Interest in Human Tribals

Started by HazelHomewrecker, November 22, 2022, 12:08:24 PM

As requested in the Discord, here's a thread.

Now discuss :) Why aren't people interested in the human tribes as much as the desert elf tribes?
My brain is constantly filled with the sound of elevator music, as the Gods intended.


The human tribe experience is akin to the city elf experience: you have one choice. One. That tribal experience is one where your two lonely tribes get pushed around by a shitload of desert elves who get carte blanche to fuck with you. If you then retaliate, half your people die.

So yeah, tribeless/virtual tribe indie PCs predominate.


Buuuuut Shabago took me up on writing a whole-ass tribe right now, so let's see where this goes.
Quote
You take the last bite of your scooby snack.
This tastes like ordinary meat.
There is nothing left now.

I think they are but without as many options there isn't going to be as much interest. I think if there was essentially one camp of D-elves open and you could freely make d-elves without tribes you'd see a lot less d-elves apped into existing tribes, and that that is the crux of what is happening with human tribals. There isn't a lot of coded variety supported in actual clans, and there is a lot of coded variety not supported in clans, so you're seeing a lot of nomad origin pcs with vague 'tribalish' stuff, but very few people in the one existing human tribal option open because it's so limited it caters to an extremely narrow subsection of the playerbase. I further speculate that it being heavily in the Pah with existing desert elf tribes often kind of kicking them around as if they were the Red Fangs or something makes it an even less appealing option.

Back when a bunch of human tribal options were available I played some but I think it's down to two things:

Documentation Restrictions:
Some tribals are sequestered to certain areas, like don't leave the tablelands in their docs and then that leads to a huge amount of what I call single player Armageddon.  You just run around killing things, grebbing, exploring all on your own or with maybe one or two dudes if your tribe has multiple active members... IF.

So yeah it's great when you got an active tribe and you're doing stuff, but lots of downtime with literally no interaction is why I've always struggled with tribes.

But to be fair, I tend to only be interested in actually DOING things, not really a big bar sitter, tent sitter type, so maybe those roles are better for the more social leaning player.   If it wasn't for races being unable to see in the dark and gates closing, I'd probably be in town hardly EVER.

Staff Dependent or Leadership Dependent:

Let me explain first what I mean about that so nobody gets too offended or whatever.  Some of the times I've played a human tribal, we would end up sorta stalled by one of those two things.  Either the leadership HAD to wait for staff to approve whatever they were going to do every step of the way, so you might sit for two or three playsessions just waiting to hear from "The elders" on yes no maybe whatever.

Other times it was the leader, certain times I'd see forum posts where a staffer would be like, GO BALLS TO THE WALL, but the leader couldn't make a decision to save his life (Or possibly he was playing super safe, TO save his life).

So when you're part of a group like that you're bound, by the RP that you're in said group, to act accordingly.  Most of the tribal docs will say stuff like, "You would never do anything to cause harm to your tribe." which makes sense, but then when you wanna do something outside the norm, you're torn because you're like, Are they gonna think I'm just a twinky fuck cause I do X and Y?  Or are they gonna store me for this and that?  At least that's always been my fear/dislike of certain tribal roles.

So sometimes you have strict staff controlled actions, other times you have a leader who has RP erectile disfunction and both of those can be hard to swallow.

That's my take at least.

"This is a game that has elves and magick, stop trying to make it realistic, you can't have them both in the same place."

"We have over 100 Unique Logins a week!" Checks who at 8pm EST, finds 20 other players but himself.  "Thanks Unique Logins!"

My primary issue lies in that you have 2 options to play when you want a clanned human tribal character -- the Al'Seik, and the Arabet. Those are you ONLY choices, and they might as well be 1 tribe considering as they live with each other and do everything together. If you want meaningful interaction away from the looming presence of Desert Elf tribes that can and will kill you if you so much as bother them in one way or another simply because they can, you have to completely disregard the clan documentation and go into the city states, or maybe Luir's Outpost if it's popping that week.

In my opinion, there needs to be more options, and more support dedicated toward Human Tribes to make it worth the effort over elves.
My brain is constantly filled with the sound of elevator music, as the Gods intended.


Quote from: Pariah on November 22, 2022, 12:30:29 PM
erectile disfunction and both of those can be hard to swallow.

hehe

Human tribes have less options, and I echo previous sentiments on the availability of just crafting your own virtual tribe as contributing to peoples' unwillingness to play them.
I can't really recall the last time the human tribes have been heavily involved in anything, but take that with a grain of salt because I didn't play them. I remember the Muark being involved in stuff, way back in like 2010!
I also think Delf tribes just offer a more unique experience, so if people want to be constrained, they go ahead and go that route.

Just my two cents. Mostly I wanted to quote that excellent line above.
Alea iacta est

Desert Elves have some massive coded benefits over human tribals, which certainly has its appeal. Desert Elves also more certifiably "the other" compared to city-based roles. If you want to try something totally different they're a good choice.

Actually, there are three* (I counted the Araseiks as one). If I remember right, the Tan Muarks is also opened for play, but you'd have to put in a role app.
I ruin immershunz.

Human tribes sound like a lot of work for not much reward - if people start clamoring for it maybe, sure, but the araseiks are basically good enough.  I have always thought the TM were kind of lame though, so take that with a grain of salt.  Also, as someone pointed out, two people from a tribe just.. isn't a tribe, you'd likely have more fun playing with 4 people in araseiks than 1, 2, 1 in three different tribes

November 22, 2022, 09:27:31 PM #9 Last Edit: November 22, 2022, 09:56:14 PM by Pariah
Quote from: Brisket on November 22, 2022, 09:10:15 PM
Human tribes sound like a lot of work for not much reward - if people start clamoring for it maybe, sure, but the araseiks are basically good enough.  I have always thought the TM were kind of lame though, so take that with a grain of salt.  Also, as someone pointed out, two people from a tribe just.. isn't a tribe, you'd likely have more fun playing with 4 people in araseiks than 1, 2, 1 in three different tribes
These are my opinions, not claiming its all correct, but my opinions none the less:

Simply put the world is too big for the amount of daily players Armageddon has to flesh out all these little niche things.

