Tuluk Closing: A month later.

Started by RogueGunslinger, May 31, 2015, 08:55:04 PM

Have the changes greatly affected you one way or the other?

Things are better!
I haven't noticed.
Things are worse!
Other: Please Explain.
I'm impressed with what the change has resulted in so far, though perhaps I'd be less so if I had been playing a Tuluki role at the time. Allanak is brimming now! And it's even busier during late, late hours. At the time of day/night (depending on your clock) when the who list usually drops into the teens, I've now  seen it still in the 30s. Contrast that with the days of 55 players online where you can't find a single PC anywhere in the public parts of the game and it's hard for me to deny that this change is a good one.

Like most other posters here though, I'm sad to see Tuluk go. I always felt there was opportunity for conflict between the cities which had never quite been realized. To this day I'll never understand why there weren't regular skirmishes in the wilderness between Naki templar patrols and Tuluki templar patrols (if there were any at all). Sort of like how you see China and its neighbours all trying to lay claim to the South China Sea by building man made islands and even sending war planes through the area just to make a statement. Naki PCs could have started patrolling an area close but not quite part of Tuluk's domain, forcing hostility from their adversaries who would have no choice but to react or risk accepting the idea of Allanaki expansion.

But chalk recent changes up to a lesser of two evils. The game is livelier now and I'm enjoying the concentrated world we're seeing. It will be interesting to see how things develop both population wise and interaction wise in the months ahead.

Quote from: Suhuy on June 02, 2015, 03:39:58 AM
To this day I'll never understand why there weren't regular skirmishes in the wilderness between Naki templar patrols and Tuluki templar patrols (if there were any at all). Sort of like how you see China and its neighbours all trying to lay claim to the South China Sea by building man made islands and even sending war planes through the area just to make a statement. Naki PCs could have started patrolling an area close but not quite part of Tuluk's domain, forcing hostility from their adversaries who would have no choice but to react or risk accepting the idea of Allanaki expansion.

This is one of those things that sounds a lot simpler on paper than it actually is. If you look at how combat between groups of multiple PCs usually goes, then nobody is going to engage unless they know they have the advantage, and once a fight happens, whoever gets dogpiled is going to get killed in about ten seconds and then start a GDB thread about revamping group combat. Templar PCs pursuing long-running plots that are sweeping up a lot of people might get popped by a poison arrow and then next thing you know all those plots are now dead in the water and nothing gets done. The turnover rate on militia roles increases significantly, making it even more difficult to maintain a combat ready clan, and if you are having recruiting woes, good luck ever being able to bring enough people to the fight.

All the world will be your enemy. When they catch you, they will kill you. But first they must catch you; digger, listener, runner, Prince with the swift warning. Be cunning, and full of tricks, and your people will never be destroyed.

Because fuck you, that's why. Nah, what HavokBlue said. The PVP war was pretty unwieldy and not very fun to actually fight.

On a slightly more reasoned note, I'm really liking the change. I'm glad to be back in Allanak because I just like it thematically more than Tuluk. It's great seeing the City being truly alive and vibrant.

I'm curious as to what life is like for those who don't play in the City right now: tribals, Red Stormers, other sorts. I hope they're feeling some of the love and seeing increased interaction as well.

Activity in Red Storm is up. I believe the population is actually getting somewhere. Seeing more regulars, and no that isn't a Kuraci joke. Activity in the area surrounding Tuluk(without actually being in Tuluk) seems still fair, weirdly enough. I can't speak for everyone, but I can say that now that the major power in that area exists virtually, and I don't have to deal with the constant social blunders on my characters' parts and the reactions to them from Tuluk, I feel more willing to play around on that side of the world. It's not a less people is more/better roleplay, it's just that often times I felt a bit...out of place, and now I feel fairly free to wander up there(barring the occasional dangerous kryl/etc). I can't by any means suggest that anything truthfully has been affected by the closing in regards to playability in the area, because that would be a lie. The surroundings aren't different. I can say however that I feel strangely comfortable by comparison, the fact that I don't have to worry as much about PCs giving me grief up there...aside from those neckers. But they're elves...elves will be elves.

Quote from: manonfire on May 14, 2007, 06:54:44 PM
Crossposted from the Odd Urges thread, from April 11th.

Quote from: manonfireDestroy Tuluk and consolidate the playerbase for the upcoming apocalypse.

I still completely support this idea.

Quote from: manonfire on February 25, 2015, 08:07:07 PM
Naaah. I think it'd be a cool experience to consolidate the playerbase for a few months, just to see what a fully-functioning city looks like.

Called it. Bow down to your oracle.

