Shattered Kingdoms

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 Post subject: Re: Ways to Promote Exploration
PostPosted: Fri Dec 27, 2013 4:16 pm 
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Joined: Tue Aug 12, 2008 10:23 am
Posts: 1009
Location: Gulf Breeze
theDrifter wrote:
This hasn't been a very productive thread so far. What motivation is there for a GM barbarian with a good set of enchanted armor and a good weapon to explore, given there is a high probability of dying before finding anything worthwhile? I guess for some players, exploring is the reward in and of itself, but it seems like poor IC logic for my guy to risk being prepared to fight a real enemy to explore some unknown area for an unknown (if any) reward.

Even if there is a specific known reward, if someone were to say to my guy, "There is some adamantite in area X, can you help me get it?" I would say, "Sure, do you know how to get there?" and if they say, "No, but do you mind if I kill us a few times trying to figure it out?" I might say, "Hmm, maybe we should ask someone to help us find it instead." What is the motivation to explore?

There isn't any. That's what you are finally realizing. muhaha :evil:
*&%! yo exploration


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 Post subject: Re: Ways to Promote Exploration
PostPosted: Fri Dec 27, 2013 4:35 pm 
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Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
SK Character: The Shining One
Catch 22: If a character explored, role played, mentored and just plain got out more, it's likely s/he wouldn't take so long to replace XP lost to the Oracle.


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 Post subject: Re: Ways to Promote Exploration
PostPosted: Fri Dec 27, 2013 4:39 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
For true explorers, the chance to discover something new that nobody else knew about is reward enough. But exploration obviously isn't for everyone. That's why we are working to add a forum that will host game guides. :-?


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 Post subject: Re: Ways to Promote Exploration
PostPosted: Fri Dec 27, 2013 4:47 pm 
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Joined: Sat Sep 14, 2013 9:47 pm
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Meissa wrote:
Catch 22: If a character explored, role played, mentored and just plain got out more, it's likely s/he wouldn't take so long to replace XP lost to the Oracle.


I have done this. It will take longer to regain the experience lost to the oracle this way than to grind on monsters.

Why not just replace the XP cost with stiffer disorientation penalties?

With the way the player base is at most times, having the ability to gain life without the need for an exp hit would be rather beneficial. I would have less of an issue with taking risks knowing I won't have to stay dead for hours or days.


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 Post subject: Re: Ways to Promote Exploration
PostPosted: Fri Dec 27, 2013 6:31 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
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Dulrik wrote:
For true explorers, the chance to discover something new that nobody else knew about is reward enough. But exploration obviously isn't for everyone. That's why we are working to add a forum that will host game guides. :-?


A true explorer generally doesn't want to play the "get equipped and grouped to handle a big boss fight," now does she? Isn't that another archetype? I'm pretty sure it is. I'm pretty sure that's a lot of what exploration requires in the game.

The exciting and dynamic bundle of experiences that is SK is not suited to a la carte gaming experiences. The real Catch-22 here is that to relegate anyone's version of fun to one single playstyle is to say that the game can somehow be participated in like a smorgasbord. You can't very well order the corn fritters without twinks force-feeding you some grits or a certain Snow Miser calling down the thunder if you didn't stick to the right order of things.

There's a difference between wanting to promote exploration and wanting people to be more exploratory. I think this thread's OP is unaware of setting its sights on behavior modification of the playerbase.


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 Post subject: Re: Ways to Promote Exploration
PostPosted: Sat Dec 28, 2013 10:24 am 
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Joined: Wed May 02, 2012 4:58 am
Posts: 700
Location: Rolling in the Grave
SK Character: Gailehn, Stephanov
For me, exploration is not so much about 'oh I found this thing no one found' as much as really being able to navigate myself/a group around and feeling a greater understanding of the territory and how to survive it. It is a high for learning/solving the new quest. It's a greater high when I feel I can safely repeat the process (actually applying/LEARNING the game). First time somewhere - great, except not so much when it's just background spam being lead around. That time when I'm the one doing that exploring successfully - wunderbar. And no. I don't care if I bought the tour guide.

I will always try to play a game without a guide first. It's there when things just don't seem to work out repeatedly and a nudge is needed in the proper direction. Not properly triggering the start of something, not knowing exactly where to go to start the epic adventure, etc.

I do think game guides are going to make some of my day. Any thoughts on getting some of the hints/clues going directly into the game, adventure guild/trip-tik book wise?


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 Post subject: Re: Ways to Promote Exploration
PostPosted: Mon Dec 30, 2013 10:57 am 
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Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Play an MR barb, then exploring becomes pointless. Any scripted loot will bounce off. :D


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