For YEARS I was super upset that Tuluk was closed virtually, because I enjoyed the ability to go rock out a character in Allanak, then switch to Tuluk and live a different type of life.  But this is also back when there were 60-70 people on prime time.  So those clans and roles were filled up, and there was plenty of shit to do and people to hang out with.  So if I played flimsy and went from Allanak to Tuluk willy nilly, it didn't really upset the balance too much, 1 outta 60.

Then the decline came, for whatever reason a lot of people left Arm, probably because like me they grew up, got big boy jobs, relationships etc etc.  Plus let's be realistic here, Muds aren't the pinnacle of entertainment in 2022 where we have VR and PS5s (PS5 is better than Xbox! I said it.)

So when Tuluk was closed, we lost a few more people, those diehard Tuluki players, folks who were pissed that their role was cut short etc etc again.

And Allanak was the center of the world, but honestly because there wasn't a whole lot of different options for full blown cities, it worked, we ended up with a good chunk of 30-40 people in Allanak.  So the occasional dude playing some Tribal or Desert Elf or even a few, wasn't a big deal.

Not to mention there were more D=elf tribes literally right on top of Allanak, so interaction happened all the time (Red Fangs come to mind).  So ultimately whether you point Allanak or point Tuluk, if you're interacting with each other, you don't feel the gap or the loss of Amos Number 10, because the interaction happens just with a different accent.

But now I feel, we have too many choices, we have Tuluk, Luirs (I didn't goto the HRPT so if it's gone now, don't freak out) and Tuluk, with a little Red Storm thrown in there.

With lets say an average of 20-30 players on most Prime Time I'm seeing, so if you split that up, there aren't that many folks to play with, lets say it's even and we use 30 as an easy number, there is 10 in Allanak, 10 in Tuluk and 5 putzing around Red Store or Luirs.

Let's take the Allanak number, say it's 10, Let's be generous and say we have 2 nobles, that leaves 8, two more of those are templars, that leaves 6.  You're one of them, that leaves five.  Say 2 of those players are playing sneaky fucks in the Labyrinth and they don't interact with you besides to steal your shit and smuggle spice whatever.

Now if you follow that math, there is 3 people realistically that you can TRY to run into and interact without going half way across the world or being a commoner who's like, "Lord Templar, Lord Templar, Lord Templar" over and over which wouldn't happen cause they might kill you for being annoying.

Now say 2 of those folks die (of boredom) or store and decide to dick around and play a human tribal.  That leaves 1.  You leave me all alone with some damn Templars and Nobles!

So to have those two guys being human tribals that can't go here, can't travel to X can't travel to Y, can't trade with Z, and all those other rules that are baked into being a CODED tribal, it makes it hard to find interaction.

Now I say a lot of this in jest and those numbers are pulled outta the air, but the breakdown I feel is a realistic thing...  I can't believe I'm going to say this, but I honestly think closing Tuluk was a GOOD IDEA.

Because it didn't dilute the game so much.

"This is a game that has elves and magick, stop trying to make it realistic, you can't have them both in the same place."

"We have over 100 Unique Logins a week!" Checks who at 8pm EST, finds 20 other players but himself.  "Thanks Unique Logins!"

I'm always a supporter of opening more things, but I'd say human tribes should be far lower on the list of priority.

Cities have been very untouched for the last while, despite being the core part of the game - where most of the plot, interaction, and money comes from. At the moment, the cities have little reason to ever interact with each other unless a noble or templar was feeling particularly aggressive that day. That aggression often peters out to nothing, because they simply have no force projection at all. Unless they're going to send mean words over the Way or send a single assassin on a secret and private mission that will probably die before they even get to the other city, nada will happen. More city clans means more friction between Tuluk and Allanak, which means more interesting stuff happening in the game.

A combat character in Allanak only has two options for a major combat clan: Byn, or AoD.

The Byn is completely and utterly 'neutral' for some mind boggling reason, which means the only thing they're doing is contracts that don't generate much interesting happenings past the contract itself. Like killing spiders, or escorting a wagon. The AoD is even more extreme when it comes to this.

I would first go about opening up clans such as the Wyverns, Scorpions, Cavaliers, Kuraci Fist, the other GMH militaries, etc, before going and opening up the isolated Anyali. Whilst the Anyali have cool docs, they are out in the middle of nowhere and tribals are notorious for a general lack of direction. Little would happen.

However, if you give a noble/merchant the ability to send their House-sworn soldiers out to do things on a whim, without having to go through staff red tape or being told that it's 'against regulations' by the Byn, there would probably be more player-started plots in the world instead of the current situation.

Not to mention, playing an elite soldier for a Noble House is way kewl, dood.

My 2 cents.
You try to climb, but slip.
You plummet to the ground below...

I think there's a bit of a misconception going on already.

This thread isn't intended to say "Need human tribes now give more tribes now." This is just a discussion, not asking for immediate changes.
My brain is constantly filled with the sound of elevator music, as the Gods intended.


I'd like it if I could app for a human tribal, but have staff pick then later reveal what kind of touched the char was. Even be a neat option for people who don't yet have the karma for it, because they'd in up in staff watched areas with just a few proven roleplayers to help guide the transition. If the subguilds for tribals were just 'surprise me', there'd be the extra added fear IC that interacting with the any, or maybe just the /wrong/ witches, you'd get infected too. I dunno, just spitballing my interests.

I don't know if I want to play a tribal. I've had some interaction with, and a few good pc's of, tribes but there's such a revolving door that it makes it hard to be truly invested ICly. Either you're seeing people pop in, go wild, and disappear or store pretty quickly, or you're just alone, trying to rp taking care of grandma or tending the beasts. And these are probably just my own, hyper specific problems that you all don't encounter, but tribal role = lonely in my mind. Unfortunately, they're the bread and butter of the fantasy I enjoy in this game, as there isn't any cult religions I can join or deep, philosophical magic. Bonfires, booze, outdoors stuff, animal and environmental rp, getting in on some lore and weird culture, it can be very fun. I'm actually probably going to try one soon, because I want to add some flavor and depth into the ones we have, just in case someone throws a volcano at them.
You don't see that here.

