View Full Version : If you could change one thing about Althanas...
Serilliant
06-05-07, 03:00 PM
...what would it be? Explain why and how and your change may be incorporated into Althanas!
Note: Despite the title, feel free to choose more than one option.
Judgings is probably what I would change the most. I feel there's a tilt towards lower scores, so I'd raise the JC range to 90% and make sure areas of the rubric considered good would be 7-8 with 6 being fair/average and 5 being poor. I feel that the system would reflect the way most other critiques are and would be less jarring to newbies.
As for Bazaar I would have more unique materials as to having them less redundant and maybe make existing materials to have more uniqueness. Also enchantments would be made more affordable as that gold is harder to earn and much of the gold abuses no longer exist there's no reason for enchantments to be hard to buy in the bazaar.
From what I could tell, the recent tournament had a very bad habit of not finishing fights. Hell, some of them didn't even begin. Granted, it might have just been a bad time, it being around finals time when it started, but perhaps we should make it more of an investment to actually participate in the tournament. Maybe you pay a certain amount of gold to enter, and win or lose, you get it back, as long as you post a certain amount of times in the fight. If you don't post at all, or if you end up being the one holding the thread back from its deadline, maybe you lose that deposit of gold.
Cyrus the virus
06-05-07, 03:59 PM
If 5 is poor, why would 4/3/2/1 exist? Otherwise I agree with that.
As for enchantments, I don't think they're so expensive. I paid a lot for Izvilvin's armor enchantment, but I think it was worth it. What enchantments do you mean? As for materials, the metals are pretty unique in my view. Woods and bone could be given more uniqueness!
Skylar has explained why I like EXP penalties for dropping out of tournaments. Paying gold to participate also works, though.
Sighter Tnailog
06-05-07, 04:28 PM
I would eliminate EXP completely and replace it with a skill-based leveling system.
All right, I said PGs and tournies, and here are my reasons:
I see PGs made, and then they don't do anything. No one's terribly interested, leadership especially, and so they die.
And tournies...from what I've seen, when they start, people are like "OOOH! TOURNEY!" ... and then after three or five days they lose interest and stop posting. Ditto the judges.
Amaril Torrun
06-05-07, 04:59 PM
I put PGs because of what Karuka said above. We need to have more active powergroups. For those who remember the first generation of PGs, including the Facade, where members had to go on quests of initiation just to become a member (I killed off my first character when Serilliant went on his initiation quest, with Yari doing that killing. :( )
I hope to bring back the Dragon Clan, but I'm gonna wait till I develop Amaril's story more.
Massacre
06-05-07, 05:55 PM
Power groups and layout/graphics.
Power groups, well, I'm guilty of neglect. I thought it would be fun at first but there's nothing to compete with and no real clear cut benefit to being in one. The Audeamus and The Peregrine Group are probably the only active ones I see now. My own died because of me, but perhaps we'll change that in the near future with summer coming up.
The only thing I can't stand about evonature and bronzecastle is that the text is so much bigger than darkstyle. I hate that big text so much, that's why I use darkstyle.
I chose PG, Bazaar, and Judging.
PG's pretty much exactly the reason Emma gave, there's really no benefit.
Bazaar because things seem just so expensive and it just doesn't get the activity it should seeing as you can more easily RP for your items or recieve them as spoils in a thread.
Judging, hmm, expierence is nice, and so is gold. I can't put my finger on it really, but I did like the idea of making it a skill based system. That's probably what I'm aiming for, but I do like the skills thing a lot better.
If 5 is poor, why would 4/3/2/1 exist? Otherwise I agree with that.
Basically they're really god awful. anything below 5 is junk where the players didn't even try.
Massacre
06-05-07, 08:17 PM
The grade you get for your writing doesn't necessarily have to be like the standard A/B/C/D/F system in schools, C being the average. I don't see it as that big of a deal because really, if you don't want a 5 you can work really hard to try and improve said score, just takes a little bit more thought and effort. I think the rubric is fine the way it is, honestly.
I agree it doesn't but I think it's more logical, a person with a 6 will still strive for a 7 then 8 at least and really if they're happy with their score then that's fine. I just don't think half is good, if you look at various critics 5/10 50% 2.5/5 are not good scores, they're not books you'd want to read and they're not movies that you'd want to watch. so seeing good and 5/10 next to each other feels like a contradiction.