I dunno, HavocBlue man. While I haven't played a combat oriented character in many many years and can't speak with much authority, I do remember being involved in countless skirmishes during the rebellion days. Some involved imm animation, but there were plenty of player to player assaults that took place too. Could be there were other variables that made it possible back then, not sure.

June 02, 2015, 06:50:54 AM #32 Last Edit: June 02, 2015, 07:00:22 AM by Clearsighted
Quote from: Suhuy on June 02, 2015, 03:39:58 AM
Like most other posters here though, I'm sad to see Tuluk go. I always felt there was opportunity for conflict between the cities which had never quite been realized. To this day I'll never understand why there weren't regular skirmishes in the wilderness between Naki templar patrols and Tuluki templar patrols (if there were any at all).

There would have been skirmishes if the staff wanted there to be skirmishes. Although, to be fair, most players of templars themselves have never been especially keen on riding out into the wasteland unless impelled to by absolute necessity. Still, if they thought staff wanted them out there, they'd have gone out there.

That meant the only real city vs city conflict was in highly elaborate and orchestrated RPTs where you had a higher chance of being crushed by a 'unit of sadistically grinning half-giants' than see a red robe and a jihaen having at it.

Compounding this is that the players that typically find themselves in the highest leadership roles (such as senior nobles or templars themselves), are generally those (and I'm not saying everyone was like this so please spare me the obvious counter examples, but this is true for a good 75%-85%) are those who themselves are not generally keen on PvP skirmishes out in the wastelands. It only takes one of X-D's delves to ruin your once in a decade templar app, or something similar.

So that is why you didn't get templar-lead skirmishes between the city-states. Staff didn't want it, and absent pleasing staff with their initiative, the players of templars themselves are generally not hot on haring off into the wastes so someone can pincushion them. This restricted true conflict to highly elaborate RPTs where you had a good change of getting crushed by gicker artillery or 'units' of NPCs in blinding combat spam.

Furthermore, Armageddon has definitely drifted away from its PvP centric roots in recent years from the days of the Rebellion. Even after being gone only a few years, I've been a bit surprised by changing norms.

That might have a lot to do with the pruning away of any antagonistic/raider clans over the years.

All the same, I think Armageddon is in a better place than it has been since Arm 2.0 was announced. I'm enjoying it.

Let's stay on topic, guys.  Please don't derail this thread into a 'how staff/leaders should run a pvp war.'  Make your own thread if you want to discuss that.  ;)
Former player as of 2/27/23, sending love.

Quote from: Clearsighted on June 02, 2015, 06:50:54 AM
Quote from: Suhuy on June 02, 2015, 03:39:58 AM
Like most other posters here though, I'm sad to see Tuluk go. I always felt there was opportunity for conflict between the cities which had never quite been realized. To this day I'll never understand why there weren't regular skirmishes in the wilderness between Naki templar patrols and Tuluki templar patrols (if there were any at all).
So that is why you didn't get templar-lead skirmishes between the city-states. Staff didn't want it, and absent pleasing staff with their initiative, the players of templars themselves are generally not hot on haring off into the wastes so someone can pincushion them. This restricted true conflict to highly elaborate RPTs where you had a good change of getting crushed by gicker artillery or 'units' of NPCs in blinding combat spam.

As a point of contention, there -were- player led attacks on the enemy cities and surrounding lands upwards of seven times in the last year alone. These were attacks led by actual PC Templars dealing with actual PC military and auxiliaries. These were not staff pushed events, either.

QuoteA female voice says, in sirihish:
     "] yer a wizard, oashi"

Staff were pretty on board with PC military encounters. Players were encouraged to pursue this in varying degrees, at least up in Tuluk but as I mentioned above, it's a lot harder to organize and execute (especially regularly) than it might seem at first glance.

If you want to see what happens when you take two groups and have them fight over territory, look at the attrition rate in the Labyrinth.


On the subject of how the north feels after the change:
It feels inhabited, but I found the odds of encountering more than one or two people at a given time were slim.
All the world will be your enemy. When they catch you, they will kill you. But first they must catch you; digger, listener, runner, Prince with the swift warning. Be cunning, and full of tricks, and your people will never be destroyed.

Quote from: HavokBlue on June 02, 2015, 09:47:22 PM
If you want to see what happens when you take two groups and have them fight over territory, look at the attrition rate in the Labyrinth.

I doubt east vs. west PK as cause-of-death in the 'rinth is particularly high.  I'd guess most 'rinthers die to the particularly unforgiving NPCs, southside crime-code, or jail ganks.
Quote from: WarriorPoet
I play this game to pretend to chop muthafuckaz up with bone swords.
Quote from: SmuzI come to the GDB to roleplay being deep and wise.
Quote from: VanthSynthesis, you scare me a little bit.

