PlaneShift

Gameplay => General Discussion => Topic started by: Volki on May 16, 2017, 03:21:12 pm

Title: Death
Post by: Volki on May 16, 2017, 03:21:12 pm
If there is anyone whom I've ever played with and you see this, please post.

There's no legitimate roleplay occurring anymore.

Where has everyone gone? Why has everyone gone?
Title: Re: Death
Post by: Jessamine on May 16, 2017, 04:27:52 pm
I'm not sure who you are or what zone you are in. But I find or manage to create some RP all the time..you just have to get out there and do it I guess. Sure the player base has shrunk. But there are still lots of Rpers out there.
Title: Re: Death
Post by: Dilihin on May 16, 2017, 04:30:34 pm
Got busy with IRL. If i ever log in it's just to see 100% red friendlist and ridiculously small amount of players online.  And while it's like that i don't feel like playing at all.
Title: Re: Death
Post by: Rigwyn on May 16, 2017, 04:43:41 pm
(http://i64.tinypic.com/28lgio0.jpg)
Title: Re: Death
Post by: Illysia on May 16, 2017, 08:08:48 pm
In the past, I warned people it could get this hard and here we are. However, legitimate RP is still around. It's just that you have to work harder to get it like you do in non RP games. Since the community is so small and spread out it is much harder to build the ties that lead to more meaningful RP.

Nevertheless, it will get better once there is a tighter knit, slightly bigger community.
Title: Re: Death
Post by: netforce10 on May 17, 2017, 05:22:20 am
Like others have said, there is still rp, it's however occasional and often you need to go out of your way to find/create it. Most players will gladly take part if you strike up some rp.

I would point to the boring gameplay (most things are just the same few actions you repeat.) and there not being much rp which you would just stumble on as reasons for the current lack of active player. Jonobe's parties were very nice because you could meet quite a few people and have some light interaction with them. She hasn't held any for some days now so I might consider holding one occasionally.
Title: Re: Death
Post by: Migg on May 17, 2017, 01:01:33 pm
Being one of the players who never witnessed the 300+ online players I hear talked of, I can say that I can still have RP; I do need to actively track the players I know are interested in it though.

Here are a few pointers to places and times where such RP is more likely to be had:
Bottom line is: if you can't find RP then just create your own. Talk to everyone you meet and introduce yourself, of the players still logging in there are some who will gladly join in. Ask in gossip if anyone is interested to RP with you. And if you find me online just ping me, I am always open to some RP  :)
Title: Re: Death
Post by: Emaline on May 17, 2017, 05:02:49 pm
I'm just going to also slip in here that you can host any type of performance event at the YANCA. (https://scontent-lax3-2.xx.fbcdn.net/v/t1.0-0/q84/s480x480/18527852_289667578149739_6782403907214617691_n.jpg?oh=91b4d5fa37142dd8888faf461d23e768&oe=59B1A5AB)
Title: Re: Death
Post by: Rigwyn on May 17, 2017, 07:50:36 pm
Regarding the legendary head counts of the past, there's an old saying that comes to mind. "Anything more than a handful is a waste."  ::|  :-X  ;D
Title: Re: Death
Post by: Ebonwumon on May 18, 2017, 03:12:29 pm
Hi friend, I bring to you knowledge that the Starcraft II community learned ages ago.

ded gaem.

RIP in pepperonis
Title: Re: Death
Post by: Dilihin on May 20, 2017, 01:49:44 am
Expect SC2 community is not dead.
Title: Spontaneity and the art of RP
Post by: Can-ned Food on May 23, 2017, 02:43:25 pm
“RP” is not having a compelling tale to act–out.  RP is behaving as someone else would in situations of varying virtuallity
That difference in conception is a big part of the problem, methinks.

It helps to have such situations occur whether there are other player characters around or not.  They make the events better, but they shouldn't be necessary — especially if there is a danger of dissipation with the player base.


There are quite a few preplanned events that the GMs have been hosting in the recent months.  Gedundk has been unable to attend any of them — kra has been busy, I suppose, — but they are occuring. 
I've seen other people attempt to do similar things.  It could be a simple notice like thus:

Huarta Regilis Puffenstuph expects to be challenging his arch nemesis, the Mistress Viccipoue, to a deadly battle of wits sometime soon in Ojaveda.  If any of your avatars just so happen to be in the same place at the same time, make sure they act surprised!  This could be anything from a battle royale to a shameful fall in the siliceous earth!  B.Y.O.B.

If things fall through, then maybe you do a write up on the Collaborative Storytelling board instead.
Title: Re: Death
Post by: Rigwyn on May 23, 2017, 06:24:52 pm
Good times..
(https://vignette2.wikia.nocookie.net/krofft/images/1/12/Pufnstuf1.jpg)
Title: Where have all the players gone?
Post by: Can-ned Food on June 08, 2017, 10:30:11 am
… and now I'm wondering why I didn't complete the joke by naming the nemesis Mistress Viccipoue or something.  I'm a maroon.

Anyway, I see that almost nobody (http://207.244.96.64/PlaneShift/smf/index.php?topic=43325.msg482614#msg482614) actually answered Volki's question:  what happened to all the players?

I've read some old threads, and so I have some ideas, but I wonder if it really was because a few people disagreed with this and that about the settings, or because people didn't get along.
That happens everywhere.  I don't think it explains why new people aren't coming in to replenish the losses.

There are occasionally new people, but the few I've met seem to be those who are looking for an alternative to either NPC-driven play — i.e. scripted encounters and non-interactive stories — or hack–and–slash, harvest–and–trade.
Nothing wrong with HSHT, of course.  It just gets monotonous if there is nothing else justifying it — that's why we make these simulated worlds, right?

Some could say that advertisement is lacking — but what would be advertised?

You all know the idea.
For what type of play should PlaneShift be designed to support?  How should the Unreal version be crafted to meet that vision?

If we build it, will the new players come?
Title: Re: Death
Post by: Illysia on June 08, 2017, 10:25:44 pm
Most people left because they couldn't stand each other or the game. There's a lot of different issues that all boil down to one of the two. Also, MMOs aren't novel anymore, so when people left and found MMOs they liked better they moved on permanently.

However, the current problem is the lack of community. If players feel alone in a vast world they will often be irked by it. I would venture that most players play MMOs for shared activities; be it RP, raids, PvP or whatever. Right now there aren't enough people to come together and feel like a solid community.