Ashiakin
06-05-07, 08:30 PM
Sighter and I talked a little about this last night. I think the biggest problem Althanas has right now is the existence of the EXP system. We'd be much better off with a dynamic skill-based system.
Except there's a big difference between movie critics and judges. Critics don't improve the movie, they just trash or masturbate it. Judges give input and feedback to allow writers a reprieve for next thread.
So a 5/10 on Althanas is much different than a 5/10 in a box office.
I say other, because I think Althanas needs less of you people. That's right, you, all of you reading this. Filthy, undeserving.
Must cleanse.
Except there's a big difference between movie critics and judges. Critics don't improve the movie, they just trash or masturbate it. Judges give input and feedback to allow writers a reprieve for next thread.
So a 5/10 on Althanas is much different than a 5/10 in a box office.
I say other, because I think Althanas needs less of you people. That's right, you, all of you reading this. Filthy, undeserving.
Must cleanse.
but teachers improve writing^^ so then the school thing with 7 being average would be better by that argument.
A skill system would be really neat. I don't know how it would work but it would be really cool to have but a downside is it could intimidate newbies.
Except teachers are paid for what they do, and must improve their students for their school to gain additional funding that will increase their pay.
Althanas judges have no agenda to do such except the kindness of their hearts. They can actually care about a young writer.
Purple monkey dishwasher.
Sword-for-Hire
06-06-07, 02:25 AM
Yea Tournies and bazaar.
Tournies are always dead. Lifespan of a fruitfly.
And the bazaar....we cant get gold like we used too. And its hard to make gold when people drop out of quests or suddenly stop posting cuz they don't feel like it. Lower prices are a big must.
Sighter Tnailog
06-06-07, 03:50 AM
Sword-for-Hire, we're working on the GP issue.
The Barbarian
06-06-07, 05:25 AM
Good to know.
I just got back and haven't had time to sift thru The Word section yet.
And by hanging up my mod cape, I can't tell what all you busy bodies are up too, lol.
But cool that you guys are on the ball.
Futsuriai
06-06-07, 01:06 PM
Wow, I am totally loving a skill-based level system. How it has escaped anyone's comments is beyond me. The idea makes beautiful sense and, honestly, would not be too radical a departure from the status quo save for OOC Exp fame and IC Free Level Up Skills which we can stand to lose.
Cheers for the suggestion!
Not to come off as an ass, but how exactly would this 'skills' system work? I understand the need for change and all that, but experience is a relatively simple procedure. What about the system in general would be more useful then the current experience system and how would we all make the transition from A to B?
Dissinger
06-06-07, 03:27 PM
Yeah, my only concern is that a skill based system could be MORE restrictive than the simple experience system. I'd have to wait and see what you guys cook up before I give my opinions on it.
I don't see what's the big complaint about the current EXP system. You can make your character whatever you want it to be with enough effort and it's been like that ever since I first got here. On the flip side, I don't see what would we gain with this skill-based system, whatever the hell that is. I'll wait and see what this is before I give my final opinion, but I can't imagine anything that could not only replace the current system, but make it better.
I voted powergroups because I think that's the area where our system is not operating properly right now. But that's being worked on.
Amaril Torrun
06-06-07, 05:23 PM
I like the current system for advancing character's. It is easy to use and effective. I don't really know what you guys mean by a skill-based system and would like to have some details about it, but I think we should focus on changing the things that obviously need to be changed, like the unactive PGs and tourneys.
Cyrus the virus
06-06-07, 09:04 PM
Basically they're really god awful. anything below 5 is junk where the players didn't even try.
What's the difference between a junk 1 and a junk 4? Right now, 1 is junk and 4 is not.
I see no reason whatsoever to change from the EXP system, as it works fine and we have much more pressing issues we need to take care of before we consider changing.
What's the difference between a junk 1 and a junk 4? Right now, 1 is junk and 4 is not.
I see no reason whatsoever to change from the EXP system, as it works fine and we have much more pressing issues we need to take care of before we consider changing.
4's still junk right now.
1 complete crap, (I fir Arroo at joo)
2 Still crap but a little more readable, barely.
3. mostly junk very little effort shown.
4. Junk with some good points
happy.
As for the skill system it could work, I think you should check out FATE (http://www.faterpg.com/) for an example of a good RP system that is more story based like Althanas. Don't think you can copy it but it would serve a good example of what would work for Althanas.
