Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Re: Incentives for RP: Continued
PostPosted: Sun Jan 06, 2013 6:21 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Achernar wrote:
Its when people go out of their way to grief the other camp that things tend to get explosive.


I genuinely do not believe that this happens anywhere near as much as some people make it out to happen. I've been accused of it more than once over the last year, but anyone that was playing with me at the time knows I never actively set out to ruin another player's experience.

The individuals that most frequently issue this sort of complaint are those that CANNOT back up a particular style of RP, and get rolled by those who can. A shift in RP can always (and I do mean ALWAYS) stop a continued rolling by playing the humility that a character incapable of overcoming an opponent SHOULD show.


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Sun Jan 06, 2013 6:31 pm 
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Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
I agree completely. Some people just don't enjsy wallowing their pride. Other times, the winners demand impossible compensation. It is possible to say uncle, but many people don't know how to do it properly.


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Sun Jan 06, 2013 6:36 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Achernar wrote:
I agree completely. Some people just don't enjsy wallowing their pride. Other times, the winners demand impossible compensation. It is possible to say uncle, but many people don't know how to do it properly.


That, right there, shows that it's less a problem with the aggressor, and more a problem with the defender. Yes, sometimes impossible terms are set for surrender, but that's not USUALLY the case. In those cases, more reasonable terms would be appropriate. However, learning to say "Hey, I can't beat you, I'm going to lay low for a while until someone comes along to lead who CAN beat you" is necessary. I've had to do it more than once, if I ever involve myself heavily in this game again as a player, I'm sure I'll have to do it again ('cause, once more, I'm def not top of the food chain when it comes to PKers). It's not always the most fun, but it does lead to greater overall enjoyment of the game.


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Sun Jan 06, 2013 9:07 pm 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Dulrik, if you want to venture into making code changes that benefit RP, then I'm very happy for that. However, I think you should start with the already suggested targeted emote command (and judging by the past poll, so does 90% of the rest of the playerbase).


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Sun Jan 06, 2013 10:08 pm 
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Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
Achernar wrote:
I think both crowds are role play crowds. I think the real distinction is that there is one crowd that sees PvP as a centric part of the game while another side is one that puts PvP to the back burner for whatever reasons. Not liking dying, not being successful, whatever reason. I think that some people enjoy PvP more than others and the ones who don't like it dislike being pulled into unwanted fights.


It is not only that there is one crowd that puts PvP to the back burner - there is a crowd who puts their fingers in their ears and goes Lalalalalala whenever they believe PK is about to happen, and then comes to the forums and moans about it, while more or less tacitly agreeing among one another to pretend in game that PvP does not exist. This allows fake bad-ass hellions of war, or fake paladins who don't actually, you know, do their job and bolt of glory necromancers because hey - PK doesn't count anyways, right?

The "puts RP to the back burner crew" basically consists of Jeckel/Navelic/Adroan aaaand one maybe one or two others who aren't playing right now. It is not the problem. The problem is that we sit here with 18 pages of contemplating how to make this game more terrible for people who enjoy things other than "has 10 chars consisting of parents/kids/cousins and logs on each one every day to multiplay their love interests/antagonists/what have you" instead of just giving everyone useful tools like expanding emotes, etc and letting the cream rise to the top.


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 Post subject: Re: Incentives for RP: Continued
PostPosted: Sun Jan 06, 2013 10:53 pm 
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Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
I don't think you understood my posts, but whatever. I didn't say one side of the spectrum is better than the other. They're just different. The middle ground is best. I think that a large majority of the players do role play. I just think how that is viewed changes based on point of view. Whining about dying is whining. The game has player killing. Period. Role play is required. Period. Does every person do it the same? Of course not.


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