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Messages - Sakes
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541
« on: August 15, 2006, 10:07:50 PM »
The player wouldn't be a spokesperson, just someone to filter the feedback so it was anonmous. They would take the persons PM, copy and paste it for the DMs to read without including who said it.
The only issue of trust is that it be someone players are sure wouldn't reveal their identy if they are extremely harsh or critical
542
« on: August 15, 2006, 01:17:38 PM »
I suppose DM nominations would work, but I wanted the selection process to be left more to the players so that people are sure the person choosen will not betray their identity.
If the DMs select the person then its easy to assume they're 'with' the DMs and it defeats the purpose.
I don't have anything against looking long term but people come and go so thats difficult.
543
« on: August 15, 2006, 04:59:21 AM »
Why not both idea? No matter when we do it some people are going to miss the chat. By doing it in the forums it gives people the oppertunity to do it at any time
544
« on: August 15, 2006, 01:30:49 AM »
We have a problem on the server at the moment. Meaningful dialogue between players and DMs isn't happening. Some players feel the DMs aren't listening.
Others believe they are listening, but think the DMs see themselves as the only ones who know whats good for the servers, and that the DM crew only laughs off player suggestions at best, blinding assuming they know best.
Others feel the DMs could do more, but are simply lazy, logging in and hanging around in the DM lounge or randomly showing off DM powers when they should be running quests.
On the flip-side, many DMs feel the players want unrealstic goals from the DM staff, are angry at the DM staff for enforcing rules the DMs believe make the server a better place, or see some players are ungreateful for the time and energy the put into the server.
Heres my proposed solution:
We pick a one player we believe can be trusted as a spokesman for the players. Players can then PM that player with whatever they want to say to the DMs. That player will then relate that message anonomously. Everyone will get to see the comment as it was written word for word, but no one will know who said it. The responce from the DMs will be open, posted in public for all to read.
This way players can speak up and say what they want to say without feeling like they'll get backlash from the DMs for being critical. Player are often intimidated by DMs, as they have the ultimate power to make your server life hell or just flat out ban you. Its difficult to be critical of someone who holds that kind of power over you.
Its really long overdue that we all came to the table to try to make our server a better place.
545
« on: August 13, 2006, 02:45:51 PM »
I'm weighing the positivies and negatives, Eow, not looking at the worst in our players. I'm being objective, and thinking about whats best for the server, not what I personally want to happen. Let me go through the 3 steps. First, Cost Vrs Benefit: Cost: I'm not an expert on databases and server resources, so I'm going with machmoth on this one, who is. anytime you introduce database features, you introduce lag potential.
If we're to put more persistant and dynamic elements into the server's load, I'd much rather focus on it reacting to all player's actions as a whole than one player's horde. So, our cost here is lag and server load. Benefit: The players seem to like it. Thats good enough reason to do anything, right? Well... yes... and no. If a majority of players wanted to do away with death penalites or start people at level 25 or give everyone free perma-haste boots, that doesn't neccessarly make it the best thing for the server. Players will have the ability to store more items. Who wouldn't want that? I'd like that myself, I don't have any high level characters with high str and don't own a single bag of holding. Result: In my opinion, lag and increased server load is not worth it to be able to carry more items, when the server focus is on player interaction rather then wealth accumulation. Second: Risk Vrs Reward: Risk: If everything was on the palette, and customization wasn't an issue, maybe, but that's not the case. Since it is one database file, should anything happen to it, we do also risk losing every single one of your stored items. There is a risk of losing all persistant items. Do we want to introduce this system if it can't be done securely? Secondly, the server economy already is destablized to the point where gold is nearly meaningless to high level characters. Server economy is balance between how fast wealth and magical items enter circulation vrs how fast they leave it. On LOTN they enter much faster then they leave. Only the creation of new characters to increase demand keeps a fragile balance. If magical items were sitting in banks waiting for these new characters to be created it could in theory destablize the economy even further, to the point where many players have high level loot waiting for them. This is all theory, therefore I'm including it as RISK, rather then COST. If I knew for a fact it was the case, I'd say its cost, but honestly, I don't. Its simply a risk. Reward: Again, the players seem to like it, which I covered, and players will be able to store more items. Result: We have a huge risk of this backfiring on us if the batabase is lost, plus risk of inflating the server with magical weapons. In my opinion the risks of doing this out-weigh the benefit. My feelings may change if moth is able to introduce a system where we wouldn't risk losing the items. Pros Vrs Cons: Pros: Players are able to hold more items. Players are in favor of this system Cons: Possible inflation of server economy Possible loss of all items Ties up large amounts of server resources Could generate lag Does not focus on the idea of the server which is increasing player interaction and conflict I've looked at it logically. I think its a bad idea.
546
« on: August 13, 2006, 06:11:24 AM »
Do we need the server? No, not really. But it something people enjoy, and like playing.