Nevertheless, the amount of effort and number of people it takes to rally a community is hard to come by here. For the most part, efforts to band together will feel like swinging at wind. The game simply needs more community builders playing at the same time before it will start to recover. I mean players who specifically work to build communities not just be apart of them. Those are harder to come by.
Title: Re: Death
Post by: netforce10 on June 09, 2017, 12:44:52 pm
Part of it is, I think, that PS is a roleplaying game and beyond rp there isn't that much to be had in the game. Crafting is meticulous past the first few hours where it is sort of novel because it feels very different from other games, the combat is clunky and subpar to other mmo and neither is that fun because they feel like the same repetitions over and over. As for quests they are about what you would suspect I suppose, there are a few nice ones asking you to decode a secret message or the ones where you have to go to the library are nice aswell  (Although Dependant on the circumstances the game should assume you would have known the answer) as well as a couple of others but the bulk remains a "talk to x, walk and talk to y, (give z to y,) walk and talk to x" with some variation in the amount of different people you have to talk to. These complains can't be solved easily and I certainly wouldn't have the answer to them.

So RP is about it for things that keeps me playing and even then, I end up mostly playing the mechanics in the game. So, how could we foster a more active RP scene? My suggestion would be to attract characters naturally to a single spot, currently most crafting spots have only 1 or 2 jobs which can be used there and therefore only attract characters with that occupation, exceptions would be for example Harn as he is a storage but even then most people coming there for that come and go quickly. My suggestion for that would be to have a crafting hall in which nearly all jobs can be practiced.

Another proposal, although similar ideas have been shot down already, would be to have workshops/ateliers for characters. That way it would be easier to find specific persons to interact with and selling things to other player characters would be easier aswell. I for one would love to run a shop and I'm sure there are others aswell.
Title: Re: Death
Post by: Illysia on June 09, 2017, 10:41:37 pm
I think you are pretty much right, but, honestly, I think regularity is needed more than anything. People have to carve out time to RP and they don't want to waste their time. What players need is a for sure time to find other people who are interesting in RPing, one that they can count on coming up again soon. Right now I don't think anyone has the resources to commit to that.

I had considered reopening the Stonehead to have a for sure meet up time once each week, but I simply don't have the real life time or resources to commit to the venture.
Title: Re: Death
Post by: Erebey on June 14, 2017, 03:03:06 pm
Coming from a user that left the game my reasons were the following:
*No meaningful RP, mostly due to lack of players, and the rather large map, which means less chance off meeting other chars.
*Constant decline: It's just depressing to come on every day or even week and see the game dying slowly.
*Settings: While this is a smaller problem, there are some detailes in the settings that I don't find to my liking, though I won't go in to that now. Also noteable is the lack of progression and turns in the lore, mostly due to the non-existant activity.
*Crap mechanics: I used to play a bard character, so the ****tyness (Excuse me) of the music sheet system was just killing it for me. I coulden't get past the inability to write counterpunctually (Writing in multiple voices, polyphony).
*Lack of improvement in said mechanics: The game isn't being activly developed, at least the engine isn't, and mechanics dosen't improve. It seems that the devs can't/don't have enough time/ect. to support the gmae.
Anyway, in the end, I just ended up returning to RPing on Gmod (HL2RP), I found me some good active community (Not that mature at all times (In OOC chat ;D) like the great guys here in planeshift, but serious (RP rules are strictly enforced) nonetheless) and "settled down" in there.
To really bring this game back to life, in my opinion, the game will need:
1. Active development (Which probably means switiching the engine, and recruiting more devs (Has the thought of relaunching planeshift as a mod for source engine, gmod or some other game were ever contemplated?))
2. Active and involved leadership.
3. Great community (Which largly exists).
4. Recruiting new players.
Title: Re: Death
Post by: Ravna on June 15, 2017, 05:48:41 am

Well, just to add a reply to your suggestions (which are fair enough).

1) We are actually working on porting the game to a new engine (which is part of why there has not been any change to the current game engine wise since we changed a few things related to crafting months ago). That being said, we are indeed understaffed, but recruiting devs is not as easy as it sounds, especially on games with player base that is not that large in numbers.
point 3 is indeed already covered, we have great players, but we can indeed use more of them, which leads to point 4. This is a bit of a trick, since most players would be looking for a game that has a larger team behind it, meaning more frequent content changes. So this seems like a bit of a catch-22 with point 1, still, all the devs we have are actively working on bringing you more content, be it through quests, items or new engine developments.

TLDR: Your points (I've skipped #2 as you may have noticed) are certainly valid and being worked on, but fixing them is unfortunately not as easy or fast as identifying them.
Title: Re: Death
Post by: Illysia on June 15, 2017, 10:48:50 am
Has Talad tried contacting local universities and asking their computer science departments would like to collaborate on the game development? It is experience and this is a live game. Talad has had other people donate to the game, maybe he could charm a local school into helping.

It should be much easier if you put them on the Unreal transition instead of the crystal space version.
Title: Re: Death
Post by: Erebey on June 15, 2017, 06:09:16 pm

Well, just to add a reply to your suggestions (which are fair enough).

1) We are actually working on porting the game to a new engine (which is part of why there has not been any change to the current game engine wise since we changed a few things related to crafting months ago). That being said, we are indeed understaffed, but recruiting devs is not as easy as it sounds, especially on games with player base that is not that large in numbers.
point 3 is indeed already covered, we have great players, but we can indeed use more of them, which leads to point 4. This is a bit of a trick, since most players would be looking for a game that has a larger team behind it, meaning more frequent content changes. So this seems like a bit of a catch-22 with point 1, still, all the devs we have are actively working on bringing you more content, be it through quests, items or new engine developments.

TLDR: Your points (I've skipped #2 as you may have noticed) are certainly valid and being worked on, but fixing them is unfortunately not as easy or fast as identifying them.

1) I know about the unreal engine port, though I don't know how's progress is going with that because there is no devblog or anything (Would be great if you do one, I would follow at least), and last I heard you are having (A meet the devs few months (Maybe a year now) back) difficulties with that, mostly due to lack of devs. Thing is that it is indeed hard to recruit new devs, so I'm not judging here, I just meant to say that to get the game back to life, more devs are needed in my opinion.
2) Regarding point 2, it was only my opinion and personal feeling, but I haven't felt that there is a very active leadership, or at least involved leadership, mostly because of the lack of important events that progress the lore, or the player's characters, which makes the world feel static (Dead) and not evolving.
3) Non issue.
4) You are right, I think that solving the other issues will indeed bring more players, another problem is probably figuring out how to market the game. The best marketing usally includes visuals and eye candies, but because of the old engine/design, prospective players who are not RP die hards, will get put off. A UE planeshift will indeed be much more marketable.