I don't recall docs saying you can't go into city states. Maybe there used to be. You can't get a job that keeps you far from home in a walled city for long lengths of time, of course not. But visit and swindle some pit dwellers? High five some kuracis? I thought all  that was encouraged. 

Regardless good feedback

Quote from: HazelHomewrecker on November 22, 2022, 10:13:26 PM
I think there's a bit of a misconception going on already.

This thread isn't intended to say "Need human tribes now give more tribes now." This is just a discussion, not asking for immediate changes.

This was the purpose of my ask in discord for this thread, yes.

I wanted to gauge the interest in human tribes, as they are periodically brought up as either A) Rotate to another off the twin tribes or B) Open more in general.

Thus far, it seems the majority doesn't want either?

IF this were to change, my particular idea is to make it so there is continued interaction regardless of where people play. I had mentioned in the discord discussion that the Ara'Seik camp placement is a good example of this. This way, people in transit literally go right into them, or the players in the tribe have interaction in any direction they go.

To give a concrete example, let's say we decided to re-open the Jul Tavan. Their camp would, say, be southeast of Luirs somewhere. The players moving between Luirs and Allanak would be going right across their path. The tribe players would be able to go to Luirs or Allanak in a matter of minutes. Perhaps some doc polishing about a resource in that area they control, or have some talent over, further fostering interaction with the GMH, etc.

The world is "huge", but that doesn't mean playability and interaction need to be scraped for it.

Beyond that, I feel believing the player count isn't high enough for X is a self-destructive, self serving prophecy. If a player wants to play a role off the website, or have a change of pace from Y location and that is closed, they may well play in the locations you feel need more hands, sure - or they may well leave. People play what they want to play. If they can't, they'll find a place where they can.

When Tuluk closed, I don't feel we had a net-gain for Allanak. It seemed players were playing indy clans out of Morins (anyone remember The Maw?). We had a D-elf surge and Luirs became very popular. And those that only really enjoyed Tuluk? Some outright left.
Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.

Quote from: Shabago on November 23, 2022, 11:00:13 AM
...
Thus far, it seems the majority doesn't want either?
...

I would tend to shy away from using majority/minority in the discussion board.   I would say something like "the people who have engaged with this topic."

I would like to see the Jul Tavan opened up.  They already have a camp in game.

I would like to see the choice of picking from 3 "virtual human tribes" that are okay to use as a background - and their tribal history does not have anything to do with secret magick.  Where a player can say - oo.. there's 3 virtual tribes I could join, that have a 4 paragraph background that I can use, and then work in game on trying to turn those tribe campsites non-virtual.  Or not - just a background that isn't Al'Seik or Arabet.
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


Quote from: Morgenes on April 01, 2011, 10:33:11 PM
You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

Quote from: mansa on November 23, 2022, 01:49:08 PM
Quote from: Shabago on November 23, 2022, 11:00:13 AM
...
Thus far, it seems the majority doesn't want either?
...

I would tend to shy away from using majority/minority in the discussion board.   I would say something like "the people who have engaged with this topic."

I would like to see the Jul Tavan opened up.  They already have a camp in game.

I would like to see the choice of picking from 3 "virtual human tribes" that are okay to use as a background - and their tribal history does not have anything to do with secret magick.  Where a player can say - oo.. there's 3 virtual tribes I could join, that have a 4 paragraph background that I can use, and then work in game on trying to turn those tribe campsites non-virtual.  Or not - just a background that isn't Al'Seik or Arabet.

All of what Mansa said, though give or take on the magick part for me. But the rest of it definitely. I like that the Jul Tavan already have a camp, and I like the idea of something where people can pick from tribes that don't and try to work toward creating one as well, the idea of wheeling and dealing with other coded tribes and utilizing stuff like the tentmaking skill with custom crafting and in game alliances seems incredibly appealing as a thing, especially if you have some sort of say in where those tents then wind up rotating through (I'd love to see a trade heavy tribe that literally just camps a little ways outside Tuluk, outside Luir's, outside Allanak as their rotation, never far from a settlement, rather than off into the Pah somewhere for part of the time or off into carru country for part of the time, and a focus on trade, for example). That's just one example though.

I like making own tribe, it is a super useful RP tool for your PC's base morals, values and taboos. Just be aware that only other tribals will ever treat your virtual tribe like they exist. Hehe.

Quote from: Agent_137 on November 23, 2022, 10:36:49 AM
I don't recall docs saying you can't go into city states. Maybe there used to be. You can't get a job that keeps you far from home in a walled city for long lengths of time, of course not. But visit and swindle some pit dwellers? High five some kuracis? I thought all  that was encouraged. 

Regardless good feedback

It's entirely possible that I'm just misremembering the documentation I'd read--it's been like 8 or 9 months since I played one of the twin tribes.
My brain is constantly filled with the sound of elevator music, as the Gods intended.


I don't recall the docs ever say that.
Fredd-
i love being a nobles health points

November 24, 2022, 05:01:00 PM #20 Last Edit: November 24, 2022, 05:07:02 PM by Pariah
I could totally be not remembering right, but I seem to remember the tribal docs for everything, Desert Elf and Human having some line about not leaving their territory or some such.

I could be wrong, it's been years since I played a tribal of any type.

But I thought they had baked in (Don't run around the whole world on a whim) clauses.
"This is a game that has elves and magick, stop trying to make it realistic, you can't have them both in the same place."

"We have over 100 Unique Logins a week!" Checks who at 8pm EST, finds 20 other players but himself.  "Thanks Unique Logins!"

I do remember reading about territories, but you aren't 100% bound to stay in those. How can you trade? Someone has to come out to do that. They just can't stay out of the bounds for too long.

It's also true for city dwellers, they will come back inside from a hunt or grebbing. Even within the city, they will go back to their territory, as it feels safe for them.

