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« on: May 04, 2008, 01:50:41 pm »
In some ways, yes, the focus on role play does cost players.
Although more of what drives people away is a combination of things, rather than simply 'role play,' for instance.
I haven't been playing for several weeks now, it's kinda dropped off for me. If anything I mention has changed in these past few weeks, by all means let me know.
Here are my reasons for not being on more often:
1) Role Play can be touchy
- Although role playing is abound, and yes, that is the suggestion of things to do when one is looking for things to do, my schedule isn't written down. Planeshift doesn't get its own little three hour category during my day. School, work, house crises, those take major importance over computer gaming. Thus, I don't want to leave people waiting for me the next day if something IRL comes up. So, I don't long term role play, which would be more fun. I do, however, like my day-to-day activities as my character.
- People can be major jerks. Rush in, comment on your intelligence, creativity, then leave while saying, 'This RP sucks major and so do you.' You can have a thick skin, but it still upsets the RP going on. Can't change that, but it's an issue.
2) Issues with things to do
- Quests are fun, but it would be nice to know how 'difficult' a quest will be, as the more difficult, generally the higher reward. I don't care about it being too tough, I only care about it being too easy and end up spending time getting 100 exp and an octa, where I could've done the other quest and received 600 exp, 2 circles, and some pack rat trinket. A comment by the npc on your ability to handle it, perhaps? Based on similar things like how you can examine a creature.
i.e. 'Hunt down various materials for me.' (program looks at average strength/difficulty of monsters that give the materials, measures against player's stats) 'Looks like it should be a cakewalk for you.'
- The economy. This is where I spend most of my time. I like crafting materials to sell to other people. But, it's very shaky on when I can actually sell things, and how much I can sell them for. I'd really like to be able to sell extra things to the NPCs, so I'm still working and doing stuff, but can offload when selling to players gets spotty. But selling a Steel Stock for 60 tria isn't worth it at all.
- Killing monsters can be fun, but it's really hit or miss for me. Either I kill it in 1 or 2 swings, or it kills me in 1 or 2 swings. It's then very difficult to level up my skills when these things happen, so then I end up using other weapons on the weaker monsters to level up, say, armor. Or, I use completely broken (q1) swords so I don't kill them immediately. Not to mention the times when the monsters are 'impervious.'
- Lack of group activity. Although people can work together on matters of the economy, or role play, going out a-Viking and killing monsters is really a 1 person job. This is up there with the quick kill mosters (either the monster or you). I'd be all for increasing monster's HP or armor, but decreasing their damage.
The average on-line player (in my experience) does have the ability to role play. But, sometimes you want to take a break and there should be things you can fall back on.
Hope that this helps idea wise.