Personal note:
I don't think that the great aspects of PS lay in the mechanics/quests, but mostly in the community (Fun to talk to people in OOC, friendly) and in the good RP. But, aging mechanics/engine are hindering the game's growth, because as I said, it's hard to market a 10 year old game to new players. And if I will see improvements in activity I'm defintly coming back, but right now, PS dosen't feel viable to me, in the long term (Or short term for that matter). It's really depressing seeing a community die, and much more to actually be in a dying community.

Has Talad tried contacting local universities and asking their computer science departments would like to collaborate on the game development? It is experience and this is a live game. Talad has had other people donate to the game, maybe he could charm a local school into helping.

It should be much easier if you put them on the Unreal transition instead of the crystal space version.

It might be a good idea actually! I hope that you guys (The team) try it, maybe it will bring new life to the development.
Also there are other venues like gamedev.net or gamedev reddit/IRC, maybe some shameless advartising can do wonders?
Title: Re: Death — RP and mechanics
Post by: Can-ned Food on June 16, 2017, 03:05:23 pm
The engine, and what you guys call the “mechanics”, are important:  think of them as dolls or clay in our hands.  Such things ought be used to support the play, not to detract from it.  If you can't do what you want with a certain instrument, then you put it away and you get something else.

Know what you want from your toy, and then build one which allows you to do so.  If you want a virtual animatronic diorama which sees the text of your RP and generates visuals to fit them, then develop something like that.  If you want a system which performs rolls and calculations, and which manages rulesets and character properties, then use that.  Et c.

Another proposal, although similar ideas have been shot down already, would be to have workshops/ateliers for characters. That way it would be easier to find specific persons to interact with and selling things to other player characters would be easier aswell. I for one would love to run a shop and I'm sure there are others aswell.
Shot down?  There is the Hydlaa Market.  Or do you mean automated shopkeepers controlled by users?
Title: Re: Death
Post by: netforce10 on June 17, 2017, 03:34:24 am
Shot down?  There is the Hydlaa Market.  Or do you mean automated shopkeepers controlled by users?

No I meant player owned buildings specifically for shops, so that you could set up a shop (in which they could work their main profession) and just lock it when you are doing something else or offline. Player owned buildings have been proposed or has been asked about a couple of times but the short answer was always no if I recall correctly.
Title: Re: Death — player-owned buildings
Post by: Can-ned Food on June 17, 2017, 09:44:04 am
Oh, of course. :-[

Well, I think one of the reasons for that not being implemented nowadays is the fact that it would lead to unnecessary contention.  See to the recent closing of the RCD for an example of why.

It would be nice if you could rent venues for a certain amount of time — but what would happen with evicted items?  Again, contention and nastiness bleeding over from the simulated world to the users.

Alternatives:  I think you can ask a GM to lock–down items of yours which would make for a stall somewhere.  Almost like a brick–and–mortar shop. 
Title: Re: Death
Post by: Volki on June 19, 2017, 12:35:37 am
The addicting element of this game for me was the roleplay. In the past, the gameplay may have been addicting, but it's no match for other MMORPGs out now. Back then, the kind of roleplay PlaneShift is known for probably evolved from the community that both worked on and played for the gameplay elements that were attractive back in the day. Many players joined for the gameplay and stuck around for the roleplay. But once gameplay on newer games became more addicting than the roleplay here, people left. The roleplay is no longer addicting because it barely exists if at all. And now that the gameplay here cannot compete with gameplay elsewhere, people aren't joining.

I honestly think the way to recover would be to rebuild a lot of the gameplay elements around the brand of roleplay that made PS popular. Even this game has stifled players' creativity because it limits players on what they can do a great deal. For example, you can't feasibly become a guard, a government official, a rebellion leader, etc. There's only so far you can go due to the mechanics and the rules enforced by GMs.

This game needs to fully support the roleplay if it wants to be unique enough to survive.
Title: Re: Death
Post by: netforce10 on June 19, 2017, 06:05:24 am
"Natural" occurring RP is indeed sparce and far between and usually very shallow(my own fault aswel). I wouldn't go as far as to say that the game stifles players's creativity but more than it doesn't necessarily aid them with it. And there should be a look at how to have some form of strive, competition or atleast something which occasionally pushes certain situations onto characters.

I don't think being able to play a guard, government official or any other vocation that has "official" power is the way to go. It would most likely create too much OOC conflict. Imagine a guard or official that, lets say locks up or prevent entry or otherwise hinders someone for a semi legitimate reason(i.e. accidentally having a weapon unsheathed or a staff in hand.) then the person would complain to a GM, GM would either punish the guard making the guard's player pissed as he considered it just his job or the GM would do nothing about it making the player of the victim pissed. In short, conflicts will arise which causes the people playing the characters to be frustrated, unhappy, etc..

Some official occupations could perhaps be filled by players but they should have no way or authority to enforce anything beyond what any other player could enforce and is authorised to enforce. That should be the case both IC and OOC to prevent a player being forced to rp something because he is ICly required to have his character comply. In short: Government vocations should only be a task the characters do and they should not have any power because of it.

As for a rebellion leader, you could occupy any of the pvp places?

Ultimately the game will always have limitation because it has mechanics, such is simply the nature of it but it would be nice for the game to accomodate RP more than it currently does but I have no concrete ideas or concepts on the topic.
Title: Re: Death
Post by: Illysia on June 19, 2017, 11:56:30 am
My suggestion is for players to find an RP groups somewhere else for a while then come back to PS. The problem is not what you can RP, but how you think about it. I didn't realize how set in a rut I and fellow PS RPers were until I started RPing in other places.

Everyone probably just need to come out of their comfort zone and see a place where people are RPing differently. Then they will get fresh new ideas about where to take their RPs and what they can do with their characters.
Title: Re: Death
Post by: Volki on June 19, 2017, 06:47:25 pm
If this is a roleplaying game to the extent that it's advertised, I think it's failing in its purpose. There needs to be more to attract players to the roleplay and more to force them to do so. It's too easy to get by alone, and there's not much that necessitates players interact with one another. Too much reliance on NPCs because players cannot fill their niche. I think the game would prosper if it was more focused on supporting players in pursuing their goals, but most players can't actually become or do what they want due to the limitations set on them. Other games offer this freedom, so players take their creativity elsewhere.

Some official occupations could perhaps be filled by players but they should have no way or authority to enforce anything beyond what any other player could enforce and is authorised to enforce. That should be the case both IC and OOC to prevent a player being forced to rp something because he is ICly required to have his character comply. In short: Government vocations should only be a task the characters do and they should not have any power because of it.