That's why there is a blurb about that in the elven roleplay helpfile (or just the racial one).

So yes, you are right about they shouldn't be running around the world, but they still would have reasons to leave their territories for brief moments of time.
Fredd-
i love being a nobles health points

Quote from: Barsook on November 24, 2022, 05:22:21 PM
I do remember reading about territories, but you aren't 100% bound to stay in those. How can you trade? Someone has to come out to do that. They just can't stay out of the bounds for too long.

It's also true for city dwellers, they will come back inside from a hunt or grebbing. Even within the city, they will go back to their territory, as it feels safe for them.

That's why there is a blurb about that in the elven roleplay helpfile (or just the racial one).

So yes, you are right about they shouldn't be running around the world, but they still would have reasons to leave their territories for brief moments of time.

That's always been a problem with Arm in my opinion.

Different strokes for different staff.

So some staff will ask questions if they are concerned, "Hey, why did you do X and Y?"

Some will assume the worst and just call you a twink or say you're not following docs. (RIP NYR).

(I haven't had any issues for a while with staff, so this experience might be out of date now)

But that's the problem for me.  I'm torn between, "I can justify this." and "Will they bitch at me for this."

I feel I need to walk such a tightrope to stay on the "Right side of the law" in terms of RP.  Whether it's my character typing HUNT or my Magicker casting shit.

So when you take something like a territory and docs that say, "Homies never leave their tents." (Paraphrasing, the docs aren't that eloquent lol).

You either fall into the RP Erectile Dysfunctional lot, (I can't do anything unless I specifically ask or am told for fear of doing it wrong) or the Balls to the wall, interpret your character and docs as you will and act accordingly.

So for me that's the rub right.  If you put in a request for every single choice you wanna make for a role, then that's slow as dirt and not very fun.

If you just wing it based on your interpretation, there is the chance of getting yanked into a staff room, or having a bunch of wish conversations getting scolded.

That's why I think Karma is such a hard thing for most of us to get.  I know I personally don't wanna abuse anyone's trust, staff or player when it comes to playing roles outside the normal human.  But I also don't want to be afraid of every choice I make adding to the list of, "On this date, we told you X and you did Y wrong."

But again, I just want to specify, I haven't had negative interactions with staff in years, so maybe this is less of an issue now.  But even from years ago, that makes you gun shy to go too far out of the docs even temporarily.

I personally play hunter types, DAMN NEAR ALWAYS.  I would love to play a tribal, but even though I'm mostly PVE, I do like some social RP.  So I can't just go hunt and sleep at night, go hunt and sleep at night by myself or with one other dude (Tribal roleplay experience I have had)  and even on D-Elves that could literally run across the world without resting I've been scared shitless that if I run to Allanak or Tuluk for some interaction, I'm gonna have the staff down my throat about leaving X area.

But it's hard right, I can't claim innocence or anything, I've been a huge douche to folks in the past here, ooc shit has always been my downfall in this game, so maybe the staff took a harsher tone with me in response to that.  But I think that maybe more assuming positive intent and less you suck and did it wrong would go a long way in both player and staff interactions.
"This is a game that has elves and magick, stop trying to make it realistic, you can't have them both in the same place."

"We have over 100 Unique Logins a week!" Checks who at 8pm EST, finds 20 other players but himself.  "Thanks Unique Logins!"

QuoteBut I think that maybe more assuming positive intent and less you suck and did it wrong would go a long way in both player and staff interactions.

Just to be clear, staff agrees and there's explicit public policy now to act this way on both sides. 

Personally I like the idea of virtual tribes that are freely pickable for background, but I don't know that it would make sense for players to not know about each other in those tribes.  Maybe it'd be better to have some examples of small tribes people can take and rename to be their own and tweak a little.  Small enough that if they ran across another similar tribal they could even virtually merge their tribes if they wanted. 


Quote from: Pariah on November 24, 2022, 05:01:00 PM
I could totally be not remembering right, but I seem to remember the tribal docs for everything, Desert Elf and Human having some line about not leaving their territory or some such.

I could be wrong, it's been years since I played a tribal of any type.

But I thought they had baked in (Don't run around the whole world on a whim) clauses.

IIRC there was definitely something about not going and living in an apartment in a city or something, but that it's fine to go and visit cities even on the reg, and that joining (at least) Kurac is not unheard of for (human) tribals, if not likely for other merchant Houses, Kurac's got Luirs as a base near one of their campsites after all. That said I haven't seen human tribals docs in about a year, so this is not the clearest or most recent memory I'm speaking from.

You can theoretically join most clans as a human/elf tribal if you have a reason for it, but your relatives assume its on some temporary basis and that at most you'd be back in a year. You could join the byn as a sun runner steal everything and leave.

In the past there have been seik/arabet agents in gmh, but i think staff have been pulling away from that to make it apparent that being a tribal isnt really meant to be a background and more like a way of life.

Hardest part of human tribal is it is set up as if tribals HAVE to have City based merchant houses alliances or friendships. I feel that is backwards and the Houses would more want to seek out them for rare neat tribal trades and so on.  Not just point and say we'll march over there if you do not buy a hat and destroy your tribe which happens more then one would think.

Second thing but is just annoying is there is very little usually very little involving human tribals.  Not saying one can not force themselves into plots.  But if there is a tribal thing it is based for elves which bleeds back into my first rant,  elves get away with anything and still liked and traded with.

So what I am saying is wish the human tribes was more Doc and mindset as we do not NEED or really care for Walls.  So keep away if they are wanting to throw rocks at you and screw them.  But otherwise go visit trade and laugh wear feathers in your hair.
My characters are mean not me!

I've always wanted to play in the coded tribes, but they have seemingly, in the past when I had interactions with them, lacked the somewhat entrepreneurial, or even sponsored, leadership that could make it a bit more interesting than just a couple of similarly ranked tribals writing their story through the vessel of the tribe.

Not saying it needs staff saying "Looking for Al'Seik/Arabet" whatever. Still, if an industrious player took about making the coded tribes seem like a more attractive landing place for someone else to write their character's journey, I think they would get more interest.