Quote from: Synthesis on June 02, 2015, 09:57:20 PM
Quote from: HavokBlue on June 02, 2015, 09:47:22 PM
If you want to see what happens when you take two groups and have them fight over territory, look at the attrition rate in the Labyrinth.

I doubt east vs. west PK as cause-of-death in the 'rinth is particularly high.  I'd guess most 'rinthers die to the particularly unforgiving NPCs, southside crime-code, or jail ganks.

Summed up as 'treating the labyrinth as a skill grind happy hunting ground'.

The ones who don't think of that way tend to last a very long time.
She wasn't doing a thing that I could see, except standing there leaning on the balcony railing, holding the universe together. --J.D. Salinger

I think you're underestimating how eager and willing some people can be to kill other PCs.

I have had more than one fresh Rinthi PC attacked a few rooms from his spawn point while I was setting up my prompt.
All the world will be your enemy. When they catch you, they will kill you. But first they must catch you; digger, listener, runner, Prince with the swift warning. Be cunning, and full of tricks, and your people will never be destroyed.

Quote from: HavokBlue on June 02, 2015, 10:03:48 PM
I think you're underestimating how eager and willing some people can be to kill other PCs.

I have had more than one fresh Rinthi PC attacked a few rooms from his spawn point while I was setting up my prompt.

This is so far from normal in the 'rinth. Far more likely to think you were attacked by NPC's, but you're smart enough to know the difference, so I'd just say you're unlucky. I've played in the 'rinth numerous times(over 20 pc's), was only pk'd there once by a half-giant, because I did something stupid on a breed. Sent him kudos for it.

Quote from: bcw81 on June 02, 2015, 01:26:39 PM
Quote from: Clearsighted on June 02, 2015, 06:50:54 AM
Quote from: Suhuy on June 02, 2015, 03:39:58 AM
Like most other posters here though, I'm sad to see Tuluk go. I always felt there was opportunity for conflict between the cities which had never quite been realized. To this day I'll never understand why there weren't regular skirmishes in the wilderness between Naki templar patrols and Tuluki templar patrols (if there were any at all).
So that is why you didn't get templar-lead skirmishes between the city-states. Staff didn't want it, and absent pleasing staff with their initiative, the players of templars themselves are generally not hot on haring off into the wastes so someone can pincushion them. This restricted true conflict to highly elaborate RPTs where you had a good change of getting crushed by gicker artillery or 'units' of NPCs in blinding combat spam.

As a point of contention, there -were- player led attacks on the enemy cities and surrounding lands upwards of seven times in the last year alone. These were attacks led by actual PC Templars dealing with actual PC military and auxiliaries. These were not staff pushed events, either.

I'm sorry I missed that. One of my goals was to witness a templar vs templar fight at one time in my Armageddon career. ;)

The Templar vs Templar fights mostly consisted of them sending their ranger lackeys to shoot arrows or throw knives at each other.

This is still off topic. Make a new thread for "why the war sucks/why the war is awesome" if you really want to talk about it.

It says there are more people online.
I'm not seeing it in Allanak. I guess more people just moved to another place that wasn't Allanak after Tuluk closed? Oh well, that was expected.

Quote from: AdamBlue on June 03, 2015, 12:41:43 AM
It says there are more people online.
I'm not seeing it in Allanak. I guess more people just moved to another place that wasn't Allanak after Tuluk closed? Oh well, that was expected.

...

Really? The Gaj is like always crazy full of PCs.
"When I was a fighting man, the kettle-drums they beat;
The people scattered gold-dust before my horse's feet;
But now I am a great king, the people hound my track
With poison in my wine-cup, and daggers at my back."

Quote from: AdamBlue on June 03, 2015, 12:41:43 AM
It says there are more people online.
I'm not seeing it in Allanak. I guess more people just moved to another place that wasn't Allanak after Tuluk closed? Oh well, that was expected.

Usually about 2/3 of the players online are in Allanak now. It could be that you are not looking in the right location.
Quote from: Decameron on September 16, 2010, 04:47:50 PM
Character: "I've been working on building a new barracks for some tim-"
NPC: "Yeah, that fell through, sucks but YOUR HOUSE IS ON FIREEE!! FIRE-KANKS!!"

disappointed with how hard it is to hire good minions in Tuluk now
All the world will be your enemy. When they catch you, they will kill you. But first they must catch you; digger, listener, runner, Prince with the swift warning. Be cunning, and full of tricks, and your people will never be destroyed.

They are all hiding out.. in the trees..

After years and years of Tuluki tree hugger jokes....
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.

The Gaj jumps now. Yesterday the bar was full at five servertime. Red's seems to have stayed exactly the same, strangely enough. Maybe because it takes longer to craft a pc that's going to sit in there.