As for a rebellion leader, you could occupy any of the pvp places?

For government officials, the player could work on things like public events, designating guildhouses to be auctioned off, or calling upon militias to defend the city during an event, etc. The character would hopefully be voted in by other players or have some other meritocratic method of becoming an official.

As for guards, I don't think they should be able to have the power of GMs, but they should be able to have some means of keeping order. For example being able to duel any player that enters the city. If a player guard abuses this, it should be dealt with in-character. Presumably a GM would be the leader of the guards and decide which players to hire in the first place. Nothing should be out-of-character.

You could pretend to be a rebellion leader right now, but what are you going to accomplish if you can't take government officials hostage, riot in the cities and fight their guards, or seize the means of production?  :whistling:

My suggestion is for players to find an RP groups somewhere else for a while then come back to PS.

I wouldn't know where to look for a game that has a similar environment to PlaneShift. I'm also not of the opinion that the community is the problem here. The current state of the community is a symptom of the game itself and the context of gaming at the moment. Lastly, if everyone goes off to roleplay elsewhere, that could be the nail in the coffin for this game.
Title: Re: Death
Post by: Illysia on June 19, 2017, 07:51:59 pm
Well if you are looking for pure environment then Wurm Online is, in my opinion, the game that PS was trying for. However, there is no significant RP community there, to my knowledge. However, once I started RPing in other games I began to realize how our assumptions stifle us in PS more than anything.

RPing with other groups will show you your biases and let you get back in the habit of RPing regularly again. It gives you a chance to grow as an RPer. However, I know that the hitch is that you have to come back to PS for it to do PS any good.

This is why I say the problem is that the community needs to change how it functions. It's not the community itself, but how it approaches RP and the problem of building community that is making things harder. For instance you can RP being a neighborhood leader or some minor official and organize RPs around it. You don't have to be a vigesimi to create and run a plot or organize players. How you think about/ approach the problem contributes to how hard it is to deal with it.
Title: Re: Death
Post by: netforce10 on June 20, 2017, 03:07:54 am
As for guards, I don't think they should be able to have the power of GMs, but they should be able to have some means of keeping order. For example being able to duel any player that enters the city. If a player guard abuses this, it should be dealt with in-character. Presumably a GM would be the leader of the guards and decide which players to hire in the first place. Nothing should be out-of-character.

Yes, IC should stay IC and not affect OOC, the problem is, it often does and especially so when players act in a way they think is appropriate and allowed for them to do but then are punished for it. If a guard character would halt someone for holding a staff out and say he should stow away his weapon, the other character would shrug it off with something like "I have some trouble walking and this is a staff that helps me." If then the guard would escalate matters then no one in this situation did anything inherently wrong but one of the two ultimately gets the short end(either the civilian or the guard if a guard captain(GM) punished him) and there is a large chance that the person playing that character is annoyed. I mean the PVP zones are already a source of complaints, although most of those are either along the lines of "He just attacks and kills me" or "If I approach him for rp there then he just ignores it/leaves."

You could pretend to be a rebellion leader right now, but what are you going to accomplish if you can't take government officials hostage, riot in the cities and fight their guards, or seize the means of production?  :whistling:

You can take the plat mine hostage? Regarding hostages, You could also approach the GMs/settings?,  either have it approved for your group to do it on your own or plan for them to play it out with you. They might still deny it, or don't have the time for it.

One suggestion I would have to improve the gameplay to faccilite rp more is to make the races different beyond the npcs saying nolthrir instead of lemur. To paraphrase from the wiki because as far as I know these aren't implemented: Give Dermorians an improved rate of harvesting and a slightly lower range with bows. Nolthrirs an experience and effectiveness bonus with Blue way, etc.. It would be escpecially nice if Klyros would be able to atleast jump slightly higher(given that flying or anything close to it might break the game map quite a bit more.) Ultimately I think the races should be fundamentaly different beyond their rped stereo types and different skins.
Title: Re: Death
Post by: miadon on June 20, 2017, 04:07:13 am
I'll just leave this here:

https://www.youtube.com/watch?v=IuA5TlJPTXI
Title: Re: Death
Post by: Emaline on June 20, 2017, 10:07:40 am
GM's are more than willing to help assist with any event or RP ideas. We have done simple things such as just renaming a few items up to making up an area and locking it down. All you have to do is ask and we will be happy to assist in any way we can.

Also about becoming a guard...Uhh become a GM  ;D You get a  free Guard Char then. Emaline realizes she needs to spend  more time patrolling on her's however.
Title: Re: Death
Post by: Volki on June 22, 2017, 06:49:39 pm
For instance you can RP being a neighborhood leader or some minor official and organize RPs around it. You don't have to be a vigesimi to create and run a plot or organize players.

Neighborhood leader? Minor official? Sure, as a stepping stone to vigesimi. I want to take part in the world I'm in. I don't just want to be in it. I want to shape it! Even games which are less roleplay-oriented are superior to PS in this regard. All that you have any hand in is the way NPCs view your character and your character itself. People who play RPGs want more than that.

Yes, IC should stay IC and not affect OOC, the problem is, it often does and especially so when players act in a way they think is appropriate and allowed for them to do but then are punished for it.

Their character is punished, not the player. That's why I said IC stays IC. If a player has an issue with this, he or she should never have been given the position of guard. This is a roleplaying game, and the players should be expected to understand that. If one player gets vindictive over being dealt with ICly for IC mistakes... What's he going to do? Complain about his own decisions in regards to his character?

Regarding hostages, You could also approach the GMs/settings?,  either have it approved for your group to do it on your own or plan for them to play it out with you. They might still deny it, or don't have the time for it.

That's the problem, though. You shouldn't need to involve GMs. GMs should only be there for official events and keeping OOC order. Also, I don't want to play with GMs. They're not the best of roleplayers and attract a host of issues, like players who leech off OOC event rewards, decided outcomes, and occasional ego-trips. They have no checks on them. I'd rather roleplay with people who do have checks on them, which would be other players.

One suggestion I would have to improve the gameplay to faccilite rp more is to make the races different beyond the npcs saying nolthrir instead of lemur.

From what I recall, if my memory is correct, racial differences will be implemented in the (far) future.

All you have to do is ask and we will be happy to assist in any way we can.

I've seen the GMs be incredibly helpful and keep this game's heart beating for the past year or so. But this is missing the point.

The issue is that, as a roleplayer, I don't want to have to ask for assistance. The game, as a roleplaying game, should provide the assistance on its own.

Also about becoming a guard...Uhh become a GM  ;D You get a  free Guard Char then.