Massacre
06-06-07, 10:17 PM
Although, why fix something that isn't terribly flawed? While all these things may be good ideas, will everyone have to start over? How could we make it fair? All these things have to be considered before a decision can be reached.
Sighter Tnailog
06-06-07, 11:25 PM
People, if you're gonna ask a question that asks us to sort of dream up the things we'd most like to see change, we're gonna say them.
This isn't a thread to have conniption fits or argue back and forth over the benefits of a system that Adam and I haven't written yet except in musing conversations and visionary dreamings.
The day we do is the day we can all have a bazillion arguments and get at each others throats and say what's better and what works. But for now, you asked a question that asked us to identify our hopes and dreams and visions -- so be prepared if the answers sometimes come across as the sketchings of a lunatic or the scrawlings of a genius -- you choose which. But please try to be a bit less angry in a thread that's not intended for picking a fight.
I'm sure you were asked at some point in elementary school something like, "If you had all the power in the world, what would you do?" And I significantly doubt your peers then crowded around you and shouted at you for wanting to change what already worked okay or saying that you were just causing trouble.
The Architect
06-07-07, 12:54 AM
I voted other because I originally didn't think I had the place to place judgment on anything here. I'll be like two days old in a few hours lol. But I have been on other rp sites, and I read alot of threads here to make a proper assessment of the experience system before I chose to join. I'd like to put my two cents in if you'll have me. I'm in favor of a skill based system but please read ahead to see why.
Right now, a skill based system is already 90% in place. The only difference between Althanas and various other sites in the leveling aspect is the EXP and here's why.
In a full EXP system characters don't get new skills at all until they officially reach the next level.
In a fully skill based system characters get skill as they earn them on a scenario basis. At least I hope that's what the proponents of this system are thinking of. Let me know.
Now correct me if I'm wrong, but here in Althanas it's a mix of both. Players get skills on a scenario basis, and if they wish to use those skills in between levels they have to make a character update. Then when they reach the next level they need to make another update, where they may be able to further add skills to their repertoire. However, if the moderator feels that they are too powerful for that level, the players must tone down their character's development even though another moderator already approved it upon completion of a quest or battle. That's double red tape. I'm sure that's a major let down for players. The writing in Althanas is of exceptional quality, and I'm sure players are kept on their toes, and yes this is supposed to be fun, but it can be hard work too. The levels and EXP ensure equality among players, but at what cost? Here's an example.
Both Cyrus the Virus and I are at level 0 and we both play in quests and battles completely separate from each other. Cyrus scores an 80 and a 90 on his first two quests, and he requests an addendum to his skills at the end of each. Sighter Tnailog reviews and approves them both after a few reasonable edits.
I on the other hand I am scoring 40's and 20's on all of my battles and quests. Just like Cyrus I request skill advances at the end of my threads. Sighter Tnailog also oversees my playing and gives me what I play/work for, the bare minimum or nothing.
Both Cyrus and I get to level 1 on the same day, and Letho's there to review our level updates. While Cyrus has to seriously tone down on the skills he earned fair and square, I'm allowed to add to my character's skills thus making both our characters equal. Even though Cyrus did a great job, he's set back to accommodate me.
I'm sure there are plenty of you who've thrived despite the leveling system, and may have even benefited from it. Senior players deserve the honor of their high levels because they've earned them. Those who have done alot here deserve respect, and those high levels show us who they are. That's why I think we should leave the EXP and levels in place.
Bottom Line... The change I'd think should happen would be a very small one. Players would still request an advance in skills, items, and money at the end of a thread, and moderators would still review and approve them like they already do. Players would keep track of their threads like they already do. But the level updates would be just that and only that... updates. The players would provide prof of their advances through linking, and the moderators would check to see if the advances were already approved. This way people would be able to get what they earn on individual merit.
Sighter Tnailog
06-07-07, 02:22 AM
The Architect is smart as a whip. I hadn't thought it through like that, but it works fairly nicely.
But once again...I think we've hijacked this thread a little bit. If y'all are bound and determined to discuss this little issue, go for it.
For my two cents, I think a skill system would pretty much look just like a levelling system, except it would achieve a few key things. First, it would, as the Architect says, cut back on the double-whammy that can occur if you get a skill approved mid-level only to have it changed or emended at level-up. I know it's happened before, too, because I've changed and emended a few before at level-up.