I hope I'm this ambitious someday because I think it's a great backdrop for storytelling.

Bringing this thread around into the fore once more - due to and direct compliments for Hazelhomewrecker, you all can expect a shiny new* tribe to appear in the game world before too long into the future. I'm presently working on their build, with assistance from Katima/Kaathe.

Kudos to this player for writing a very compelling request/document for these people and taking the discussion by the horns to affect the change.




* will be tied into game lore.
Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.

Sick
Live your life as though your every act were to become a universal law.

--Immanuel Kant

I wonder if we have the playerbase to support yet another clan. Guess we'll see.

Quote from: BadSkeelz on January 06, 2023, 05:19:39 PM
I wonder if we have the playerbase to support yet another clan. Guess we'll see.

I have the same thoughts. Hopefully any new tribes will be closely associated with one or more existing groups, so as not to just divide the players up into even more disparate camps.

I tend to agree that we already have what, six human tribes that barely see players? Is a new one really needed?  I mean congratulations on the idea making awesome headway, but instead of something new, how about a revamp and bring about something already there?

January 06, 2023, 05:57:33 PM #33 Last Edit: January 06, 2023, 11:18:44 PM by LindseyBalboa


+1 to new content, keep it up, love to see it.
Fallow Maks For New Elf Sorc ERP:
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some of y'all have cringy as fuck signatures to your forum posts

I think it is great!  Even with other tribes open just means we got choices now.
My characters are mean not me!

Quote from: Shabago on January 06, 2023, 10:45:09 AM
Bringing this thread around into the fore once more - due to and direct compliments for Hazelhomewrecker, you all can expect a shiny new* tribe to appear in the game world before too long into the future. I'm presently working on their build, with assistance from Katima/Kaathe.

Kudos to this player for writing a very compelling request/document for these people and taking the discussion by the horns to affect the change.


Kudos indeed to all involved! As a fan of tribal characters, I love it. Having more choices in an underrepresented area isn't a bad thing, it's more appealing to those of us who happen to like that particular area a great deal.
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     "oh shit, lol"

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Quote from: whengravityfails on January 06, 2023, 07:10:32 PM
Quote from: Shabago on January 06, 2023, 10:45:09 AM
Bringing this thread around into the fore once more - due to and direct compliments for Hazelhomewrecker, you all can expect a shiny new* tribe to appear in the game world before too long into the future. I'm presently working on their build, with assistance from Katima/Kaathe.

Kudos to this player for writing a very compelling request/document for these people and taking the discussion by the horns to affect the change.


Kudos indeed to all involved! As a fan of tribal characters, I love it. Having more choices in an underrepresented area isn't a bad thing, it's more appealing to those of us who happen to like that particular area a great deal.

This thang. And bet, I'm coming for one. Not sure when, hopefully not for a long time because, you know, current pc, but, it's happening.

Quote from: Tailong on January 06, 2023, 05:40:52 PM
I tend to agree that we already have what, six human tribes that barely see players? Is a new one really needed?  I mean congratulations on the idea making awesome headway, but instead of something new, how about a revamp and bring about something already there?

Actually, there are only (really) three total options to play for Human tribes. The Al'seik, the Arabet, and the Jul'Tavan. You can't play in the Anyali because there are XYZ things keeping staff from being able to get into their ancient documentation, so it's been closed for over a decade. The Benjari are a wiped-out clan. The Al'seikabet are (essentially) one tribe to play in, despite their cultual and documentation differences. The Jul'Tavan COULD be edited and worked with, but I don't really foresee that happening unless there was significant player interest in it. Opening the Tan Muark would be awesome as well, but that also falls into the same basket as the Jul'Tavan.

So.. is this really true?

I'm just putting in the work and effort to bring some new life to an area that is extremely--as someone else put--under represented right now. I can understand the pessimism, but I don't agree with it.

Meanwhile, the Desert Elves have five whole separate clans to play in, each one active. (No, seriously, there are a LOT of fucking Delves right now).
My brain is constantly filled with the sound of elevator music, as the Gods intended.


Quote from: Yelinak on January 06, 2023, 05:27:10 PM
Quote from: BadSkeelz on January 06, 2023, 05:19:39 PM
I wonder if we have the playerbase to support yet another clan. Guess we'll see.

I have the same thoughts. Hopefully any new tribes will be closely associated with one or more existing groups, so as not to just divide the players up into even more disparate camps.

That's been a hurdle of mine to jump over, and I hope that we've worked in enough external connections with the local player-hubs in-game. I would hate to have a tribe that's secluded off in the wild somewhere that no one ever sees or gets to interact with.
My brain is constantly filled with the sound of elevator music, as the Gods intended.


Having more options is great. It doesn't mean they will all be full while the cities are dead. As pointed out there are only a few human tribal options beyond I-Made-It-Up — I'm certainly interested in something new for the game made by a player and entering lore/documentation.

Isn't this what the GDB Populace has been clamoring for? More agency in directing the game?
Live your life as though your every act were to become a universal law.

--Immanuel Kant

I'm also wondering if a new human tribe is needed, seeing as there seems to be ... Four? Currently available IG. There's the Arabets, the al'Seiks, Tan Muark, and the Bashurits.
I ruin immershunz.

I think if we only imagine what the game 'needs', we will be limited to code updates. If we focus instead on imagining what we want for the game, we can add things like new races, new tribes, new documentation, new clans, and a move away from stagnation and 'same old'.

If anything, the more systemized and approachable the process of 'making new tribe/clan' is, the easier it is to swallow wiping out other tribes/clans instead of treating them as all powerful monopolies/foundations.

I don't think less clans/options == consolidation. It isn't that simple of an equation. If we take away options or limit them, it becomes the stagnation of indecision. Taking away the karma timers was a great step towards allowing players to jump right back into the game and not take a prolonged break just to allow them the options to play what they want.

I say let people play what they want (more options), not 'play where I want you to play', which was the Tuluk Closure Experiment in a nutshell.
Live your life as though your every act were to become a universal law.