The process is too long, I'd probably be rejected, and I don't believe moderators of the game should have permission to be guards unless they earned it through roleplay. I'm hardline on in-character versus out-of-character. And, if you have a guard character, I'd like to see that character have a life outside of being a guard. I'd like to see that character having to go through rigorous training to become a guard.

If this game was really about players roleplaying with one another, I think it would be far better served not limiting players' freedom in what they can roleplay. Right now, it feels like playing pretend. You can't suspend my disbelief if there's this many limitations. I'll never reach my characters' goals, so what's the point?
Title: Re: Death
Post by: Illysia on June 22, 2017, 08:58:32 pm
Thing is Volki, typically the team can't get enough players to fill such roles. You may have one or two passionate players but then it's too much for them to carry by themselves and to balance with life and it ends up lapsing anyway. I mean look at the OSP project. I believe there are fewer such player projects now than at the start, and that's counting those that are doing it on their own.

However, you could do a test I suppose. The vigesimi are elected by the Octarch, you could make a character to run a campaign "to get the Octarch's attention" and see how many players support you in that... or some such thing. If you can rally players to support you, you can make a stronger case for your point; if not then it probably means current policies need to stand.
Title: Re: Death
Post by: Volki on June 23, 2017, 01:24:29 am
If we had more players, what I'm saying would be viable. If a player couldn't fill a particular role, that player shouldn't take it and shouldn't be given it. Another player should be. Maybe even no one should if the right player isn't around. I'm not saying players should be organizers, but that they should fill roles. The organization should be performed by the interconnecting structures of the roles and arise without player planning.

What needs to happen first is a change in gameplay, which is what I'm suggesting. The roleplay will follow, as it did when this game filled a niche before.

To be honest, I am not sure a player should be a vigesimi or octarch, but they should be allowed to become government officials. I wish I could see players within the bureaucracy of the government, within the town guard, possibly posing a threat to guards, sparking a rebellion against a town's officials and potentially deposing them, hunting down criminals with the blessing of the local government, and even being able to defend themselves from guards with enough men. Allow for IC drama and fair conflict that relies on gameplay. I want to have no idea what's coming next. I want to think my character could die if I make the wrong move. I want the intricacies of how roleplay used to be in this game, with all the subtle plots and unraveling schemes from opposing characters. I want to feel like I'm really experiencing Yliakum again.

(Whew.)
Title: Re: Death
Post by: netforce10 on June 23, 2017, 05:35:46 am

Their character is punished, not the player. That's why I said IC stays IC. If a player has an issue with this, he or she should never have been given the position of guard. This is a roleplaying game, and the players should be expected to understand that. If one player gets vindictive over being dealt with ICly for IC mistakes... What's he going to do? Complain about his own decisions in regards to his character?

I completely agree with you but my point still stands. And he's not going to complain about his decisions but the interpretation of the GM, he will complain how it was unfair because he only did what the guards should have done but now he suddenly can't play his character as a guards anymore. Some, hopefully most, will even if they dislike the decisions made ICly still play their character who perhaps became angry at the government for how he was treated. Others however will be annoyed that they suddenly can't play the character they want to play as they want to play it, and to no fault of their character or their own, all the characters decisions were made as they should by law after all.

In short, I repeat IC should stay IC, sometimes it however blows out to OOC and if there is no clear right or wrong that's an issue.


That's the problem, though. You shouldn't need to involve GMs. GMs should only be there for official events and keeping OOC order. Also, I don't want to play with GMs. They're not the best of roleplayers and attract a host of issues, like players who leech off OOC event rewards, decided outcomes, and occasional ego-trips. They have no checks on them. I'd rather roleplay with people who do have checks on them, which would be other players.

Some solutions for the problems: event reward leechers: don't make an event or make it clear there won't be any rewards, Decided outcomes: don't have decided outcomes. You can ask help from GMs without handing them the reigns (I presume, Emaline can correct me on that if need be.) For the rest of the issues(ego-trips, not the best roleplayers and no checks) the solution is simple, don't play with them but ask permission for one of you to play the official for the duration of the event.

From what I recall, if my memory is correct, racial differences will be implemented in the (far) future.

That's what I though but I think it is important to get it done sooner rather than later.

I've seen the GMs be incredibly helpful and keep this game's heart beating for the past year or so. But this is missing the point.

The issue is that, as a roleplayer, I don't want to have to ask for assistance. The game, as a roleplaying game, should provide the assistance on its own.

It's idealistic to ask the game for assistance outside of a scope of actions. I understand most of the things you are asking for from a human perspective but I would have no clue how it would be implemented  into the game.

The process is too long, I'd probably be rejected, and I don't believe moderators of the game should have permission to be guards unless they earned it through roleplay. I'm hardline on in-character versus out-of-character. And, if you have a guard character, I'd like to see that character have a life outside of being a guard. I'd like to see that character having to go through rigorous training to become a guard.

Personally I am a fan of GM guards because it means they have a good way to handle certain things ICly aswel as the ability to provide a character for events thats somewhat more consistent while having authority. I agree they should play their guard character more often but I don't mind them not having that training period aslong as they rp they had it. I don't see anyone roleplaying them being a baby to them being child to them being a adult and I wouldn't be interested in that. We all, they too have some place they come from and as long as they roleplay according to that then that's enough for me.

If this game was really about players roleplaying with one another, I think it would be far better served not limiting players' freedom in what they can roleplay. Right now, it feels like playing pretend. You can't suspend my disbelief if there's this many limitations. I'll never reach my characters' goals, so what's the point?

A note, there will never(well, not in a relevant timespan) be a game where you can do whatever you want. If you want to achieve that that would require an almost completely laisez faire world where you can do whatever and aren't bound by lore and have the ability to create buildings, with no real skill systems, etc...  in which case a minecraft rp server might be more suiting than a game without any ability to easily change the world beyond some furniture.

If we had more players, what I'm saying would be viable. If a player couldn't fill a particular role, that player shouldn't take it and shouldn't be given it. Another player should be. Maybe even no one should if the right player isn't around. I'm not saying players should be organizers, but that they should fill roles. The organization should be performed by the interconnecting structures of the roles and arise without player planning.

I agree it would be good if characters would fill roles(And I still think shops are a good start possible with a tax collecter aswel), I don't think they should have to ability to enforce them however, I think that should be left outside of the hands of players and their characters.