Second, it would get rid of the calculations and so forth that a judge has to do at the conclusion of a thread. While we're happy to do them, sometimes it can be tedious, there is room for error in the calculations -- and because we don't make the formulas public for reasons having to do with the potential for abuse, there is also a significantly greater chance that calculation errors will not be caught. A skill system would be much simpler: a thread counts as a thread. Nobody will get 8 EXP away from a level up.
And finally, we will encourage people to roleplay their character's development as a character, not as a number cruncher. When people get better, they will get better as the logical result of their actions and what their character does, not the result of when a formula says they can add a few arbitrary powers and spells.
In the end, though, I think the best argument for the system comes from the Architect's statement that we already are about 90% based on a skill system. I think that's exactly right. What we have on Althanas today is a power system based around skill upgrades and learning new skills. EXP is like the shell on a pistachio nut -- the real good stuff is inside, and the shell is what you throw away when you're done. What I'm thinking about is getting rid of the shell to find the tasty kernel underneath.
Oh, and one more reason: I'd be willing to bet that about 10% of the discussions we've had and the arguments we've fought about on the mod forum are the result of levels. Do we have a level cap? What should the cap be? Is it unfair for high levels? Do lower-levels get gypped? Does this formula properly scale for thread score? Does a power of .56 work better than a power of .583 in using the exponential formulas? ...and so on. I think mods would be more productive if a complex numerical system was removed in favor of something simpler, more compact, and easier to use.
I really like the Architect's post, he shows the system and that example shows one reason that levels exist.
that 10% level system we use has very important role, free abilities are necessary in character growth, they allow characters to be able to learn something in the down time and give a scale to compare advancement with.
With the example shown the most common way it would happen is that while Cyrus has only a few RPs that he probably would do with well trusted friends or Althanas Elite, the Architect posts up a storm with newer members (ergo the low scores) or solos. Also he's of a common person that forgets to request spoils so he might stagnate completely under a pure skill system. Under the skill system, Cyrus would likely end up having an overpowered character for getting all those JCs since there'd be no level to compare him against.
err sorry I just needed to point out a caveat. Though if the skill system had a way to curb advancement then it might work. Like everyone starts out above average in one skill and novice in other and has clear. now the bad thing is that neato abilities would not be get, I couldn't even think about the dragon transformation in my solo, because level novice form fox could not jump into adept form dragon or something like that. With the skill system I see the problem of special abilities too either become out of control powerful or on rails and lose the flexability that makes Althanas neat. With the level system I can think, "I've really ignored Ki's fox magic, she doesn't feel much like how I imagine a nine tails to be. I need some cool shape shifting magic, one that shows the power of a nine tails. I got it, I'm level 6 so I think that a dragon form would be really cool and show her power in shape shifting." That way I'm able to fix the character by keeping it comparable to level and at level up I could add and probably will add some fox magic to keep her in the image I need.
Massacre
06-07-07, 06:37 AM
One question I'll ask then...
How will you make the skill based system fair? If everyone wrote a good thread and got a new skill as spoils for every thread they wrote it would never end. People wouldn't want to stop getting new skills either, because they wrote their thread. With the level based system it requires a different type of work, sure, but I think that you've actually accomplished more when you level up than just getting a "skill a thread" kind of thing.
About the getting skills chopped into pieces by the RoG mods at level up.
That's their job!
They're supposed to keep players that have received the same level at just that, the same level. Honestly also, there's no way that someone who writes a thread worth 20 will level up at the same time as someone who writes a thread worth 80. So that situation doesn't make sense unless the former person started far before the latter person. I think the current system works fine. A judge may approve of the concept of the skill, but having the RoG mods, who specialize in keeping it fair at each level, should be able to do that. How can you judge the allowed strength if not by level?
Number of threads?
Well, that's about the same as a level up system. Like I said before, I don't think it's worth fixing at this point because it's not broken.
