Sure that might have been an issue then and it definatly depends on the active PC's, but currently it isnt like that. Infact I have been offering newer members take on some of the contracts I have been getting to help them out.
Latest posts made by MrMagpie
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RE: Red Roads?
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RE: Red Roads?
I dont think it has to do with that, it was an accident I guess. It happened to Sparrow when I got added. Sure a DM will fix it if you ask them
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RE: Red Roads?
Time to make McDonalds great again.
But seriously the faction I believe has potential. It seems one of those open ended groups to support and push the faction PC's goals and ideas.
The faction is a means to an end while getting involved in everyone elses goodness.
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RE: Alternative to removal of max hit points
I think that an important thing here is to try and make people aware of what the exact problem is currently as I am not sure it is to apparant, first of all it doesnt stem soley from there being max HP at the moment, but rather the fact that Arabel is designed in truth to be a server inwhich the average lvl's are 6-8 which currently can be reached without issue in a couple of days. Now what we find is that the average lvl of the server is 10+.
There are numerous reasons why this is happening, Max HP making characters far more survivable to nigh on unkillable past lvl 10/11, High lvl consumables being easy to aquire (In a week or so, just from quest drops, perhaps a spice or two, I have been able to aquire 6 heal potions which is far to much), With the high lvl consumables being easily aquirable it makes it far easier to not die. I am sure there are other factors but these are the major ones that come to mind currently.
Scaling HP will remove the the major problem that was with the dice rolls, which was the random factor screwing over characters. The reason as best that I am aware that people did infact vote for max HP (As scaling wasnt avialable at the time). I fully understand that people do not want to lose what they percieve as only a few hp per lvl, however these few HP are what make the difference between a crit killing them or not and while we all dislike deaths such as these it is a contribution to characters getting to those higher lvls, thus disbalancing the server.
Scaling HP may not ultimatly fix the problems, however it is a step in fixing something that is currently an issue. It is the easiest step to take for the DM's I believe in reducing the average lvls (Rather than having to Buff every single quest or change every single loot table)
Reducing the drops of high end consumables and increasing the cost of them to craft and purchase from NPC's, the amount of consumables as I wrote above is high and to the extent that people are walking around with stacks of 20-40 heal potions. When a character has this much inturn with not being able to be burst down to death with either spells or crits it leaves really the only option of high DC death/hold spells to actually be able to kill them in pve/spice/events/pvp. Even high lvl rogues will have 90+ HP which is enough to survive most things.
The reduction of XP past a certain lvl. This would most likley involve removing XP from random mobs around the server and quests mobs, instead leaving only DM xp/Quest end XP/ handing in bounty XP to level up characters after they reach a specific level, probably what is desire as the high end of the desired average level (9+ perhaps?).
This is a problem at the moment and it has been for a long time, I would say for at least 6-7 months that the server has become vastly imbalanced and overleveled. The DM's see this and they are trying to find a way to fix the issue, it is not an attempt to spoil anyones fun nor is it really an attempt to get enjoyment from seeing characters die. They just wish to get the level range back to something that is more manageable I believe.
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RE: Positive Narrative Change: On Player vs Faction Intrigue
Even when a faction isn't designed that way but still has a high level of intrigue, it still generates issues. Players get discouraged in pushing their own plots/interests on the grounds that they simply never measure up with the faction's plot/interest and opt to just invest in that instead. It promotes the behavior of relying on the faction to tell the story rather than their own story telling and it puts the responsibility of keeping the players entertained on the dm's shoulders rather than leaving the players to make their own entertainment.
This is something I have noticed within the last year, that players become fully reliant on DM's to login, push personal plots or events for larger metaplot events. A time seems to have passed where people take genuine interest in just the other characters about them, their story and what at the core drives them to do what they do. For example today I was on the server with just one other pc, we hadnt interacted much in the past perhaps just one meeting. We proceeded to push both of our plots, search area's that I imagine we have both been on thousands of times all the while interacting and learning the other character to an extent, there was no DM in sight and there was no need for any, there was no quests in sight (Disclaimer: Quests are fun and this isnt a post knocking them) and I had a lot of fun doing all this. I believe that without the promise of pushing the metaplot of the moment then people just dont seem to be very interested, I hope this isnt the case however its the perception I have currently.
To me it is the smaller things that make the server interesting, things like these interactions that get me to login and continue to, if a dm takes notice and interest from these interactions then great! Its an added bonus and a great reward for the effort I have put in, but it shouldnt be the essential norm and nor should we expect it to be, because then we become reliant upon it to do anything except questing and lose interest in what fundamentaly drew us into CoA in the first place.
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RE: In the quiet hours of CoA
Sometimes when its quiet I partake in some necromancy