To be honest, I am not sure a player should be a vigesimi or octarch, but they should be allowed to become government officials. I wish I could see players within the bureaucracy of the government, within the town guard, possibly posing a threat to guards, sparking a rebellion against a town's officials and potentially deposing them, hunting down criminals with the blessing of the local government, and even being able to defend themselves from guards with enough men. Allow for IC drama and fair conflict that relies on gameplay. I want to have no idea what's coming next. I want to think my character could die if I make the wrong move. I want the intricacies of how roleplay used to be in this game, with all the subtle plots and unraveling schemes from opposing characters. I want to feel like I'm really experiencing Yliakum again.

We really shouldn't start with government positions or rebellions(especially not rebellions), beyond perhaps something like tax collecting (if a tax is instituted), something like verification certain laws are adhered to (but do not enforce them) or a census. That last one is something which can already be done and has some benefit to people, for example make a list of professions  and who performs them or something like that.
Title: Re: Death
Post by: Rigwyn on June 23, 2017, 06:51:29 am
I think three basic things need to happen here:

1. More people need to learn how to lead.
2. Word needs to get out about active games
3. The games or stories need to be interesting enough to gain a following.

If you are leading, you will makes lots of mistakes. You learn as you go. Just take a stab at your idea and run with it.

The forums are one way to publicize the happenings of the IC world.... perhaps someone will come up with a better idea?

As for what is considered interesting, that's a very subjective topic. All I can say is perhaps learn about how writers pull their readers in and get them to turn pages. Good books are not good by accident. There is a lot of subtle manipulation involved in keeping the reader interested. I'm not kidding when I say manipulation.






Title: Re: Death
Post by: Volki on June 23, 2017, 07:04:45 pm
And he's not going to complain about his decisions but the interpretation of the GM, he will complain how it was unfair because he only did what the guards should have done but now he suddenly can't play his character as a guards anymore.

If the GM made an OOC mistake, then that player has every right to be angry. What you're saying sounds like a mistake on the GM's part.

It's idealistic to ask the game for assistance outside of a scope of actions. I understand most of the things you are asking for from a human perspective but I would have no clue how it would be implemented  into the game.

By assistance I just mean allowing players to be assisted by the game itself to perform roles. Instead of having a GM assist with a roleplay by playing a guard, the game would assist by providing a guard position for a player.

Personally I am a fan of GM guards because it means they have a good way to handle certain things ICly aswel as the ability to provide a character for events thats somewhat more consistent while having authority.

They could still retain that role. But I honestly think roleplaying GMs should be separate from moderating GMs. A roleplaying GM could fill the role of a higher ranking guard.

I agree they should play their guard character more often but I don't mind them not having that training period aslong as they rp they had it. I don't see anyone roleplaying them being a baby to them being child to them being a adult and I wouldn't be interested in that. We all, they too have some place they come from and as long as they roleplay according to that then that's enough for me.

I'm not suggesting they roleplay something as absurd as growing up. Just be part of the world. The guards roleplayed by GMs are just that and only that. They barely have humanity. They're extremely powerful. You couldn't catch one off-duty and have an ordinary conversation. You couldn't kidnap a guard's family member for a plot. You probably couldn't even bribe a GM guard, despite that being a notable problem within Hydlaa's guard. The game as it is severely limits the potential that this would have if players were guards, or even just GMs who specifically roleplayed.

A note, there will never(well, not in a relevant timespan) be a game where you can do whatever you want. If you want to achieve that that would require an almost completely laisez faire world where you can do whatever and aren't bound by lore and have the ability to create buildings, with no real skill systems, etc...

I think you're misunderstanding me. I don't want that, and I doubt anyone reasonable or who understands game design does.

I'm asking for what PlaneShift promised. http://www.planeshift.it/About It's a roleplaying game, but in its current state you're severely limited in what you can roleplay within the mechanics and rules. And I'm getting the feeling it's going to continue to be this way forever.

It's like the development team is too afraid to give players the freedom to play roles they should be able to have in the roleplaying game which was described by the developers themselves.

I agree it would be good if characters would fill roles(And I still think shops are a good start possible with a tax collecter aswel), I don't think they should have to ability to enforce them however, I think that should be left outside of the hands of players and their characters.

The shops with taxes is probably a good idea. I really like the concept of the Hydlaa Market and the player-owned makeshift shops which currently exist. Expanding it to become a more permanent part of the game, potentially creating a player-driven economy, would be something that players would appreciate, I think.

I'm not sure what you mean when you say "enforced", though. Unless you're talking about the taxes. Honestly, if taxes exist, they should be equal for all players participating. Either they're enforced or not at all. That should probably be done by a GM or the game mechanics.

edit: I could actually see a player becoming a tax collector potentially being pretty interesting. If it turned out that the character was stealing money, they'd essentially be stealing from the government, and that could make for some fun roleplay. A GM might have to be involved, though, to send that player out to collect money from each shop-owner/property-owner and then to count the money.

We really shouldn't start with government positions or rebellions(especially not rebellions), beyond perhaps something like tax collecting (if a tax is instituted), something like verification certain laws are adhered to (but do not enforce them) or a census. That last one is something which can already be done and has some benefit to people, for example make a list of professions  and who performs them or something like that.

You make good points here that I agree with. For the record, there is a property tax. If a shopkeeper owns a permanent space, there's supposed to be tax on it. According to the laws, anyway.

I would urge players to just go ahead and try to fill these roles that I'm suggesting. It's been tried in the past, but players were always struck down with "It's not part of the mechanics!" or "It's against the rules to impersonate a GM!" (when all you're doing is roleplaying a guard or official). I used to be against players filling these roles, but now that I've had time to think about it and have learned quite a bit about game design I can see that it's not a good opinion. If you have that opinion because "It's the rules" or "It's the mechanics", you're relying on an appeal to authority. Right now, the authority isn't doing the best thing for this game. It's pretty much killing the game.
Title: Re: Death
Post by: netforce10 on June 24, 2017, 03:24:48 am
If the GM made an OOC mistake, then that player has every right to be angry. What you're saying sounds like a mistake on the GM's part.

What I was trying to say is that when there is no clear right answer then such situations can become very problematic.

By assistance I just mean allowing players to be assisted by the game itself to perform roles. Instead of having a GM assist with a roleplay by playing a guard, the game would assist by providing a guard position for a player.

But in what way do you want the game to assist roles, the problem is that roles is a very large concept and if it is just issue of appointment then setting that in your description, or if you really wanted to to create a guild (or an "official" guild made by the GMs/settings) and have the titles be the role. Basically, what would you want those guard positions to have in the area of extra game mechanics?

They could still retain that role. But I honestly think roleplaying GMs should be separate from moderating GMs. A roleplaying GM could fill the role of a higher ranking guard.