The Architect makes some good points, but there is also a serious flaw in his example, one that he would've probably noticed if he was around for a while longer. Skills - unlike gold or items that are requested as a spoil - are not influenced by the score. A level 0 Super Ultra Awesome JC Writer gets a skill no stronger or weaker then the level 0 Average Joe. And if he does, he gets balanced at level up by the RoG squad. I judged my share of threads, read at least thrice more judgments, and I never noticed the judge saying: "Because your score is 45, I'm asking you to tone down the skill you asked as a spoil.". He may take away some gold, and while we had tiers he may have made the sword/staff/whatever a bit weaker, but any correction in the skills was requested mostly because the skill was simply too strong.
This is good, in my opinion, very good, in fact. It creates equality amongst players. It also lessens the chance for the ever-infamous "elitism". If you approved stronger skills to better writers, you'd have a JC-writing, 75+ scoring powerhouses in no time, while most of other people (and especially the new people that we try so hard to draw in) will be segregated now not only by the number at the end of the rubric, but also by the sheer power of their characters.
The current system is good. It's not perfect, but it's as close at it gets, in my opinion. It gives everybody an equal opportunity to compete and makes sure that it's the quality of writing that matters when two writers of equal level meet.
Cyrus the virus
06-07-07, 09:21 AM
Reiko and I are capable of having a discussion that doesn't turn red-hot, you know! So let us have the chance, yeesh :p
On that note, I must say that I disagree with his assessment of what a 4 represents. I think it depends on the quest, the judge, and the writer. I would give Letho a 4 in something if I thought he was lazy, since I know he can do better. It's pretty subjective (objective? =/) and depends on situations, but I wouldn't say any number score is just dismissing something as junk. I figure a 1 is generally junk, but I usually only give those if I feel someone was lazy.
I think it's lame that we only recently 'perfected' the EXP system and got a good distribution system going, and now Sighter the evil man is bringing up the idea of changing it :p What a douche.
I'd love to know who voted for approval system, though, and why they did so. If there's an issue with it from someone's perspective, I'd like to know their opinion! Though I'm happy to see most people are satisfied with it :)
The Architect
06-07-07, 09:41 AM
Skills - unlike gold or items that are requested as a spoil - are not influenced by the score. A level 0 Super Ultra Awesome JC Writer gets a skill no stronger or weaker then the level 0 Average Joe.Yea I didn't notice that. It does make things more logical. But if the above truly is the case, and the judges have properly rewarded players with equal skills why is the extra level check necessary?
Reiko, you also make some good points, but if you neglect one of your character's talents it should be underdeveloped just like in real life. If you don't use a talent you're going to lose it.
Massacre, I know it's the RoG mods' job to chop up skills during level updates, but they're often the same mods that judged and approved the skills they're chopping up. And you're asking where it would all end, but who said it was supposed to end at all? So far the levels haven't ended.
I just thought some of the red tape here could be cut with little difficulty. Maybe we could get rid of the between level updates since players almost always keep up with the advancement of their character in their signatures and sidebars. All anyone has to do right now to see where the average player's skill came from is click on a link and go to the last page.
I do agree with others that the powergroup and tournament sections of the site could be improved. A good way to improve the tournaments is to just make sure everything is done while the novelty is still high. No one but father time can control that, but if we work with him he'll reward us handsomely. I guess the powergroup thing is more complicated because I've taken a look at things and everything I've thought of has been tried.
well the thing is in a good fantasy, Realism will take a back seat for an interesting story and fantasy elements. It's just sometimes you need a major change and gradual development just doesn't always work.
Hm, for the skills based system I think its a weird, decent idea, but we should keep things the way they are. Its probably where the saying 'if it ain't broke, don't fix it' comes into play. Sighter, I apologize for putting you on the spot, but if your going to suggest revolutionary ideas that demand significant change, be prepared to be held accountable for what you suggest. I think if we were to look at the skills sytem a little bit more and if it were to be added in the end, it'd probably be minute changes in red tape procedures at best.
Keep in mind that a lot of people here have gotten used to the experience system and are resistant to change it, its natural. Now, if you were to come up with a system that gives efficency, doesn't topple the careful balance so many of the mods/admins here juggling plates struggle to up hold, and puts a new ingenius twist on what we need rather then what we want, then you'd probably get your idea cashed in.