--Immanuel Kant

Quote from: Kankfly on January 06, 2023, 10:02:32 PM
I'm also wondering if a new human tribe is needed, seeing as there seems to be ... Four? Currently available IG. There's the Arabets, the al'Seiks, Tan Muark, and the Bashurits.

The Bashurit are a clan for an entirely new race. I know that sounds tongue-in-cheek but that's just what it is. It's not a human tribe.
My brain is constantly filled with the sound of elevator music, as the Gods intended.


They're essentially just another human (or elven) tribe. Just weirder to look at.

Point is they're a diluting influence of questionable worth. Just gonna have to see what good they bring, along with yet another clan.

Also will have to see if these new clans survive the initial rush of PCs only to languish open after the first couple generations die off. That's the usual pattern with new clans.

Quote from: BadSkeelz on January 06, 2023, 10:46:26 PM
Also will have to see if these new clans survive the initial rush of PCs only to languish open after the first couple generations die off. That's the usual pattern with new clans.

I agree with this unfortunately. We see this with the gladiator clan (despite the thread asking for it to be opened), we see this with Tan Muark, what's to say it won't happen with this one?

I hate being the naysayer, and I'm always (used to) be one of the ones that would rather see clans empty than clans closed. But this was back before Tuluk's closure. With our current player base, where essential roles are struggling to be filled, we've had to compromise again and again on quality. If this issue is addressed, and a solution provided, I'm fully on board with this.
I ruin immershunz.

I mean... okay? What if it does fizzle out after a year? That's a year of content that's being offered up for people to enjoy and play in.

I run into human tribals with vnpc tribes all the time. More in-game tribes are not going to hurt anything.
Fallow Maks For New Elf Sorc ERP:
sad
some of y'all have cringy as fuck signatures to your forum posts

Quote from: LindseyBalboa on January 06, 2023, 11:20:30 PM
I mean... okay? What if it does fizzle out after a year? That's a year of content that's being offered up for people to enjoy and play in.

I run into human tribals with vnpc tribes all the time. More in-game tribes are not going to hurt anything.

Exactly this. As someone who has played multiple tribals with vnpc tribes, having more in-game tribes to pick from only gives me the choice to have a "real" tribe. Never once have I said to myself, 'I guess I'll play in this tribe even if I don't want to because I have no other choice.'  There are also some races I have no interest in playing, like the Thryzn, which removes the Bashurit from the equation. I fully support having as many delf clans open as we do, and I heartily endorse having more human tribes as well. Let people play what they want.
Halaster the Shroud of Death says, out of character:
     "oh shit, lol"

Usiku, "Seemed like Jeffrey Dahmer was pretty pro at the locked apartment kill."

Got at least one staffer working on it. Who knows how many other resources being devoted to this whim.

To me it's indicative of a Staff approach that I've been pretty skeptical of for awhile, of just throwing all sorts of shit at the walls and seeing what sticks. It's made the game world feel a little frantic and forced.

Quote from: BadSkeelz on January 07, 2023, 12:03:13 AM
Got at least one staffer working on it. Who knows how many other resources being devoted to this whim.

To me it's indicative of a Staff approach that I've been pretty skeptical of for awhile, of just throwing all sorts of shit at the walls and seeing what sticks. It's made the game world feel a little frantic and forced.

I'd be curious to hear something you actually do like?  I haven't read every post you make, but my impression is that you generally don't like much and typically complain.  I don't mean to knock that, I truly believe every community needs its consistent complainers, because it helps point out bad ideas.  But as someone who tends to take the negative approach, I'd be genuinely interested in something you do like.
"I agree with Halaster"  -- Riev

Quote from: whengravityfails on January 06, 2023, 11:34:44 PM
Quote from: LindseyBalboa on January 06, 2023, 11:20:30 PM
I mean... okay? What if it does fizzle out after a year? That's a year of content that's being offered up for people to enjoy and play in.

I run into human tribals with vnpc tribes all the time. More in-game tribes are not going to hurt anything.

Exactly this. As someone who has played multiple tribals with vnpc tribes, having more in-game tribes to pick from only gives me the choice to have a "real" tribe. Never once have I said to myself, 'I guess I'll play in this tribe even if I don't want to because I have no other choice.'  There are also some races I have no interest in playing, like the Thryzn, which removes the Bashurit from the equation. I fully support having as many delf clans open as we do, and I heartily endorse having more human tribes as well. Let people play what they want.

All of this. I don't like playing d-elves, and don't have the desire to burn karma on a special app for a Bashurit even if they are vaguely intriguing. Anything outside human or breed is pretty much a no from me for playing personally, so while I appreciate someone's argument that there's 5 d-elf tribes open, when you factor in that Tan Muark are role calls, and Bashurit are gated behind as much karma as many or most magickers, that really does only leave very limited options for people who don't want to play a desert elf. And... if anyone remembers Tuluk closing, they ought to remember that you can't actually 'consolidate' players into playing anything they don't want to play, you can only 'consolidate' them into not logging in because they have no appealing options and it's a game. Which is why numbers went off like mad when the karma timers went away again. Because people weren't ever going to come play something they didn't want to play, they were just going to play what they want or not play.

January 07, 2023, 12:36:28 AM #51 Last Edit: January 07, 2023, 12:38:19 AM by BadSkeelz
Quote from: Halaster on January 07, 2023, 12:14:42 AM
Quote from: BadSkeelz on January 07, 2023, 12:03:13 AM
Got at least one staffer working on it. Who knows how many other resources being devoted to this whim.

To me it's indicative of a Staff approach that I've been pretty skeptical of for awhile, of just throwing all sorts of shit at the walls and seeing what sticks. It's made the game world feel a little frantic and forced.

I'd be curious to hear something you actually do like?  I haven't read every post you make, but my impression is that you generally don't like much and typically complain.  I don't mean to knock that, I truly believe every community needs its consistent complainers, because it helps point out bad ideas.  But as someone who tends to take the negative approach, I'd be genuinely interested in something you do like.

Hard question to answer. I don't play Armageddon for the high fantasy plots that most seem to. And only so much that can be said publicly.