I think we'll have to agree to disagree at this point on this topic, I think even GMs that only moderate, help people and solve issues should have the ability to interact with people ICly from a position of authority to better help them in some situations.

I'm not suggesting they roleplay something as absurd as growing up. Just be part of the world. The guards roleplayed by GMs are just that and only that. They barely have humanity. They're extremely powerful. You couldn't catch one off-duty and have an ordinary conversation. You couldn't kidnap a guard's family member for a plot. You probably couldn't even bribe a GM guard, despite that being a notable problem within Hydlaa's guard. The game as it is severely limits the potential that this would have if players were guards, or even just GMs who specifically roleplayed.

I was not trying to suggest you were but you complained about them not roleplaying them training to be a guard and I think the two in essence(but not severity) are to a large degrees the same. They have trained and they should roleplay like they have had training in a prior point of their life. I agree a GM's Guard should be more than a shell, but firstly they should simply rp more.

To be honest, go ahead and try to kidnap anyone else's family who isn't a character in the game without speaking tothem about it privately. Having player guards therefore doesn't solve that. I presume you can kidnap a guards family just fine but you need to speak to the persons in charge of the characters and coordinate with them. If you were to approach me then I would quite plainly say you would have to first figure out which person related to Larili you would want to kidnap and where you could find them. The point being: no, players being guards wouldn't help but yes, GMs should roleplay more. Even if I occasionally see a GM online I've only seen a GM's guard once outside of an event and even that was related to an event.

One note, you probably couldn't get them to do anything more by bribing/threathening which needs their GM abilities than you could otherwise get by asking them. because that would be misuse in many cases, although some leniency might be warranted.

I think you're misunderstanding me. I don't want that, and I doubt anyone reasonable or who understands game design does.

I'm asking for what PlaneShift promised. http://www.planeshift.it/About It's a roleplaying game, but in its current state you're severely limited in what you can roleplay within the mechanics and rules. And I'm getting the feeling it's going to continue to be this way forever.

It's like the development team is too afraid to give players the freedom to play roles they should be able to have in the roleplaying game which was described by the developers themselves.

It's probably more an issue of being able to think of a way to do all that especially with the limited staff(and their time) especially without unwanted side effects. (for example giving everyone the ability to kill eachother everywhere wouldn't be the best idea even if it should be possible for the characters to do.)


I'm not sure what you mean when you say "enforced", though. Unless you're talking about the taxes. Honestly, if taxes exist, they should be equal for all players participating. Either they're enforced or not at all. That should probably be done by a GM or the game mechanics.

With "enforced" I meant to that a tax collector shouldn't be able to imediatly severely reprimand someone for not paying taxes. He should have to go to a character or entity(i.e. central tax office) not controlled by a player and lay the issue before that person or things. And to clarify, I would intend for taxes to be according to some ruleset.(either completely equal or based on the type of shop, maybe weapons, armour and shopsselling alcohol for example would have to pay more or something else.)

You make good points here that I agree with. For the record, there is a property tax. If a shopkeeper owns a permanent space, there's supposed to be tax on it. According to the laws, anyway.

The law isn't worth that much however, sadly. Partly because it isn't really a good punisment system for a roleplaying game.


I would urge players to just go ahead and try to fill these roles that I'm suggesting. It's been tried in the past, but players were always struck down with "It's not part of the mechanics!" or "It's against the rules to impersonate a GM!" (when all you're doing is roleplaying a guard or official). I used to be against players filling these roles, but now that I've had time to think about it and have learned quite a bit about game design I can see that it's not a good opinion. If you have that opinion because "It's the rules" or "It's the mechanics", you're relying on an appeal to authority. Right now, the authority isn't doing the best thing for this game. It's pretty much killing the game.

I'm primarily against giving them "official" power because it can easily lead to discontent and dividedness among the players and it would need even more oversight from the GMs.
Title: Re: Death
Post by: Can-ned Food on July 03, 2017, 08:20:09 am
Here are some musings that will hopefully elucidate several of the reasons Volki and I believe that the mechanics are a vital part of the RP.

When you were younger, and you were playing with dolls or whatnot, you could pose them somewhat.  Okay, so maybe G.I. Joe's thumb broke off, and you didn't want to pretend that he fell in with his loan shark:  you'd simply hold the gun in his hand.  Maybe that one figurine didn't have articulated legs, or even had a stand fastened to its feet like a green army man:  you'd set her on the chair and tell your friends that she was seated.
Or, if it appeared that the figurine was raging and standing in the chair, you wouldn't have it in the chair at all, but standing before it.

At first glance, it may seem a failure of imagination that we could do things like that with our dolls and figurines and action figures, but not with our computer games and MMORPGs.
I would say that it is not a failure of imagination:  simply look at the Storytelling boards here.  What is it, then?

When we played with the dolls, we weren't using them as parts of a machine.  We used them as demonstrations, indications, and aide memoirs.  We, and not the dolls, were telling the stories, whether to ourselves or to our friends.

PlaneShift, and most such simulatory environments, are a little different.  They are more like automotive vehicles than they are modelling clay.  That much should be obvious.  Simply look at it.
Even the blockbuilders and sandboxes aren't simply underpowered versions of 3D modelling software.  They are worlds with their own rules and environments.
Title: Re: Death
Post by: Volki on July 11, 2017, 06:18:11 pm
I could roleplay with a pile of crap if I wanted to.

Seems to be where that argument is leading. Just because the players are imaginative doesn't mean the developers shouldn't cater to that imagination.
Title: Re: Death
Post by: Rigwyn on July 11, 2017, 07:31:04 pm
Eh... one word, "New."


People get tired of the same old same old and want fancy, new bling bling to play with. It's not enough to put Ken in new bell bottoms or to give Barbie a different top... or give the Belvs a new hair do or the dwarves yet another axe. People look for major updates as well as access to their old shit.

PS needs to make like Cher and reinvent itself.
 

Title: Re: Death
Post by: Damola on July 16, 2017, 05:16:40 am
Whoa. Quite an discussing here.

I still don´t get why player based appeared to be declining for me… A personal set back for me about two years ago was the sudden seizure of the Red Crystal Den, after I and the others did not satisfy the requirements of some of the GMs back then… or… as I understand later some of the GMs back then wanted to lift of pressure from us. From in game OOC chats I also understood that at some time PvP mechanics was changed in a way that it would no longer by possible to just PvP tournaments like before. Damola isn´t into that… but at that time I had the impressions quite some players left. Also there was a time where most of the RP friends of Damola left and while I know for some there were RL reasons, I still don´t understand all of it.

