all.


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