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Showing content with the highest reputation on 04/26/19 in all areas

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    Greetings, old time player who quit after some time. I'll try my best to outline why I personally feel disconnected from the server and what really keeps me from returning. My biggest issue is that what you'd expect from the world set up by roleplay is entirely different from the actual reality and while "IC" and "OOC" should be kept seperate, the reality has bled into expectaction and warped what people now expect. I'll use some references of old characters and scenario (for my own sake) I hope the new players can follow, I'll try my best to outline what is what, but most of the remnants are still found on the Forum. Emyisia - A high ranking spellcaster of Silvermoon. Leader of her own blood elven band of warriors. - Expectaction : Powerful Frederick - An excellent warrior that runs his own company (Ironbound) of grizzly battle hardened combatants. - Expectaction : Much stronger than average. Relivanth - A Kirin Tor Reject and Aspirant Spellbreaker - Expectaction : Average Iniine - An ancient druid in a deep slumber recently awoken without no real experience outside the Emerald Dream - Expectaction : Below Average. Mel - Kitchen waifu. - Expectaction : Weak. Much of early days of US had an air of roleplay and expectactions set up by that. The Ironbound of which both Relivanth and Frederick was part of would march the streets and tout how they'd protect the weaker citizens (See : Mel) This illusion was quickly shattered.. Reality: Frederick was seen as somewhat more dangerous due to OOC min-max. Relivanth and Mel both formed as a backline. While this isn't that big a blow the troubles grew higher when player conflict emerged. When Relivanth switched to join Emyisia and the two big guilds of blood elves and ironbound was facing off each other, the two most capable, experienced and trained warriors ultimately was turned off of fighting each other for one reason.. The presence of weaker characters. Expectaction : The two guilds fighting over control of the neutral civilian group. Reality : The civilians became the great unequaliser, not only by sheer number as both guilds had a relatively similar number, the experience of these characters were not represented in any way. What realistically would've been a slaughter (if the civilians chose a side) instead became the winning side. Status Quo was upheld. While the roleplay ended fantastically (thanks to all participants!) I and many others were sadly turned a little off by this. Earlier before this happened, a tournament was ongoing and several "warrior" players lost to civilian players due to mechanic restrictions. In other words. Their strength wasn't represented. This however goes both ways. I don't personally feel like characters are allowed to be represented the way they should be. The system in built in the game is excellent and is no way a hinderence by design. It is simply too rigid. In terms of "exp" I do not see why characters such as Emiysia, Frederick and Relivanth couldn't have started on Veteran, Veteran & Trained for example whilst letting for example Mel take the 0 exp route. Progression doesn't have to apply to all. I personally often create characters as a support cast, my character would've started relatively powerful but ultimately would only be a vessel for the "Adventurer" whose potential might grow even higher than mine, say Iniine, who could be trained by and protected until she grew more powerful (again, even exceeding my own). This dynamic would allow players to create the characters that they want to actually play. Pre-made powerful characters are only a problem insofar that the players of said characters expect the same level of progression and attention as everyone else. People roleplaying often give attention to the characters that facilitate the best roleplay and the "power progression" should in my opinion be a lot more rapid and loose (Read, less rigid) to allow the adventurer characters with lofty ambitions, a lot of focus or just sheer (un)luck to attain great status. By allowing rapid growth of characters and a quick entry you also allow player characters to tell and finish their own stories much more dynamically. Instead of worrying about "progressing" so you can reach where you feel your character would be IC or trying to find IC justifiable reasons why your character suddenly became one of the most powerful people in the Doldrums. These two situations doesn't lead to very interesting RP IMO and I think keepers could be a lot more liberal about handing out EXP and let players spend it as they wish (if they even want to) Like a game of dungeons and dragons. If the rules or game mechanics are in the way of telling a good story, a good dungeon master will disregard the rules & mechanics to make a good experience for their mate. I think we should try to have a server by that same line of thinking.. I hope I made a level of sense. I'd be especially interested in hearing from some of the older characters on the server but also the new ones! Do you feel like a loosening of the system would undermine your current several month progression? Do you think you ever progressed too fast for your story? Is progression too slow? Would you be more comfortable creating a new character if you could choose your own starting level? Do you want a bigger divide in power and crafting capabilities between player characters? Answer below!
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