Recent Posts

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Code Discussion / Re: Crime Code changes
« Last post by The7DeadlyVenomz on February 13, 2020, 03:52:42 AM »
I'd be all for a NPC HG soldier being able to subdue you in the middle of a fight, as long as when they did, all combat ceased.
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Code Discussion / Re: Code to prevent metagaming and help promote realistic roleplay?
« Last post by Lizzie on February 12, 2020, 10:21:28 PM »
Entirely depends on how beneficial it is.  I'm talking beneficial in the 6-12 months level, not immediately noticable on a day-to-day basis.

But doesn't matter.  I was just trying to spitball.  I can not.

That'd make it 6-12 months of spam-hunting/crafting followed by forced roleplay just so you can get that extra exp points worth of training bumps. It's the principal of the thing, not the mechanics. I don't play SoI, or Harshlands, or Gemstone, or any of the other games that I've tried and disliked. I realize that my play style will result in my not achieving skill gains as soon as most other people will. This means that people who play "harder" skill-wise, who don't play as often as I do, are likely to surpass my skill-gains with their own, sooner rather than later.

Their characters will die just as dead as mine will. And just as dead as the guy who has twice the skills they have, and just as dead as the guy who political-rp's their way to fame and fortune without using a single useful combat skill at all.

This game isn't about skill gains. They are one possible tool in a pretty big toolchest. I am one of the people who would have the greater advantage using your idea. And as someone who would absolutely benefit most from it, I'm telling you - that's how it works in other games and it is one of the biggest turn-offs to people like me - who would benefit most from it.
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General Discussion / Re: ARMemes
« Last post by James de Monet on February 12, 2020, 09:29:29 PM »
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Code Discussion / Re: Code to prevent metagaming and help promote realistic roleplay?
« Last post by Kyviantre on February 12, 2020, 08:14:12 PM »
Entirely depends on how beneficial it is.  I'm talking beneficial in the 6-12 months level, not immediately noticable on a day-to-day basis.

But doesn't matter.  I was just trying to spitball.  I can not.
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Code Discussion / Re: Code to prevent metagaming and help promote realistic roleplay?
« Last post by Lizzie on February 12, 2020, 07:53:11 PM »
I did not suggest what I think you are suggesting I suggested (end tortured sentence!).

I am saying that...go into the wilds and kill X, or craft Y gets you 1 skill point per fail (numbers made up...obviously).  But roleplaying with people, or alone, via emote, say, talk, whisper, shout, psi, feel, think, nets you 0.001 points/hr (or per emote or whatever) if it is a solo thing (emoting in an empty room, thinks and feels), or 0.005 points/hr for ones another player sees.

Those points would go into 'the last skill you used/raised by traditional methods' - seems logical that most people will be trying to skill up a certain skill.  Or you could set it, similar to having a goal.  Or you could do it entirely at random.

I am not saying RPXP should be at ALL equal to actually doing stuff.  Just a little fluff to ease the pain of skill grind by...you know, RPing (alone or with others) on this RP game.

Sounds like an RP version of gemstone. You fight and kill mobs and use your skills, then go to the town square to script-beg for heals, while your experience generator timer engages. Once you've gained all your experience, you go back out spam-hunting/crafting again.

This sounds about as interesting and fun as rubbing my face against 60-grit sandpaper every day for an hour. And the #1 reason why I stopped playing gemstone.
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Code Discussion / Re: Code to prevent metagaming and help promote realistic roleplay?
« Last post by DesertT on February 12, 2020, 07:32:30 PM »
You keep on using that word.

I do not think it means what you think it means.
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Code Discussion / Re: Code to prevent metagaming and help promote realistic roleplay?
« Last post by Kyviantre on February 12, 2020, 07:12:45 PM »
I did not suggest what I think you are suggesting I suggested (end tortured sentence!).

I am saying that...go into the wilds and kill X, or craft Y gets you 1 skill point per fail (numbers made up...obviously).  But roleplaying with people, or alone, via emote, say, talk, whisper, shout, psi, feel, think, nets you 0.001 points/hr (or per emote or whatever) if it is a solo thing (emoting in an empty room, thinks and feels), or 0.005 points/hr for ones another player sees.

Those points would go into 'the last skill you used/raised by traditional methods' - seems logical that most people will be trying to skill up a certain skill.  Or you could set it, similar to having a goal.  Or you could do it entirely at random.

I am not saying RPXP should be at ALL equal to actually doing stuff.  Just a little fluff to ease the pain of skill grind by...you know, RPing (alone or with others) on this RP game.
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Code Discussion / Re: Code to prevent metagaming and help promote realistic roleplay?
« Last post by AdamBlue on February 12, 2020, 06:27:31 PM »
My favourite system that I've seen so far (anywhere), is getting some level of EXP in exchange for roleplay.  More emotes/complex speech, with more letters/words, and more unique words, gave EXP, but that was a skill-point-buy system.  It did mean that you gained -some- coded benefit from actually roleplaying, not as much as ripping through the wildlife, but it ensured that roleplaying with other people had a tangible benefit and encouraged people to play together.

It was also increased for areas with more than one person, to encourage RP in high-traffic areas (in Arm, that'd be the taverns, perhaps a central location for each clan as well kitchen/common area).

But I love my roleplay, and suck at min-maxing, so something that benefits my style of play and gives me a piece of the pie that grinders get by the handful...is something I'd consider good ;D


See, that system works fine for that particular game, because it uses an XP-based thing. That isn't Armageddon, and furthermore, having played in a system like that? It gets boring. The worst part of it is that it punishes people that play alone, that want to adventure and have fun because it hinges the entire game on being able to see someone else, and for some players that isn't what they want out of Armageddon.
You have to consider that forcing everyone to be social butterflies is not how the game should be. Do not encourage tavern-sitting behavior like so many other games fall into that trap. It's easy to just sit in the bar and hang out. People only get reward when they actually go do something, be it something safe like crafting or something dangerous like fighting.
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Non-Armageddon Discussion / Re: Idle complaints about today
« Last post by RogueGunslinger on February 12, 2020, 10:25:33 AM »
Depending on where you live there's likely a place that feeds people nearby. Soup Kitchens, Food Pantries, Shelters.
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Staff Announcements / Re: Release Notes
« Last post by nessalin on February 12, 2020, 10:00:27 AM »
February 12th, 2019 (Tuesday)

(Nessalin)
-Expanded object colors
-Fixed bug where (null) would appear in room's list when looking from another room (i.e. 'look west')
-Fixed bug with detecting magick auras correctly
-Fixed typo in subdue/release
-Updated a spell to better take advantage of updates to game engine since it was first written
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