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 1:18 pm 
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Joined: Fri Dec 02, 2011 6:52 pm
Posts: 313
Location: Strawberry Fields Forever~♫
Someone obviously doesn't RP with me...

Pew~♫


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 Post subject: Re: PROPOSAL: Roleplay Experience Modifier
PostPosted: Sun Jan 06, 2013 1:20 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Okay, this has been eating at me for a while now. Your forumid is from that Robin Williams movie Death to Smoochy, right?


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 Post subject: Re: PROPOSAL: Roleplay Experience Modifier
PostPosted: Sun Jan 06, 2013 2:00 pm 
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Joined: Fri Dec 02, 2011 6:52 pm
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Location: Strawberry Fields Forever~♫
ObjectivistActivist wrote:
Your forumid is from that Robin Williams movie Death to Smoochy, right?

Nice try.
But no dice~♫
I just really really like cows..

Is that a crime? No? Smoochy didn't think so..

Back to topic!

Edit: You wonder why I don't play a minotaur..


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 Post subject: Re: PROPOSAL: Roleplay Experience Modifier
PostPosted: Sun Jan 06, 2013 3:12 pm 
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Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
Abuse of said system would meet with harsh punishment and perhaps losing the ability to gain RP EXP altogether. I am all for allowing the RP gained in this manner being tracked and granting various rewards from making certain milestones. There are code changes in the works this addition would absolutely apply to, which I cannot detail here. If a person truly wanted to RP a pacifist and never use any violence to level their character, this would give them that opportunity. While it would take an absolutely immense amount of effort, they would certainly be into middle age and beyond depending on the race they picked. That's why I gave age ticks a bonus. Aging doesn't grant much of a boon to characters as it is now, so this is an incentive that could be added.

Overall, it gives people reasons to role play across the board. So you get blemished for instance. That isn't great, but at least you can gain something out of the experience if you follow through with the situation. I really think this is the best combination of ideas people have been discussing.


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 Post subject: Re: PROPOSAL: Roleplay Experience Modifier
PostPosted: Sun Jan 06, 2013 3:13 pm 
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Location: Canada
SK Character: Karsh
You're in the right place, intent-wise, Achernar, but XPs are not the payment that will best encourage what you're trying to accomplish.

EDIT: Actually, lump-sums of exp could even be one of the available "buyables", with quantities fixed at certain price points to still allow people to attain their levels without the actual act of fighting NPCs and such.


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 Post subject: Re: PROPOSAL: Roleplay Experience Modifier
PostPosted: Sun Jan 06, 2013 5:26 pm 
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Location: Las Vegas, Nevada
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While I think I understand that you're saying that experience points don't necessarily offer much incentive to role play, I also think the idea behind my proposal was to more than affecting the leveling curve. While it would be nice to offer people something currently unavailable to players for being good role players, I think my idea was multifaceted to encourage interaction in a variety of ways.

Grouping up, holding leadership positions, using tribunal commands, using religious commands, allowing for experience gain in noncombat situations, generally encouraging interaction, and other unmentioned pieces that complement future code updates are all reasons behind my suggestion. I am sure that there are code plans that will grant players currently unavailable options for their characters in return for doing some of these things in the works.

My suggestion could go hand in hand with those plans as much as they help meet the goals of the idea behind my suggestion. I don't see any reason for them to be mutually exclusive, but exactly the opposite. They could very well be tied together for a complete package. Since I am vaguely aware of the rewards D intends to offer, I believe they work well together.


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 Post subject: Re: PROPOSAL: Roleplay Experience Modifier
PostPosted: Sun Jan 06, 2013 5:33 pm 
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SK Character: Karsh
I think your reasons and system are sound. I just don't think they should be applied to XP, but instead to a new form of spendable and new options (both tangible and intangible) than exist right now.

You're right that I don't have the insight into D's upcoming changes that you, or any staff member, does. It doesn't really affect my sentiments on this subject, though, unless what I'm proposing was already planned for implementation, at which point the only change is to turn it into a thumbs up for a good idea taken to completion.

I don't think the two reward systems need to be mutually exclusive, either. But I think that a system like the one you propose would be better applied to a new currency, and keep the existing enlight system for xp rewards for rp.


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 Post subject: Re: PROPOSAL: Roleplay Experience Modifier
PostPosted: Mon Jan 07, 2013 4:11 am 
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Joined: Sun Dec 07, 2003 1:51 am
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Location: Denmark!
There are problems with both approaches. If XP was the spendable currency, it could be fed exclusively by ordinary training measures simply by doing it before you hit GM. However, it seems silly to implement a new system when it could easily be fitted to an existing system, such as XP.

Dulrik did already touch upon a possible solution which was to have an effective system of two pools, but it seems that was hard to code.

I have no real problem with having the secondary RP pool consist of something like tokens (as long as they are intangible in the same way that xp is), and that XP itself would be one of the possible "rewards". There is no easy solution, however.


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 Post subject: Re: PROPOSAL: Roleplay Experience Modifier
PostPosted: Mon Jan 07, 2013 4:26 am 
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Location: Canada
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Konge wrote:
I have no real problem with having the secondary RP pool consist of something like tokens (as long as they are intangible in the same way that xp is), and that XP itself would be one of the possible "rewards". There is no easy solution, however.


Yes, that is the idea. It is a virtual currency on a counter, not an actual token object that could, conceivably, be taken from you.


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 Post subject: Re: PROPOSAL: Roleplay Experience Modifier
PostPosted: Mon Jan 07, 2013 5:14 am 
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Joined: Sat Dec 08, 2012 5:41 pm
Posts: 234
Location: New Brunswick, Canada
SK Character: Prindle
I do really like this concept. But I would echoe that there there may be some concern regarding giving ranking from age itself, rather I would suggest hours played.

OR perhaps not hours played but

if you do go with age it should be tempered with negatives for extended periods of innactivity.

What you probably don't want to allow to happen is someone to create a character, not log in for (Max length of time of character innactivity - 1 day) and then be in a position to raise several levels extremely quickly.

If you go with hours played it's simple, you're ensuring that the ranking rewards go to characters playing. (Although not all players have the same amount of time they can devote and so it might not be fair).

If you go with Age increases then all players (casual and otherwise) will have a more equal footing for that aspect of ranking, BUT this is easier to manipulate.

Which is why you might want to have a tempering affect which nullifies some benefits for extended periods of innactivity. Even that is cheesable, though, if a player logs in for a second and then logs out every day.


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