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1
Code Discussion / Re: The Way
« Last post by Synthesis on Today at 04:30:21 AM »
I don't know why you think it's reasonable to expect to have some method of eavesdropping in the first place.

If anything, it's already far too easy for every PC in the game to know every other PC's business, just because of the smaller recent size of the playerbase, the unavoidable fact that OOC knowledge carries over from PC to PC, and the condensation of the playerbase mostly into one city.
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Code Discussion / Re: The Way
« Last post by tapas on Today at 04:16:38 AM »
It doesn't bother me in the least that people are engaging in super-secure messaging around me.

Like...this thought is already far too long to accurately convey how little I care about that.

Sounds like somebody maaaaaaaaybe just has a pet peeve.

I frankly view it as a broken mechanic that needs fixing.

Well, you see...the thing about pet peeves is....

They are uncounterable and all alternatives are redundant?
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Code Discussion / Re: The Way
« Last post by Synthesis on Today at 04:11:32 AM »
It doesn't bother me in the least that people are engaging in super-secure messaging around me.

Like...this thought is already far too long to accurately convey how little I care about that.

Sounds like somebody maaaaaaaaybe just has a pet peeve.

I frankly view it as a broken mechanic that needs fixing.

Well, you see...the thing about pet peeves is....
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Code Discussion / Re: The Way
« Last post by tapas on Today at 04:07:01 AM »
It doesn't bother me in the least that people are engaging in super-secure messaging around me.

Like...this thought is already far too long to accurately convey how little I care about that.

Sounds like somebody maaaaaaaaybe just has a pet peeve.

I frankly view it as a broken mechanic that needs fixing.
5
Code Discussion / Re: The Way
« Last post by tapas on Today at 03:53:58 AM »
Some people use social tells when using the Way. Others may not choose to do so. It's fine either way. If the current culture of the game is that people be more emotive when using the Way, then that is what people will generally tend to do unless they personally decide not to. Good examples of roleplay over time promote better roleplay. However we cannot force or shame people to play how we want. That's not right. Let people play how they want to.


I'd care about it a lot less if there was a functioning counter play.

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Whether it is popular or not that conversations had over the Way are covert (and yet can still be eavesdropped on by those with certain abilities), they are still collaborative between the people having them and sharing those stories. If those stories include you, they include you. If not, they don't. Call my examples of how I have enjoyed using the Way 'dumb' or 'trite' if you like, but I do not feel that they have any less value.

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Feelings of frustration at being excluded don't mean that we can force others to play how we want. If playing with or learning about those people who are interacting next to you means so much, then make an effort IC to weave and roleplay into their story. If that doesn't appeal to you or you can't be bothered and you just want to know what they're talking about or doing now, now NOW, then the question becomes what are your motives, really? It's collaborative play, right?

Let's be very clear about something. I don't feel like it's stupid because my character can't personally be involved. There are plenty of things my character wouldn't be involved in.

I think it's dumb because it detracts from the game. I think it narrows the bandwidth of possible interactions and possible stories if we just take the easy route to keep our characters safe. And I think it's even stupider that players will use it to curb minor awkwardness in social settings. Especially when those things are fun to express in character. AND THEN I blow a goddamn gasget when my character catches shit for expressing that same awkwardness IC. And that's without bringing up the way it warps political roleplay and the way it keeps big plots under wraps.  These are conclusions I've had even while playing psionicists.

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I applaud the reductive reasoning in your last statement, but it wasn't very constructive. I believe the Zalanthas you envision has more people behind more locked doors, out of the public venues (which is already sort of an issue) and a general sense of frustration. At the very least, if this were to get tweaked, then HIDE and SCAN would need to be adjusted first so that some intruders at least could be properly found and ousted.

I know for one thing that is certain, I am absolutely not playing in another game that devolves into having absolutely no sense of personal privacy.

If you arn't safe enough in a clan compound, why should you be safe while using the way? Seriously. Why is anything at all risk free in this game? I'll never understand the compulsive notion players have that they need to reduce risk at all costs.
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Code Discussion / Re: The Way
« Last post by Synthesis on Today at 03:48:29 AM »
It doesn't bother me in the least that people are engaging in super-secure messaging around me.

Like...this thought is already far too long to accurately convey how little I care about that.

Sounds like somebody maaaaaaaaybe just has a pet peeve.
7
World Discussion / Re: Getting More People to Play (City) Elves
« Last post by ghanima on Today at 03:44:05 AM »
Truth be said. I wouldnt mind celves to be wonderers.  Keep the inability to ride. Let them hoof it. But allow and maybe even encourage their desire to roam across the 'entire' known.

