Changes to CoA
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@SpiffyHas:
Definitely less tolerance all around, make tieflings, Aasimar, Half-Dragons, and more hated, feared, and despised by NPCs.
YES. Tieflings in the guildhall is just eww.
@SpiffyHas:
Bring back the Ecclestian Order, WITCH BURNINGS
No. Heavens to god. No.
@SpiffyHas:
A DM faction specifically oriented toward Nature Characters- a consistent faction for these players will do great things for the server.
Definitely this, absolutely.
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Games is a wise man - listen to him.
I'd like to see less emphasis on mechanics all around and more energy put into story telling.
The best stories I've partaken in on coa were with characters playing vanilla d&d classes, and working in simple environments.
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1: More focus upon Conflict, alot more PVP, and time spend by dms to help facilitate it, by assisting those who fear it or hate it, to learn what it is, instead of simply everyone fearing the loss of their vorpal dm loot and not seeing what well placed conflict can accomplish.
2: Lessen what players can achieve from an application, and have even your best friends or favored players earn their stuff IG (I get very discouraged when I see people playing Planatars with wings, or having Subrace + DM Faction Status + Flaming Swords / Costum armors + DM tailored history dm quests + DM created Headquarters, when they create their characters, just because they can write good applications or you know what they can accomplish. Make everyone start as Squires and work their way from there please, to place more focus on the journey.)
3: Return to focus on STORIES, and return the server to a place where people understand the philosophy of the "Wheel of Awesome", that stories have a start, a middle and an END, and that the goal isnt to make the best build, but to tell the most awesome story (Start by educating people that terms taken from WoW, such as build, damage pr second, should be replaced with Character, and awesome story telling).
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the server is living in a time where there is a diminishing player base, for me i am not looking forward to the end of V4
i would like to see less conflict, in that pvp be used as a spice in arabel, not the meat, regardless of how you sugar coat it, it causes people to leave. more pve where the player are drawn together to fight odds that can be defeated, lately i have gotten the felling that the players are stumbling from one defeat to the next, many times facing endless waves of resource draining baddies
and i would love to see a event where only rp and skill rolls are required (i have heard of such mythical beasts but have yet to see one where there was no fighting or pvp necessary, xp for not fighting,on a regular basis would be a treat)
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1: I want to see more large scale plots that are actually seen through to the finish. Stuff like the Lurker plot, shadovar threat, operation firestorm, Etheldrek etc. Stuff like that affect the server as a whole and everyone can have a chance to get in on from different angles. I haven't seen any of that in a long time now that has been seen through to the finish.
2: More PvP event, possibly made to be in a fashion to teach those who fear it how to do it so they won't be so scared of it.
3: More adventure, less plotting.
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Looking good, but please remember to only use three sentences. We're getting into the realm of tl;dr, which I want to avoid.
I'll leave the posts as is because they contain good points. Thank you.
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1: I want to see more large scale plots that are actually seen through to the finish. Stuff like the Lurker plot, shadovar threat, operation firestorm, Etheldrek etc. Stuff like that affect the server as a whole and everyone can have a chance to get in on from different angles. I haven't seen any of that in a long time now that has been seen through to the finish.
This.
2: More PvP event, possibly made to be in a fashion to teach those who fear it how to do it so they won't be so scared of it.
This. If your character is cut down because they chose a side then boo hoo. That's the risk you take picking sides in a violent struggle. If you don't want to die then sit in the guildhall and don't stir things up.
3: More adventure, less plotting.
And this.
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The Ai, trash it. The Dm's wish story time not bug the hell out of it time, less lag and a hell lot more optional builds.
trust the players not to optimise builds, the Ai does encourage it.
I cannot make comments on story lines since I am no longer IG but I can tell, less the AI, more focus on pressing on the story of CoA
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As games said "lessen the importance of mechanics".
Independently of what an individual player seeks (conflict with other PCs, adventure, etc), scripted quests are the fuel to this, as they provide the xp and gold needed to reach your goals, but with the recent changes I feel players are being forced to spend precious IG time and effort grinding quests, or merely surviving them, instead of doing different and fun stuff. Most players don't want to be mechanicaly proficient in order to get things done.
i.e. Lower 1-6 quest toughness, make them yield more xp, lower death penalties, etc.
This!
If you want the average player base to be around lvl 7 make it easy to get there then ramp up the xp gain on lower-mid level quests. (not too easy mind you)
However I disagree with lowering death penalties. fear of death should be a very real factor. -
Allow me to play whatever character I want.
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Some place for fancy evil people to plot.
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No hand-holding and harsher consequences for actions resulting in possible death. (IE: More perma-death situations, less exiles and more excecutions.)
More focus on PVP or at least more events that may result in PVP. (10 years since the game was released. Mechanics are so, so simple.)
Make it easier for characters to advance in their 'careers' or atleast make achievements feel more apparent to the player than it was before.
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I agree with Games, though from a different perspective.
Lycanthropes were made even more ridiculously powerful because people thought that would get them the fear they deserve - it has nothing to do with mechanics but with RP. Make lycans/part-monsters outlaws in civilized areas, at the very least.Infernalism enjoys a terrific reputation because of how well it's portrayed, even though it's had piddly weak summons for so long!
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I'll be leaving this topic up until tonight, and then I will be locking it. Again, much appreciated for your responses. I'm seeing a lot of overlap here, which is good, even if there are some disagreements. Stay tuned for some polls I'll be fashioning off these responses.
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I'd very much like to see more effective game time management. Too much of waiting, a half an hour quests takes an hour at least, and there is no telling how long I have to stay awake if I join a DM or PC thing. No idea how to resolve this, but making it a server-wide habit to add something like //I expect this to last no more then 30mins// after every sending would be a bright start.
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A greater focus on DM plot factions in V5, those factions having (some version) of the cities interest at heart, and those factions being relatively balanced against each other. An attempt to walk the very fine line between players having some control and NPCs giving a faction some of the teeth it deserves, a work towards that would be awesome. Finally, realistic large dangers to Arabel that people have to work together to stop (and if they dont it has long term IG consequences).
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A lot more focus on involving others, and getting into eachother's business.
Rewards great or small for players actively (and ICly) drawing attention to up and coming PC factions or interesting PCs; don't ostracise or ignore players or player factions- find a reason to get involved with them in a conflicting or friendly manner.
Exploration XP, and a lot more interesting, mysterious, and enigmatic locations- hidden doors and secret texts- powers, abilities, and items that can be discovered without a DM overseeing.
EDIT: More area descriptors, please- I love love love detailed and strange area descriptors.
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Perhaps, just a little more solo-ability. Some concepts demand a somewhat-solitary lifestyle and the ability to pursue goals and missions as dictated by their deities or other seen and unseen forces. Just a thought, I am -forever- new.
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And with that, I'll be shutting down the topic. I greatly appreciate all of your comments, and I will be establishing some polls and other General Discussion topics focused around some of the points brought up here.
It is my aim with this sort of non-confrontational gathering of information that I might dissect and analyze some of the internal issues I'm seeing with the CoA community and establish some "fixes" for them. Of course, Rome was not built in a day, and RL conflict resolution takes more than just a discussion topic.
Anyway, enough of me rambling. LOCKDOWN.