Server Less Inclusive and More Static Than Ever
-
The issue tracker is what I mean, yes.
-
Given that there is about 10-15 people online these days I am baffled why people are having such a hard time involving others espicially with a playerbase this small.
-
It comes down to having only 10 people online at a time with as many creative and wide range of concepts as before. People haven't lost their individuality and creativity… we just have less people on at once, so if you got Paladin group A of 3 people and Ebol group B of 4 people, then you have 3 or 4 random adventurers of several differnt concepts, you now have, at most, 3 to 4 guarenteed people who will involve themselves with you and 3 or 4 wild cards. I wish all our CoA friends would come back and make characters again, we miss you!
-
http://www.efupw.com/forums/showthread.php?t=100849
Seems like our "sister server" is having the exact same problem -
The EfU thread is spot on, i especially find this interesting:
"I think its really on the DM's here. Find these behaviors and have an OOC discussion with those players on a personal basis through pms, or IG ports to the DM area. They need to be taught that EFU is not an MMO by the people in charge. Because when they are not, all the things you mention, are only rewarded IG when there is no supervision.
Edit: Also agree with Gear Head. Rewarding players who put additional challenges on themselves and play out their weaknesses can put them in a position to win when it counts. Otherwise, weaknesses simply make you weaker then the other guy."
-
This dosen't work on CoA. Its been explicitly stated by DMs that there are no such things as RP builds. You can make as powerful a build as you want, so long as you roleplay it. In fact, it has been my experience that weaknesses are exploited, not rewarded.
-
The DM team is putting alot of effort lately into helping out the RP builds or the "weaknesses." The only problem I've seen is the PLAYERS exploit weaknesses for TEH WIN IG. For example, PvPing themselves to victory. I've noticed alot of "weaker" and "RP" builds being successful, however, that is only with DM supervision. When the DM is away…. the powerbuilds will play.
This is not to say everyone who is good at PvP and builds does this. Not by a long shot. Some of the most powerful characters in the server also tend to give the little guy alot more chances sometimes. I'm not saying its prevelant or out of control, I'm just saying it happens. It is inevitiable. What do you think is going to happen when a level 3 Pally/3 bard divine archer build with no magic equipment gets ambushed by a Level 10 barbarian were-wolf with DM loot? SOMETIMES a DM will save the player in question with interactions from his god or clergy, however, if no DM is on or the DM does not interviene, the RP build doesn't have a hope.
I can't really blame the DM's for this as they do try really hard to make success possibly through RP rather than through PvP, however, success IS in fact easier when you have loot, levels and a powerbuild. Just not guarenteed.
-
I doubt people are seeing as many "powerbuilds" as you'd think. My opinion, the best builds on CoA are 14's and 12's. Simply because versatility > powerbuilding. But that's beside the point tbh.
-
I doubt people are seeing as many "powerbuilds" as you'd think. My opinion, the best builds on CoA are 14's and 12's. Simply because versatility > powerbuilding. But that's beside the point tbh.
I guess I wasn't very clear. I'm right with you in that it isn't a problem, it just happens sometimes.
-
I have created a plot, and have been trying to include others in it, but there are a couple of minor problems i seem to be facing
one: people seem to be killing each other, i find someone, RP with them, and try to find them again only to find the character is dead
two: finding people at times can be a bit of a problem, this is merely a timing issue and it is unlikely i will find a solution till my job goes back to part time
three: being "invisible" a few times recently i have tried to talk to people to come across silence as if i was invisible (they were not afk, it could simply be a racial in game thing too, so i guess it is not really a issue when i stop to think about it)
-
"I think its really on the DM's here. Find these behaviors and have an OOC discussion with those players on a personal basis through pms, or IG ports to the DM area. They need to be taught that EFU is not an MMO by the people in charge. Because when they are not, all the things you mention, are only rewarded IG when there is no supervision.
It is extremely difficult to commincate this kind of thing to players. They often aren't willing to acknowledge they are doing it. People will come back with responses like "So it's not okay to quest?" "It's IC for us to rush because our characters want to live and not have our buffs fade." "My character is just greedy this is IC". It comes down to that just because something isn't against the rules doesn't mean you should do it. It is kind of a "spirit of the game" thing that needs to respected.
-
I don't know, i feel this talk is severely needed right now. I'm guilty of said behavior myself and i know it, it's just the current mindset is SO hard to change, together we must find a way to do it before it kills our server for good.
-
I know there are a number of players who hate to rush quests. So, your buffs run out cause you spend tme rp'ng the quest instead of rushing it. That's why front liners should do what they need to do to ensure. That when those buffs fade they are on good term with the cleric of illmakeyoubaddassagain. Maybe offer a tithe to the church at the beginning of a quest to ensure healing. Happens. TIP your bards an extra percentage of loot because you lover her voice. Offer those mages something for there efforts, be it a scroll or knowledge. Is there a trap springer who has saved your collective asses? Pool yor resources and buy that springer a wand of cures. I'm just brain farting here , waiting for a call from my wife.