But that said… I found the situation to be improving in the last time. Greatly so even. What are the indicators of it for me:

1) There is much more GM activity than before. The series of GM hosted events shows this. But there is also hidden signs of it like the help… I received with bringing up something new together with a team of players… (see my new thread in In Game Roleplay Events). Additional this time without all of the pressure to fulfill and obligation,  but for the sheer fun of it.

2) Also The Family guild Damola leads has gained more new players in the last months than in about a year before or so.

3) I see old players coming back here and there.

4) I even lost the notion of time some time RPing in preparation for "Something new is coming.". Not as intensely as about 2 or 3 three years ago, where I played till 3 or 4 o clock into the night – and I enjoyed myself while doing so, but still… I got a glimpse of what made PlaneShift tick for me back then.

This all, especially the new friendliness I perceived from GM side (thank *you* very much Emaline) even got me to engage again. Back after the RCD seizure I was finished with all my engagements (I invested a ton of time, energy and feelings)… but now I feel motivated again. Thats more than what I expected, so I am happy about this.

I do not really see so much the point to focus on what is in the past and what does not work. If you focus on it… you get more of it. So I´d rather ask around: What does work for you? What exactly is it that makes you go "Whoa. I want to immerse in PlaneShift again and get lost in RP"? What exactly is it that makes you loose the notion of time again? And when you found it: How can you create it? And exactly do you require from the game to do that?

I found I don´t require that much. And right now I am in the mode of not wanting to wait for anything outside of my control to happen in order to have fun in the game. I want to have fun in the game. Here. Now. And together with the support I received from GM side lastly, thats already more than enough for me to get started.

Yes, thats right, I think it is important that the game and the GMs encourage RP. I am still not sure who or what the game is, but I do know that the current GM team encourages RP greatly. So I focus on what works, yet if you figure out exactly what should change where in the game, I can only recommend, go to the person who is in charge of changing it, and ask it… I was honestly often enough disappointed that players who shared their frustration with PlaneShift OOCly with me during in game chats just did not show up in Dev Q&A, or in forums with it. I felt reluctant to, for the fear of being punished by PlaneShift dev and GM team members, but I spoke up here in the forum and during Dev Q&A about the seizure of the RCD and different topics. I even asked about declining player base impression once. That we finally have YANCA meanwhile is, I think, partly a result of that I repeatedly asked for the place to be finally be opened to all players as promised. Damola isn´t into the YANCA currently… for obvious IC reasons. But that does not need to hold back other players as the player of Jonobe showed nicely.

So I am happy that you spoke up. Speak up! Feel your frustration… and then move on and focus on what does work for you.

As for RP, nudge Damola. Damola does not run around like mad for RP, but you can always groffel or yulbar her with something. And well… she will inspire more RP  – together with other chars – soon enough, just like she does best… stay tuned.
Title: Re: Death
Post by: Mr Tennet on July 17, 2017, 07:28:56 pm
Make everything craftable, remove all NPC's (Yes and quests), cease all GM events and have them moderate as guards IC, remove gossip channel and make everywhere pvp. XD
Title: Re: Death
Post by: MishkaL1138 on July 18, 2017, 08:11:52 pm
Make everything craftable, remove all NPC's (Yes and quests), cease all GM events and have them moderate as guards IC, remove gossip channel and make everywhere pvp. XD

You laught but it might just work.
Title: Re: Death
Post by: netforce10 on July 19, 2017, 06:55:38 am
Make everything craftable, remove all NPC's (Yes and quests), cease all GM events and have them moderate as guards IC, remove gossip channel and make everywhere pvp. XD

You laught but it might just work.

I doubt it, I think a lot of those ideas would create more problems than they solve. Having more craftable things and GM's guards being around would be nice however.
Title: Re: Death
Post by: Rigwyn on July 19, 2017, 09:31:01 am
You need players.

The game isn't boring because of the lack of gms, guards and craftsble things. It's boring because nobody is on.

Perhaps a better question to ask is, how did ps get such a large playerbase initially, and how do you repeat that.

Title: Re: Death
Post by: netforce10 on July 19, 2017, 03:03:42 pm
If PS is boring because of a lack of players then that itself is likely a leading reason for a lack of players. It's hard to get more players that stay if the game is boring. Therefore we would need to do something to make people stay besides RP without shifting the game's focus completely away from it.

From what I understand PS was popular because it was novel at the time, had decent graphics(while currently it's subpar) and for the time decent gameplay(which again in my opinion is subpar nowadays). the last two points are made worse by the performance and limitations of the server/game. (sidenote as is obvious I wasn't there so this is just how I interpreted comments as seen in Gossip or on the forum.)

The move to the unreal engine may solve/diminish these things somewhat but gameplay may need to be looked at to make it more engaging than it currently is, what to do however is quite hard and I really have no clue. One idea I would entertain is to make crafting more freeflowing, instead of having strict items that need to be combined you would have items that fit a certain role and combine them that way. haves certain types of guards, certain types of handles and certain types of blades, each modifying the end result in a certain way. For tea this may simply means that tea can be made from any combination of plants, some of which may be very bad and some combinations very good. Something like this would give quite a different dimension to alchemy and it promotes people trying things out instead of just following instructions aswel as specialization.

Although I do entertain that idea I know it's, politely said, a huge pain to create and maintain so it's likely infeasible to actually do that.
Title: Re: Death
Post by: Mr Tennet on July 20, 2017, 05:48:41 am
It is down to the current players to keep PS interesting enough for new players, don't rely on the devs and GM's to do it. I see PS as retro gaming these days, maybe marketing it in this genre might help the player count.
Title: Re: Death
Post by: Rigwyn on July 20, 2017, 08:16:28 am
Lol

Exciting 2d graphics
7bit music
Your choice of 5 avatars
Chat box enabled!

I see your point though....

Title: Re: Death
Post by: Aramara Meibi on July 22, 2017, 12:58:13 pm
i had a dream last night that i created a new character and played. it was volki who found me out.

adios mi amigos
Title: Re: Death
Post by: Volki on July 23, 2017, 03:37:50 pm
Interesting.

Are you going to be in-game again? You playing something else?
Title: Re: Death
Post by: Aramara Meibi on July 23, 2017, 05:05:10 pm
i'm deeply immersed in the game of RL right now.
Title: Re: Death
Post by: MishkaL1138 on July 23, 2017, 10:36:55 pm
i had a dream last night that i created a new character and played. it was volki who found me out.

adios mi amigos

Sounds unrealistic. It should've been Kaerli.

Also articles in Spanish can have a plural form. Thus, "mi amigo" but "mis amigos".