Player/Staff Meeting : Miscellaneous

Started by Dalmeth, February 07, 2009, 11:18:47 PM

February 07, 2009, 11:18:47 PM Last Edit: February 07, 2009, 11:37:56 PM by Morgenes
<Nyr> Thanks everyone.  That concludes the topical portion.  We have a bit of
time for a few miscellaneous questions, comments, and the like.  Msg me if
you'd like to speak.

<Nyr> Loup, you first

<Loup> What are your thoughts on the current system of material quality?  That
is, currently the way to get a stronger material is to go out and kill a bigger
baddy, but doesn't that make no sense?  Shouldn't bahamet shell be too
expensive to cut into useable pieces?  Shouldn't mekillot leather be too thick
to use, leaving crafters to either shave off most of the material to reach the
proper thickness or boil it into plates?  How would address the relative inert
nature of items that, in real life, require constant repair such as armor and
weapons?  Is it really reasonable for a soldier to buy a high-quality weapon
and never need another unless the fancy strikes him/her?  Does this put
crafters at a disadvantage when they get a repeat customers only once in a blue
moon?*reading optional from here.*
<Loup> I might suggest that crafting materials be made to better relflect real
life, specifically through the use of technologies.  Copper and tin are weak
metals, but they are combined to make bronze.  Then there are the various
grades of iron and steel, all tuned to a different purpose.  So could processes
be invented that not only make crafting and the skill level between crafters
and non-crafters more believable.  For instance, the complete,
through-and-through calcification of bone, which is always porous in nature
after a depth depending on the size of the bone as a whole, or even something
as simple as suitable cementing agents for amalgam blades, such as an obsidian
sword made up of individual obsidian pieces.  I forget the name.  Feel free to
let me know if you want anymore ideas, I'm full of them.

<Loup> A secondary option made available by this is allowing available
materials to follow the geography.  Certain technologies are available only to
certain societies, right?  A way to gurantee this distribution is to make
equipment less inert than it currently is.  That is to say, make certain
materials degrade and require maintainence over time.  For instance, the solid
bone mentioned above might require a new layer in order to rehone it and
maintain the edge.  YOu'd have to take it to a town where they have that
technology in order to do that.  The idea is to require a consistent flow of
materials and skilled craftsmen, so that while a certain process might produce
the best edge money can buy, but they need to bring it to a skilled craftsman
regularly to maintain it or buy new weapons.  The idea is to get the economy
moving and making a gradient for how to match a weapon to specific situations
and not just the job, but the economic and geographic situation as well.
Needless to say, all metal weapons should corrode, but a handy addon to that is
that someone rich enough to have one of these weapons could hire someone to
properly clean and maintain it.  If such concerns are too onerous for the
demands of simple play, make these special items a subset existing side by side
with weapons made similarly to the current fare we see in Arm 1.

<Loup> done

<Nyr> I don't think any of us have really looked at this in-depth or have
plans to address it for the current iteration of the game.  Sweeping reforms
like that would be more likely for Armageddon Reborn, in my opinion.  However,
feel free to bring this up on the GDB for staff and player feedback.

<Nyr> Kevin, you're up

<Kevin> Karma has often been stated to be a player reward, and it should not
be viewed as such.

<Kevin> It's the staff showing the trust they place in that player. Somehow,
this has been confused, and rewarding players with karma has left other players
feeling completely unrewarded.

<Kevin> That's just something I felt I should say, Second. I move for the
motto of arm 2 to be. Armageddon Reborn. Yes, you can has awesome.

<Kevin> done

<Nyr> Thanks, Kevin.

<Nyr> Armageddon Reborn:  Rise of the Space Vestrics.

<Nyr> Next, we have Amanda

<Amanda> I was just curious, is there any chance of possibly having a
quit-safe room accessible to non-coded tribe members in tribal camps? Also,
would adding another save-room tent or two in some of the camps be pheasible
(sp?) if the players were willing to write them up? Especially regarding human
tribals.

<Amanda> Also, with a lot of the documentation, it seems vague, is it
purposely ambiguous or simply not very developed?

<Amanda> done

<Nyr> Thanks, Amanda.

<Nyr> For adding save/quit rooms, it's probably better to e-mail the clan
staff of the area in question.  I have modified this in the past for one of my
clans, adding a save room in one case and rejecting one being added in another
case.  It's not a very easy thing to do.

<Nyr> It depends on need versus difficulty versus free rooms in save zones.
It's not a matter of just adding a flag to a room to make it a save room, not
in Arm 1.

<Nyr> Same with the documentation--if you have suggestions or submissions,
take it up with your clan staff and see if they are open to it.

<Nyr> That's all we have time for tonight.  Thanks for coming to the meeting,
and we'll be doing this again in another two weeks.

<Nyr> You can /quit to leave the chat room.

Note on Loup's question : waaaay too much time on my hands.
Any questions, comments, or condemnations to an eternity of fiery torment?

Waving a hammer, the irate, seething crafter says, in rage-accented sirihish :
"Be impressed.  Now!"