If you want to wander the Known, play a desert elf. It's really that simple. City elves are street vermin. That's all they know. Their ancestors who originated from the sands may be rolling in their graves knowing that their descendants are eking out a living in some alleyway but the idea of wandering the Known, to a city elf, would be abhorrent, much as it would to many citizens of Nak or Tuluk. That's just their concept, it's who they are. There's no need to amplify the current city elf skill tree because that's not what they're designed for. There's already a great solution if you want to travel as an elf: play a desert elf.

That's the thing, Ghanima. None of the Elves are wanderers. None. Delves are territorial guardians of their turf. Celves are city bound. There is no wondering going on. The way the elves are is diametrically opposite of the concept of "wanderers". Whether it's for the better, or for worse is arguable. But the statement "If you want to wonder, play a delf" does not apply to how the theme is.

I too am against improving celven skill tree. They're fine. I am also not disputing the fact that for a Celf to go out into the waste is abhorrent. This is not what this thread is about. This thread is about making Celves more interesting and favourable to play. And removing the mental antipathy to wondering for a celf, would truly help.

A d-elf who goes on some sort of rite of passage to travel the Known and prove his worth to his tribe, is in fact a wanderer. A d-elf who leaves his territory to seek out more exotic prey and bring it back to his people, is in fact a wanderer. The only reason it doesn't apply to c-elves is because they are essentially prisoners of the system, victims of the inner city. There's no reason they should be allowed to ride because if you're a c-elf you'd never leave the city to begin with.

If it's too great a deal maybe someone can put in a request for the word wanderer to be removed but I still don't think the docs need to be completely rewritten or that they are somehow contradictory. The elvish wanderer mindset can also mean that they are simply inquisitive by nature. They're like cats. And that element is going to come out even in a c-elf's personality somehow despite that they are confined to the city walls. One way that that aspect of their personality is played out is by stealing from other people.
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Code Discussion / Re: Broken Economics and NPC Vendors
« Last post by Synthesis on Today at 03:38:37 AM »
It's not economic-theory-contradictory for a raw material to be worth more than something it's turned into, even if labor is involved.  As a thought experiment:  I could take a Bugatti Veyron, say, and set it on fire...which takes labor, right?  And obviously the resulting burned-out vehicle husk is going to be worth less than the intact vehicle would've been to the vast majority of folks on the planet, despite the fact that I "added" labor to it to produce a product.

This brings up the issue: "worth more...to whom?"  The value of a thing, in real life, is not a fixed integer...it varies based on the needs of the valuer at the moment.  So while most people might value an intact Veyron at about $1.5 million, if you're dying of hypothermia and the only combustible material you have available is a Veyron, burning the Veyron is a more profitable course of action than keeping it intact and dying.

Beyond the weird thought-experiments about value-subtracted labor and value relativity, there are plenty of things that are sold at less-than-optimal price points, because the production processes that make that optimal price point profitable can be saturated.  E.g. a master sculptor can turn a lump of clay into a million dollar work of art, but that doesn't mean every lump of clay is worth a million dollars (minus some profit margin), because the production line (i.e. the artist) that produces million-dollar art from a lump of clay may be saturated at one lump in a lifetime.  Thus, the lower boundary of the value of a lump of clay is set slightly above what it costs to get that lump of clay to whoever wants to use it for whatever.

But...I digress.  In the context of Armageddon...yes, some item values are FUBAR.
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Code Discussion / Re: The Way
« Last post by WithSprinkles on Today at 02:54:01 AM »
Some people use social tells when using the Way. Others may not choose to do so. It's fine either way. If the current culture of the game is that people be more emotive when using the Way, then that is what people will generally tend to do unless they personally decide not to. Good examples of roleplay over time promote better roleplay. However we cannot force or shame people to play how we want. That's not right. Let people play how they want to.

Whether it is popular or not that conversations had over the Way are covert (and yet can still be eavesdropped on by those with certain abilities), they are still collaborative between the people having them and sharing those stories. If those stories include you, they include you. If not, they don't. Call my examples of how I have enjoyed using the Way 'dumb' or 'trite' if you like, but I do not feel that they have any less value.

Feelings of frustration at being excluded don't mean that we can force others to play how we want. If playing with or learning about those people who are interacting next to you means so much, then make an effort IC to weave and roleplay into their story. If that doesn't appeal to you or you can't be bothered and you just want to know what they're talking about or doing now, now NOW, then the question becomes what are your motives, really? It's collaborative play, right?

I applaud the reductive reasoning in your last statement, but it wasn't very constructive. I believe the Zalanthas you envision has more people behind more locked doors, out of the public venues (which is already sort of an issue) and a general sense of frustration. At the very least, if this were to get tweaked, then HIDE and SCAN would need to be adjusted first so that some intruders at least could be properly found and ousted.

I know for one thing that is certain, I am absolutely not playing in another game that devolves into having absolutely no sense of personal privacy.
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General Discussion / Re: Is the game down?
« Last post by FamousAmos on Today at 01:57:08 AM »
I guess it wasn't just me then...
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