I'd like to see the clans already in game continue to get support they do and sometimes need more of. I'd like characters to be less of a fucking chore to get "functional". I'd like there to a better distribution of power among roles so one try hard can't dominate a city or region. I'd like the cities to be less top heavy in terms of roles, but the only way to do that without attracting more players is to close clans (some of which should never have been opened in the first place). I'd like certain areas to be slightly less lethal so PCs have a chance to survive and get their feet under there. I'd like some roles to be played better.

I think there needs to be more code transparency on how this game actually works to put players on a fairer playing field. I do like most of the recent code changes, and the upcoming ones look interesting.

But on this topic, the topic of human tribals? I'd like it to be easier for indies to get some private spaces of their own. Getting a wagon, getting a space in the towns and wilds, getting somewhere or something that players can call their own I think would address a lot of concerns. Tents, warehouses, wilderness hideyholes. Living spaces (apartments that shouldn't look like apartments) in Luir's, in Cenyr, maybe even in Morin's. The ability to set up a small camp. Somewhere to feel a little safe and let tribals be tribals.  Something to let people make their own tribals and their own tribal spaces quickly, that will fade away just as quickly.

Most people just want a place to put their mark in the game world, for however long their character lasts. The easier it is to make those marks with less bureaucratic action, and less resultant clutter in the world itself, the better. Make your mark, die, have it fade. Repeat.

Quote from: BadSkeelz on January 07, 2023, 12:36:28 AM
Quote from: Halaster on January 07, 2023, 12:14:42 AM
Quote from: BadSkeelz on January 07, 2023, 12:03:13 AM
Got at least one staffer working on it. Who knows how many other resources being devoted to this whim.

To me it's indicative of a Staff approach that I've been pretty skeptical of for awhile, of just throwing all sorts of shit at the walls and seeing what sticks. It's made the game world feel a little frantic and forced.

I'd be curious to hear something you actually do like?  I haven't read every post you make, but my impression is that you generally don't like much and typically complain.  I don't mean to knock that, I truly believe every community needs its consistent complainers, because it helps point out bad ideas.  But as someone who tends to take the negative approach, I'd be genuinely interested in something you do like.

Hard question to answer. I don't play Armageddon for the high fantasy plots that most seem to. And only so much that can be said publicly.


I tend to try not to make the game about me, I play minions and mooks almost exclusively or service orientated indies (wandering medic, whatever). I do like to put things into the game, but I don't care if people don't know who pushed it into the game.

Where I'm rambling is, the idea that people are in it for the drama or the clout is very real, Halaster. I think the game environment is best served by a balance between people like Skeelz and the 'drama llamas'.

To the point I think a new tribe is fine so long as it just brings more options for people to play while not isolating players from each other through permanent geopolitics or ethical conflicts. The twin tribes are great, but they are literally oil and water on paper and kind of leave a lot of space for other ideas that need to be filled up.

I am a huge fan of the current staff support of various player stuff. The game world is vibrant, fluid and interesting and affectable by PCs. Stuff is amazing right now. And an extra tribe doesn't hurt. Kudos to staff.

January 07, 2023, 03:42:47 AM #54 Last Edit: January 07, 2023, 04:01:36 AM by Windstorm
Just want to say, I love and agree with everything BadSkeelz said there and I love that Halaster was comfortable and eloquent enough in stating his request of just that. All of it was very well put.

That said, I also disagree with the sentiment that an option for humans having a real, not-virtual tribe rooted in the world and its lore could in any way be bad. I think humans sorely need these options instead of feeling that their only choice otherwise is the Twin Tribes or independent-small-VNPCs.

I think the general decentralization of playerbases from the cities is a wider problem and that doesn't contribute to it, but that probably deserves its own thread and discussion. I do feel a general sense that BadSkeelz is maybe alluding to that there is a lot of scattering of the playerbase right now.

Human tribal story teller checking in:

Only one human tribe, the araseik, has been officially open for years and it hasn't consolidated all human tribals into it. So this is exactly the time to throw something at the wall and see if it sticks.

Quote from: Kaathe on January 07, 2023, 03:53:32 AM
Human tribal story teller checking in:

Only one human tribe, the araseik, has been officially open for years and it hasn't consolidated all human tribals into it. So this is exactly the time to throw something at the wall and see if it sticks.

Are the Tan Muarks closed again?

Personally, I would like to see more work done for closed current tribes rather than having a brand-new tribe open up.
I ruin immershunz.

I appreciate that this is happening, and it has peaked my interest in playing a tribal soon. I would also like to chime in that if you can find a way to make it so tents can be placed in the outer walls of Luir's, or one some streets/rooftops of cities, you'd see more tribals from virtual and non-virtual backgrounds, I feel.

Loving the work being done, including the way we treat each other on the GDB.
You don't see that here.

I read a lot of there is already X number of tribes and even human tribes.  But I never really see anyone pushing and playing them other then Delves. I do play a lot of tribal type so can safely say a new option is a great idea!  if the new clan opens and causes Cities to thin out so be it!  Game cycles a lot so new places to land with new Docs to make a world view is perfect for Arma.
My characters are mean not me!

January 07, 2023, 09:25:32 AM #59 Last Edit: January 07, 2023, 10:40:31 AM by Nao
I'm not interested in the current tribes because they look very, very boring, especially compared to elves. If this new tribe is another tribe that trades with not much else to do? Okay, but I probably won't play them. I'd like to see a tribe that has more potential for conflict, whether it's raiding or something else.
A rusty brown kank explodes into little bits.

Someone says, out of character:
     "I had to fix something in this zone.. YOU WEREN'T HERE 2 minutes ago :)"

I didn't, don't and likely never will agree on less is more for the game, due to our history. Player count and play style.