-
When people are rewarded for doing interesting things, other people will think, "Hey I want cool stuff and recognition too," and they'll be pushed to try driving plots as well. Please, reward people AS MUCH AS YOU CAN for pushing plots, and simply ignore the people who aren't, and you'll start to see a shift. There's a current imbalance. People who quest and load up on xp and loot find themselves winning the mechanics side of CoA, which unfortunately dominates the server when DMs aren't present, and those players know it too. Not excluding me. While playing my current character, my first PC ever to be embroiled in any real consistent PvP with a bounty on their head, I'm realizing how unrewarding it is to just 'win'. It's far more worthwhile to focus on intrigue and roleplay than the awesome loot Ashby has.
-
I think the "Reward" system, is FAR more preferable than the "stick" scenario. I would suggest that the dm Team, start throwing out REAL rewards to those they see try to promote their own, INCLUSION plots, Promote fun PvP for others (Ganking others isnt fun. Sending lvl 11 hitmen after lvl 3s isnt fun, but plenty of guys how to make PvP fun on the server). By rewards, I do not mean 100 exp. I mean give a level and a sweet ass piece of loot, to the guy who spends his time hosting tournaments for other PCs. The guy who makes scavanger hunts. Give people you find roleplaying good GOOD RP TOKENS. It may just be me who suck at all the above, and thus do not see the rewards. I know I have in 10 years only ever received 2 RP tokens, and that is at least 5 years ago.
Give the paladin who shows REAL courage a glowing sword. Give promotions to those who you see or hear involves others. Give them RP power. Hells, give those who do this but suck at lvl POWERFUL tools. Dedagins last paladin wouldnt have broken the server with a Time Stop item.
Dont be greedy with promotions, Harper Pins, Secret Portal items either. Throw plot hooks around like crazy, and make them clear enough so we dont have to spend 2 weeks trying to figure out your clue. And give levels. If someone is playing an awesome character, but doesnt seem to get past lvl 5, or always seems to be dying because he is heroic, then give him 4 levels in one go.
Personally, I think that will be the key to success. And yes, it is playing favorites. But this way, those who do well become favored, and others will copy their behavior.
Ps. If the Player Plot Forum works, but you find someone playing in timezones you dont frequent, but you wish to pass a reward, sent them a forum PM with direction to a secret, persistant storage chest located somewhere he can go to claim his reward.
Pps. I think personally, that when people find that those who roleplay well and include others, get to lvl 15, become King of the North, are given Special Animal Companions, Or an NPC Bodyguard they can summon, said route will be much preferred to grinding quests.
-
Playing favourite for characters is 100% fine.
-
With the rise on the loot level lately people prefer to quest since they can get plenty of awesome stuff that way over RPing.
So loot, unless insanely more powerful than the one found in quests, is not the answer.
While I would recommend toning down the incredibly powerful loot that sprouted about quests lately I do understand this is not an option. I would indicate however one thing: Flooding the server with high end loot will not change the power ratio between the mechanically good and those who arent, in fact quite the opposite.Another issue is the recent "Technological Advancement" or rather the struggle to maintain this like some arming race. Sadly alot of team members are busy correcting bugs, integrating new systems and fixing bugs related to them. NWN is a 14 years old game and if anyone here was looking for new shiny features, we wouldnt be here. The story must come first and the DMs are the storytellers. I do not believe anyone would react poorly if the team agrees to focus on fixing the bugs they got, telling the story and temporarily shutting down all future production of new features.
In my honest opinion this problem rests on both the DMs and Players and sadly both sides refuse to recognize they have any part in this. I would recommend that the team organize a meeting with several players, that will represent the playerbase, and conduct a discussion on what needs to change and how.
-
I personally fully admit my fault in partaking in this mentality and what's worse, i've done it even after admitting the problem because things can be so hard to get rolling right now, or for me, since V5 started. But i think it is getting blatantly obvious that if nothing is done it will kill our server sooner than later.
-
With regards to Olouths post, I will mention that we are -constantly- on the hunt for players doing cool things to reward them. Most of us enjoy making custom loom and special rewards. People who have received them from me know they are pretty damned good. These things do need to be -earned- however. I can't justify giving someone a glowy weapon, or badass custom perk if 90% of what I see you doing is questing. Questing has its own rewards and they are not as badass as the shit I will make. You need to be working on stuff, and communicating that stuff to us. Do not assume we know what you are working on if you have have not OOCly communicated it to us. We probably do not.
We will be more diligent about rewarding stuff. Players be more diligent about earning it.
-
In my honest opinion this problem rests on both the DMs and Players and sadly both sides refuse to recognize they have any part in this. I would recommend that the team organize a meeting with several players, that will represent the playerbase, and conduct a discussion on what needs to change and how.
Yeah, we could host it on the forums…like we're doing.