Coa is not pw story/rp anymore. Its pw action/story lite.
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2 things, though I haven't seen the "new" server close up much.
It's always been hard to break into the server as a new player. This includes playing under a new name and not being obviously an old player playing under a new name. Everyone could spend an hour every day simply looking to interact with new players and some newbies will still fall through the cracks. It's always been true that there's too much elitism, it's always been true that there isn't that much elitism. Everyone could/should try to be more welcoming to new players/characters, but people often do a pretty good job at this as well.
Forgive me if I'm putting words into your mouth, Ord, but what I'm hearing is a feeling that characters aren't being developed/played with the amount of depth that you found back in more stagnant (plot/NPC wise) times. You seem to attribute this to a different focus of the server- if your character's plot is going to come and go in a month, there's not much point in fleshing out the character beyond that plot focus. Is this an issue of player's creativity being put into a new realm? When a faction/plot lasted years, a creative player needed to put the spark and interest in their character into making that character stand out from the tons of characters that already had come before within a faction/plot. DeSchurr Fighter #457 needed to stand out through personality alone- the realistic chances of changing house DeSchurr were slim. Now it seems that players have much more chance/encouragement to make a character interesting by what the character does.
Does this mean that players have put that creativity into what their character does at the expensive of what the character is? I can't answer that question even a little, as I haven't been in game in ages. I'd argue that it wouldn't mean the rp is "lite" but that creativity is being used differently. A good discussion would be how to balance things (if that's something you'd like) between characters that are complex both in what they do as well as who they are. I don't think anyone would be happy if characters were pushed to the extreme of either side (incredibly fleshed out characters that simply sit around and emote vs characters focused on an interesting plot who have no personality other than advancing said plot.)
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You basically just reiterated my above post. But well said, and I wholly agree! :D
So, in the end, I think it would be effective to ask "Why?" Why would someone lean more towards creating a character that simply lives for the "advancing of a plot" rather than actually living out an adventurer's life in a city? I myself tend to find a middle ground as I play my characters. Sure, I have no problem just sitting and chatting, getting to know characters and interacting on a deeper level than just "Hey, I'm Joe. I fight. Let's go hop on the quest train." Which I see, though I won't point any accusatory fingers.
Though there is a line crossed when sitting and chatting is all someone wants to do. I mean, shit, I'll just go out and sit in a real bar if I really wanted. But I'd rather sit on my ass and play a character that is involved in grand schemes, conspiracies, and huge brawls.
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Gotta fully agree with Rage here and back him up.
Somethings that helps is asking yourself on this server are:
–"How will I have the most fun with my character on CoA?"
--"How will other people have the most fun with my character on CoA?"
--"How will I make my character interesting for other people to interact with, even outside of plots?"
--"How will I involve a lot of players in what my character is doing, hopefully that will inflict change in the server?"Focusing on these four aspects has changed things for me on the server and made my playing time a whole lot more interesting, fun and satisfying, as opposed to when I just looked to pwn the server, reach levul tin and make my character the most mechanically optimal as possible.
Of course everyone has their own playing style and have fun in their own way, so the main question should be the first one: "How will I have the most fun with my character on CoA?", but out of personal experience, I can say the three other questions directly help with that issue, at least in my case. Also, it helps you stay focused with your character and almost always have something interesting to do when you log on, as well as being focused on having fun with a whole bunch of other people!
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1). We want to diminish the necessity for PC crafters. Contrary to any belief that standing around selling potions or sitting alone crafting armor added to immersion, it simply never has.
2) PC merchants are still a very real possibility, as the success of Fivestar Merchants demonstrates, and is bolstered by a new treasure system which is still developing but allows for merchant-type characters to exist sans crafting.
3). We turned up the quest rewards on level 1-5 quests by 25% as part of the new system. So, this should not lead to more quest grinding, rather it should mean that getting supplies is easier rather than harder.
4). We've added Exploration XP to reward explorers with XP. We've also set up more areas within the Haunted Halls to reward people with minor treasure for exploring.
5). We've changed the way monster loot drops work, monsters now drop more loot-so explorers should be finding more rewards for killing monsters outside quests too.I can see that perhaps the system needs more finesse, but I'm not convinced its leading to a problem with people fixating more on questing. In fact, I am not seeing any "quest grinding" for the most part.
What I do see, is that 2 years ago there was a stigma associated with anyone who did more than one quest a day (if that often). They were "power-questers". The DMs did not appreciate that attitude, we want people doing the quests and enjoying themselves, DnD is a game about killing monsters and being heroic.
We have made a very strong effort to remove the stigma from questing, and remind people that that is actually a major component of roleplaying an adventurer. Part of a character's story should reflect their growth and development from killing rats in a basement to challenging some of the most terrible foes in the kingdom–ie the journey of a hero.
I do not think that makes Arabel an action server or a story lite server. It makes it a server that tells the story of heroes or villains developing as such.