Anyway, I went into that a whole lot more then I wanted to. About Powergroups; I've looked into it several times as to making one or joining one, but I have a hard time thinking of a way to keep myself committed. I would think there needs to be either some sort of bonus to having a group other then the obvious ones that keep you writing. I've watched during my time here a lot of fantastic players come and go, and a lot of them taking their guilds with them. Now I remember looking at a guild and there was a discussion of how to bring it back with a unique technique:
THere is actually a very simple way of doing this. You have a decision making leader, but have it be somewhat of a rotating position. You would have a semi-permanent council structure consisting of between three and five people. Each of them have some semi autonomous functions. For example Recruiting leader, Raid Boss, etc. etc.
From these five people, you have a rotating grand leader every month. That way you have an institutional tripwire that allows you to catch unactives, without having to go through the whole ignominy of "where's Gild/Yari/Damon, now what do we do?"
Any council member could be replaced with a vote by the other 2/4 council members.
Again, right now I'm not even a member of the Brotherhood (tried to apply recently but was shot down until you get an organization set up). Take this as it is, merely a humble suggestion.
Now this fail safe I'd be willing to wager would work if more power groups stuck to them, which would help with other players cope with a Yari or a Gild leaves the table. But as I see it, the problem is two fold with both maintaining a power group and creating one. Some of the best ideas have come from the most unlikely sources, I'll bring up the Arizona Company for those that remember. The problem again, is that even though this idea got players into it, it relied too much on one person. That I think is the flaw here. In the interest of a lot of those powergroup hopefuls, I would suggest that the application process be a bit more clarified, and that what was said by Molotov be practiced a bit more, theres a chance powergroups would be able to take the right step forward.
As for the clarifications to the application process? I would think mods should treat it like those in the RoG handle new registrations. A guild is basically like a character, and it isn't that they have been overpowered lately, but rather underpowered and left vague. There also needs to be some sort of system in place that gives some sort of bonus that draws people in. Whether its the ability to throw in a skill like Gild's into a hodgepodge and share it with everybody, you get annual experience bonuses of some kind because of your powergroup, or something of the like. Now I realize that a lot of this has been done on a player's time and effort, and I think that shouldn't change, only that mods demand the creator to come up with their own way to keep players hooked. Its a hard, heavy handed concept, and it obviously needs more clarification, but its a good way to get Power Groups to actually function and stay that way.
Sighter Tnailog
06-07-07, 06:04 PM
My problem, Saxon, is that everyone assumed that the "weird" idea "demanded significant change." To make that assumption requires you to assume the specifics of a system -- a system that has not been written yet. The assumptions being made as to the substance of this system -- that it won't account for certain characters being at certain levels, etc -- are all based on assumptions being made about specifics surrounding the system.
What I'm currently arguing right now is theoretical: it is about the general philosophy that undergirds that system. It is about what it encourages and what it evokes, how it streamlines and so forth. I'm perfectly fine with questions being asked and challenges being made as to the philosophical benefit of a skill system. Indeed, a number of well-written challenges have been offered by Letho and others. But there are still a number of points I've made in my earlier post that have yet to be addressed.
I'm not asking people to withhold argumentation on the philosophy or theory behind a skill system. I'm asking them to refrain from attacking specifics that are based in the very unspecific disciplines of conjecture, hearsay, and assumption.
Thoracis
06-07-07, 10:38 PM
I chose judging because I hate the rubric and I always have since we strayed from the Tan-thanas rubric.
Nymph and Dragon
06-08-07, 11:49 PM
I'd change the vBulletin message that we get when we submit threads for judging, because it says that our thread will be scored in the next few days and it rarely takes that little time.
Patience is a difficult virtue.;)
The thing i would change is how just because people like to be creative in different ways than other people dosn't mean they have to get banned or have a fight deleted or not judged just because a mod dosn't get creative in the same way as you.
An example would be that just because i dont get all serious with eveything i do and my characters are always creative dosn't mean a mod should ban me or not judge my fights because my characters aren't all the same old "I'm a demon and my parents died and now i want revenge"Kinda story.My characters are always unique like my charcter sir cumferance.If you remember him he was a cantelope that was possessed by a demon and could create demonic body parts out of himself.
o and take note this isn't anything im being disrespectful about i was just giving you creative critisism so please dont take this the wrong way
I don't like the way the tournaments are run - or perhaps participated in - and Nymph offers a great point as well - though it has been quite some time since I've actually completed a thread and submitted it... Lol.
I said PGs and the OOC forums.
PGs: I have never liked the PG system in any of its incarnations. It's just a matter of opinion. It's the underlying concept that I don't like.