Um.... Ok? Do we need the persistant storage of items? No, but it seems like it's something that definitely has some interest from the players, and could only add something new to the server. Does it really add to the server, though? I think the huge amount of resources this would take up are better spent on things that are going to encourage player interaction, conflict, and character growth, not things to make characters richer or more powerful. Sitting around an empty camp, or sitting in a camp where characters don't talk because theres nothing to talk about isn't going to suddenly be more fun if I have a bank full of items. And by saying it could ONLY add, you imply there is no downside. There is, massive amounts of resources that could be going somewhere else are going to the hording of items. Time the builders could be using on other projects are going to this. It encourages power-gaming and loot-whoring. I hardly feel that its a no lose situation.
547
« on: August 13, 2006, 05:43:41 AM »
Persistant storage also encourages more pack-ratting. Items which are normally sold are stored, meaning theres a much higher amount of magical items on the server. It becomes a huge lag issue as well, as moth pointed out.
Monthly fee or gold fees have been suggested, but what happened when a player goes away from awhile then comes back? We've had the problem before with playing housing, adding persistant storage to it just complicates the problem.
Do we really need this feature?
548
« on: August 13, 2006, 05:41:35 AM »
Its not as simple as just changing a number in the server options...
If you had level 30 players you need level 30 hunting areas, level 30 items, level 30 loot containers, level 30 spawns....
Its a lot of work for something very few players will ever experiance.
We have a lot of room for improvement on the server, but I don't think upping the player cap is in any way going to address the server's issues.
549
« on: August 05, 2006, 06:22:55 PM »
As long as people insist Paladin/Rogues are built for RP an honest debate isn't going to happen.
Well, hmm. Damn. I guess I didn't misread the original. I can imagine a Paladin/Rogue quite clearly. I'm going to have to insist I can think of three archetypes off the top of my head.
I'm not saying it isn't powerful due to the way NWN handles things, I'm not saying it should be allowed in LotN, I'm just saying (example) Brynn could have grown up in the streets of Neverwinter before being taken in by the church of Helm. I'm saying the career criminal has a jailhouse conversion. I'm saying (some versions) of Batman. The Banderas version of Zorro . . .This really isn't hard.
I guess what throws me is that nowhere was anybody attempting to justify taking 2 levels of Rogue, and it appeared you decided to frame the debate on your own terms. I'd like to be able to say "I can see where Paladin/Rogues make some sense" without someone with "DM" next to their name informing me I'm being decietful for even considering the idea, and that there is a master plan of trying to get an edge somehow.
Let me take a look at it again . . .
As long as people insist Paladin/Rogues are built for RP an honest debate isn't going to happen. Yeah, that has to be it. The dogmatic "I know what you're REALLY trying to do here" just flat pisses me off. Call it a character flaw.
I didn't say it didn't make sense. I didn't say people should not be allowed to do it. I posed the question as if IF people should be allowed to do. I'm not saying these characters cannot exists. I'm challenging you to tell me why they need rogue levels, if not game mechanics.Is it really impossible to play a paladin with all paladin levels and still RP being a former rogue, assassin, or half-demon mercenary? Take 2 levels of rogue does not enchance the character to the point where its neccessary for RP. People are perfectly capable of RPing their characters in interesting and dynamic ways without doing that. And finally, let us consider... out of all these interesting and unique characters why is it that the ones which result in powerful class combinations are far more common then the almost unheard of characters which result in weak class combinations? Yes. I'm an opinioned asshole. I might be wrong on this one, hell, I've been wrong before. But I think more likely is its a ugly truth about us all that people don't want to admit to themselves, let alone an opinionated asshole such as myself. As I've said repeatedly, I have no disrespect for anyone who makes a character with a powerful class combination. Just because a character is powerful or uses a 'twink' class comination does not disqualify it from being well played.
550
« on: August 05, 2006, 12:33:03 PM »
Thats what its about. Thats all that its about.
I think you'd be surprised how little many of us think of the numbers, but the conversation truly was a philosophical one, at least IMHO.
Edit: Either I misread Sakes post, or he blew his Diplomacy check. Comments relating to parentage, membership in NAMBLA, and graphic language involving farm animals removed.
So are you saying that the two levels of rogue are strictly for RP purposes? What type of Paladin is being RPed? Now, in PnP I'm sure theres a while book on diplomacy skills but this is NWN, and the only diplomacy skill we get is persuade, which is a paladin ability anyway. So why the rogue levels? What possible type of Paladin are they trying to RP where they just have to have rogue levels? A rougish Paladin? A Paladin who breaks the rules? A paladin that cheap shots? I'm not trying to insult anyone. I'm trying to have an honest debate. As long as people insist Paladin/Rogues are built for RP an honest debate isn't going to happen. Making a Paladin/Rogue doesn't make anyone a bad person or player. We all want to play powerful characters (or at least play them every now and then). Its a fantasy world. The debate is how far do we want to allow people to take it?