The point of player consolidation was what brought about Tuluk's closure. It sounded good on paper. It still sounds nice in theory (since people still talk about player spread, even in this very thread) but it was, sad to say, a disaster in practice. When Tuluk closed, we did see a spike in Allanak, sure. For one PC generation. That was it. Then, as this game is about telling stories, people didn't want to read the exact same book again. They already knew the PCs in 'Nak, they knew their backgrounds, quirks, secrets and so on. So, those players spread out all over the map after that generation of PC died. We saw spikes in RSV, we had a huge spike in Morins for those STILL wanting to player Tuluk-based concepts (Looking at you, Maw) and, we had a group of people leave. Straight up leave, and not return. Not only did we not see a sustained consolidation in Allanak, we saw a decline in potential interaction as a whole, by stealing away concepts and tools to tell said stories.

Thus, instead of having your 'Nakki who could have run across a foe from Tuluk, you had nothing. You didn't get a buddy in your Nak clan, you ended up with a net loss of potential interaction as a whole.

Players will play where they want to play, not where you want them to play. If an option does not exist to suit the concept or story they wish to tell, it's a coin flip that they will attempt to make a concept work in what is available - or leave. This game promises a generous amount of flexibility within it's niche them, to avoid stagnation of expression. If we had left Tuluk closed, didn't open D-elf tribes, don't work on human tribes, that promise is broken. It's akin to visiting Ben and Jerry's for their flavor selection and being told they're all out, except vanilla.

Do you want vanilla or are you taking your cash to the next ice cream parlor to get the flavor you wanted?

All the above aside, I do also agree that existing clans and areas need continued support and love, to likewise keep those who DO want vanilla.  If the case is presented that existing areas are suffering or at risk of costing us players, and it comes down to a choice of staff resource being spent on something new, versus updating/helping with the existing, then we would obviously re-evaluate where that time is being spent.
Nessalin: At night, I stand there and watch you sleep.  With a hammer in one hand and a candy cane in the other.  Judging.

Sometimes you have to shake things up a bit and do new things. I think overall direction here is good. Collaboration on fixing problems (even perceived) gets us closer to making things better for everyone. Inter-clan interaction is great. Sometimes spreading people out brings people together.

I look forward to seeing this in game.
Alea iacta est

I look forward to it, human tribals are my favorite to play.
"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."

More tribals is more fun. Hurrah.

But I seriously don't know why you would play anything except Tan Muark.
We were somewhere near the Shield Wall, on the edge of the Red Desert, when the drugs began to take hold...

I'm all for more shit to play, though I do worry about the "dilution" effect that others do, I get that people are gonna do what they wanna do.

The only reason I've never played tribals too hardcore is that there is really no reason to do it.

They never have had enough infrastructure in place to make it worth the downsides of it.  Plus I always ended up in Allanak or Tuluk anyways which put me firmly under the thumb of the established authority there, soldiers/templars.  So all being a human tribal ever really did was just make me a human with shittier social status.

To play a D-elf you get the benefit of desert running, which is huge and I totally get an OOC benefit really.

Maybe if the Human Tribals provided some benefit, but I don't really see it.

However, I don't wanna shit on this, so I'm happy some new tribe is out there now!
"This is a game that has elves and magick, stop trying to make it realistic, you can't have them both in the same place."

"We have over 100 Unique Logins a week!" Checks who at 8pm EST, finds 20 other players but himself.  "Thanks Unique Logins!"

Anyway,

Any ETA on this new tribe? I was going to create a new character but migh wait for this instead :)
"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: Kankfly on January 07, 2023, 04:22:31 AM
Quote from: Kaathe on January 07, 2023, 03:53:32 AM
Human tribal story teller checking in:

Only one human tribe, the araseik, has been officially open for years and it hasn't consolidated all human tribals into it. So this is exactly the time to throw something at the wall and see if it sticks.

Are the Tan Muarks closed again?

They are.
Fredd-
i love being a nobles health points

please let me design their language

Quote from: Lotion on January 07, 2023, 07:58:07 PM
please let me design their language
Sha'Lotion
"I agree with Halaster"  -- Riev

    Tan Muark has shown closed on the website for years.  3 years ago a gdb announcement was made as a soft open. It didn't get much traction and recently I denied one player who wanted to app a muark for a few reasons but mainly I wasn't ready to handle a second clan.

   
QuoteI would like to see more work done for closed current tribes rather than having a brand-new tribe open up.

This is understandable, but that'd be on me and this new tribe work is mostly Shabago. So it's not mutually exclusive and nobody is gonna tell a staff member to stop creating good new content that excites them. I've just picked up a second active clan so that's priority over me reopening old tribes. I also play a lot.  So hype this new clan now, and long term expect additional re-openings.  This approach worked well for delf clans.  Their interactions now are more interesting than having one or two massive delf clans.  There's more opportunities for MCB but also cooperation.  I hope we'll see the same with human tribes long term and I'll be interested in seeing how they interact with each other and other non human tribes.

That's fair. I'm not entirely convinced myself but that's just me.

There's another thing I'd love to see on the subject of human tribal. What would be really awesome if the pclan process can be applied to indie tribals too. Some of the PCs I've met churned out some really cool docs (or what I've seen from the surface anyway), and if the pclan process can be tweaked for tribals, I think we could see more interesting dynamic on tribes.
I ruin immershunz.

Quote from: Kankfly on January 08, 2023, 02:25:24 AM
There's another thing I'd love to see on the subject of human tribal. What would be really awesome if the pclan process can be applied to indie tribals too. Some of the PCs I've met churned out some really cool docs (or what I've seen from the surface anyway), and if the pclan process can be tweaked for tribals, I think we could see more interesting dynamic on tribes.

This would be more complex than just adding a new tribe, but I agree it is interesting. The complexity is because a player clan ICly is literally just be those players and eventually an NPC or two. There's no virtual members. But a player tribe would be mostly virtual to start. A player clan can rent a warehouse in a real life month or two. A player tribe would need at least a 2 room camp with a NPC guard to stop being virtual which is a big jump. And how would you measure progress toward it and maintenance of it? Amount of hides and waterskins junked? A player clan can hire other players ICly. A player tribe would have to recruit OOCly with staff reviewing the apps.

If you actually have answers for this stuff, it's probably better to put on a new thread as it goes well beyond human tribals.