I don't spend time enough on line to engage in plots/factions. I come here to be a hero. I build my character and help my various parties to defeat their foes. The more I contribute to the victory, the greater hero I am, at least for the moment. I do my RPing before, during, and after party formation.
I know that this may sound very simplistic to some but none the less I'm encouraged by the above post and I'm pleased that advertently or inadvertently the server is more friendly to those of my ilk.
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FORUM NECROMANCY!!!!!!
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I thought that was my job….
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Somethings that helps is asking yourself on this server are:
–"How will I have the most fun with my character on CoA?"
--"How will other people have the most fun with my character on CoA?"
--"How will I make my character interesting for other people to interact with, even outside of plots?"
--"How will I involve a lot of players in what my character is doing, hopefully that will inflict change in the server?"These are the things I line up for myself when either creating a character, or when trying to figure out where to go next.
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why do i get the feeling that i would not recognize anything about arabel anymore
once i get my new copy loaded in im going to have to stick my nose in
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You probably won't Falonthos, but in a good way.
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well you cant not want to try good ways now can you
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It's decent to return to Fal.. ;) I think the changes are okay. I also like the quest/loot changes made from when I played before.
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Right before my computer was murdered by my roommate, I had a great time with the server. However, a lot of my fellow players had problems with it. Namely, the players who -did- put a lot of backstory in their characters and weren't getting the attention they think they deserved.
If you want my opinion on the matter, it's mostly talent that can get some awesome plot things started. Talent being: Creativity, ability to tell a story, being interesting to a mass audience, whatever. Since I sucked at the first two, I just tried to be as eccentric as possible.
Ord does have some point that some players don't like to speak up or do things crazy, but other players can help with that. When I played a guard, I would just get in people's faces and talk to them, forcing them to interact. I started out as a nub roleplayer and now look at me! Don't answer that….
But seriously, if you feel you are a strong player that can influence other less intense players, then do it! It does me great joy seeing the nubs turn into professional make pretend to be wizards! Use that talent of yours to have players figure out their own talents in roleplaying. Maybe that quiet level 7 fighter is pretty good at tactical thinking and can perhaps be your tactician in some army you form up. This is just something I notice when I roleplay with others. Everyone seems to have something to contribute. If you don't pry it out of them, then how else will they become awesome roleplayers like Caek, Wabs, or Haer'Dalis?
Well, I hope that was helpful. If not, then I have failed!
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This player base today is kinda sad.
I used to always hear folks going out and doing something, not for a DM plot, not for XP, but just to go out and do it.
Now not so much. No one goes out hunting, exploring, or even just a walk. If there's no gold your not going. Called for odd things to do many of time, only to waste 20 coin for you not to show.
Back with another druid, I used to wander with a few others and we'd just talk and wander. Made it seem more interesting.
Now its quiet, and rather boring. The player base is turning our beloved Arabel into Pw action/story lite.
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Right before my computer was murdered by my roommate, I had a great time with the server. However, a lot of my fellow players had problems with it. Namely, the players who -did- put a lot of backstory in their characters and weren't getting the attention they think they deserved.
Here is the crux of the problem.
"think they deserved"
People rarely get what they think they deserve, and on CoA, most tangible rewards come from DMs who reward what we think deserves reward.
That's not usually convoluted backstories, or sitting in taverns talking about your character's history, hobbies, family issues, or love life.
It really is people who portray compelling protagonists–who happen to have compelling backstories that direct and help you make sense of their pursuits and activities because you understand their history, hobbies, family issues, or love life.
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Heh, I didn't want to be the one to put quotes on that in fear of sounding like a jerk.
Still, jealousy is a nasty thing in COA. I sure as hell wished I was in Lizardclaw's shoes and had an army to lead. I also wished that I was on team bhaliir's side when they got to talk with beholders and stuff. It didn't stop me from playing my character, though, and I made the most out of my experience.
I don't think any player will be completely satisfied, but the guys who thought they should have had more -did- spend a lot of time wishing and not enough pursuing their goals. Problem is, certain things they want or even I wanted took a lot of time to complete. If you fail, you die and can't start from where you left off like in a typical RPG. You gotta re-roll and start from level 1.
I don't know about everyone else, but thinking of a new character after dying is freaking tough. Since the main issue of this forum was the whole pvp heavy setting, that can get kind of overwhelming if you constantly have to think of new characters to play. Hell, when I killed characters, I'd spend time with the player and help them think of their new idea as a guilt thing…. That's my opinion though.
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Why does failure at achieving a goal automatically mean death? I don't get it.
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Based on my recent enjoyment of the server over the past few months I retract my previous statements. Everything that has always been awesome about CoA is still there, you just have to look in the right places.
Much love,
Ord -
+1!
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I find CoA to be quite fun, and I am usually stuck at a low level, never lead any plots, and do it less for the RP and more to play a game with friends.
So yeah.
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It really is people who portray compelling protagonists–who happen to have compelling backstories that direct and help you make sense of their pursuits and activities because you understand their history, hobbies, family issues, or love life.
What makes a protagonist particularly compelling?