551
« on: August 05, 2006, 04:11:05 AM »
People want evasion.
With Paladin saving throws and evasion your immune to 90% of spells in the game. To get evasion all you need is 2 rogue levels. You can also save points up and dump into almost anything you want. Assuming you have 10 int 2 rogue levels is 16 skill points. Save up a few points from your other levels and you can get whatever rogue skill you feel like, including the ever popular UMD.
Thats what its about. Thats all that its about. They aren't mult-classing rogue to RP as diplomats. Theres nothing about the rogue class in NWN that makes it in anyway neccessary for being diplomatic. Its being done strictly for game mechanics, so lets not insult eachothers intellegence by pretending its about the RP.
The debate is if thats ok. Should people be making characters for mechanics and justifying it with RP, or should people be RPing and building their characters around it?
How many rules do we really want? Where do you draw the line between enforcing fair gameplay and allowing people freedom to develop their characters?
Honestly thats one that will never be answered. Let face it, as much as we all like RP, none of us want to play crappy characters either. We also know while rules can be good, too many is defnitely a bad thing.
552
« on: August 01, 2006, 02:15:08 AM »
If I was still an active member of the DM staff my responce would be this:
As DMs, its our responcablity to do what we feel is best for the server. The decision was made that there was going to be war with Banites pitted against the ULA, and that the ULA was going to lose. We decided to do this to shake things up, because frankly the ULA was being stagnant and removing it would give room for new orgizations and alliance to grow.
You seem to be upset because you were not informed of it. It is simply impossible for us as DMs to make sure every player on the server is aware of every storyline change before it happens. If we tried to do that we'd be constantly bogged down and unable to move. I'm sorry that you feel put it but I'm sure it was not anyones intention of keeping you out of the loop, but rather the neccessity to get things moving. I regret any ill feelings that may have arisen from this, but the DM team stands behind its decision.
Fuck that. This is what you need to hear. Hate me.
Chy and the rest of the DMs are working to make the server a better place for you to play. You have two choices, help us do that, or obstruct us from doing it.
Right now your obstructing it. You want an appology. I'm sorry you can't grow the hell up. Your feelings are hurt because the DMs didn't decide to let you know everything that was going to happen and when it was going to happen in advance? Isn't part of the game rolling with the punches? Dealing with surpises? Overcome adversity? We aren't here to coddling you and we aren't going to do it.
I'm sorry your army got beat by Banites. Maybe you should stop asking for applogies from the DMs on the boards and actually go into the game and do something about it. Maybe you shouldn't spend all your time tying to pick appart the DMs decisions.
Your childish behavior, grandstanding, and hyperbole are exactly the reason why you never became a DM. If you want to find instances of people not acting with maturity, professionalism, and in the best interests of the server I suggest you stop grasping at straws and start looking in the mirror.
You could have sent a tell to a DM, got caught up on what happened, worked with us to decide what was going to happen now and what direction you want to go in. You could have easily done that instead you decided to pick appart the DM staff and try to make yourself look better then the DMs by trying to illicate some kind of applogy. Your being a child.
I don't care who is or isn't offended. I don't care if you want to see this is another post by an arrogant DM whos forgotten what its like to be player.
Frankly:
I just don't give a shit anymore
I'm sick of seeing the server I helped build go down the shithole because of inscure people who have to have their drama OOC. Thats all this is. Shitty drama that you should be doing IC. I'm god damn sick of it. Either we all come together, players and DMs and set asside our differences or the server fails, but it seems to me right now the DMs are the only group making the attempt. I can't make any of you do that, so frankly, I wash my hands of it.
This server is what you make of it. Its your call.
553
« on: July 22, 2006, 11:12:24 PM »
It already is, but requires DM approval.
554
« on: July 22, 2006, 10:38:23 PM »
Nope, twasn't me. An old player back from the bubble days. Thats why the character looks like Raffy and the "bedded many drows" line came from.
If I wanted to ruin people's days I wouldn't do it on the player client using text when the DM cilent makes it so much easier.
555
« on: July 05, 2006, 01:02:06 PM »
I think Pink has a really good point. The overabundance of rules is designed to try to make a level playing field. We've traded godlike characters with greater protection belts of every kind and 60 AC for a beffudling set of rules not even the DMs seem to agree on.
Personally, I think we're better off now then we were then, although there is definitely room for improvement, which we are always trying to do.
I think another problem inherent in conflict is that in any conflict there generally has to be someone on the losing end. Everyone wants to play Superman. Everyone wants to be all powerful. Lets face it, the game is a fantasy, and how many people want to lose in their fantasy world?
I think the important thing to remember is you can't have a character thats infallable and wins all the time. Think of how boring a TV show, play, or book would be if it was about one person always winning without any difficulty? Its the ups and downs that make things interesting. If your character never losing you take all the fun out of winning. A game you never lose simply isn't a game, and its not fun for anyone.
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