OOC Forums: I would like it if the thread recruitment part of the Roleplayer's corner was separate from the section for discussions about RP concepts.
As for the general idea of the skill based system, I am generally in favor of the version of a skill system that is in my head. I have discussed it a little with Sighter and Ashiakin, and I believe that we are roughly on the same page with the generalities. Of course, the devil is in the details.
Kari and Grimble
07-01-07, 04:32 AM
I want the HQ system back for PGs. Back then there was a reason for those wars, to get other people HQ and the monthly gold that went with it. God, do you guys remember how much hybrid pimped that?
Fate has an annoying layout.
And I dont want to change the EXP system. As far as skills go, I thought that linking back to the thread where a judge approved a skill allowed the RoG mod ask the judging mod why they approved and allowed the RoG mod approve the profile more smoothly. I was also under the assumption that if you gained skills that were approved at the end of threads, you couldn't get away with doing the level up gain in skills/strength. So I don't see the need for changing it.
I also agree with Thor. The new rubric blows chunks.
Serilliant
07-01-07, 09:21 AM
The HQ system is back for PGs. They were reintroduced a few weeks ago. Check out the Power Groups forum for more information.
Skie and Avery
07-02-07, 02:34 PM
Oh. I stopped looking there because it got taken away and I decided that it was a boring waste of time and space. Also, it has an ugly sister. And mom.
Seraphima
07-02-07, 03:55 PM
But it's brother's hawt, Manda.
Cyrus the virus
07-02-07, 11:02 PM
I conclude that Manda is about 12 years old.
Skie and Avery
07-04-07, 09:55 PM
Damn, Matt has found me out. And I'm really 12 and a half. That extra six months is important.
I said PGs and the OOC forums.
OOC Forums: I would like it if the thread recruitment part of the Roleplayer's corner was separate from the section for discussions about RP concepts.
That's pretty good. I'll see what I can do for that.
Mutant_Lorenor
07-09-07, 05:29 PM
I'd bring back a fully functioning version of the Vara Moire university or some other equivalent of a place where Characters can get legit skill-training on basic things like Swordplay.
Mutant_Lorenor
07-09-07, 05:40 PM
I chose other. Its interesting seeing the debate for the skill system now when that's something I've been trying to incorporate into my Characters for a while now. I think that the best way to do it is have an IC system similar to the old Vara Moire university but keep it an OPTIONAL system. I think the reason that the Vara Moire system didin't work was cause too many mod's cramped it up and there weren't enough active people. I personally like the idea of a stream-lined IC learning center. Raiaera has a system for learning Magic. (At least THEIR idea of Magic) I think that one for learning mundane and advanced skills can certainly be developed for IC usage.
Of course Players should still be allowed to circumvent this system and come up with other clever ways to get Skills and Abilities and train them. I think that the option should EXIST. Also a thing that's always been on my mind is the concept of a Reputation system mentioned by Matt a few times. I used to have a basic Reputation idea for one of my older incarnations of Lorenor. What I think we can do for each continent is have a certain number of existing organizations (In Corone for example The Rangers, The Syndicate Monks of Ai'Bron) I think adding mini-groups that people can join and get training from and complete jobs for is a pretty good idea. We have a similar system in play but I think it can be better developed.
I personally would LOVE to see the return of some sort of training center. I was a big fan of the original Vara Moire concept and think that with some fine-tuning a return to that basic idea might be great. It might even be possible to incorporate training centers into the current Power Group system.
Awesome. Direct proof that these poll threads can lead to changes on the forum.
googlyeyesultra
07-16-07, 07:44 AM
Judging. Allow players to apply to become part time judges, who will then be tested, and if they pass, taught the rubric. These part time judges could judge threads from any forum whenever they felt like it, speeding up the judging process. The regular judges would still be around, to cover those threads that part time volunteers don't want to read.
Falcon Darkflight
07-18-07, 10:44 AM
Powergroups, specifically.
It's so difficult to maintain a good PG. I refer back to the days when the Grander's Order was up and running. Me and Raelyse had Althanas's biggest PG, and eventually it collapsed in on itself for a number of reasons.
Firstly, sheer size. Due to the demand of in-character initiations, it was almost impossible to get everyone in and running along nicely. These were hampered by inactivities, including my own of course due to work internet going toilet side, by people getting bored ect. But the main problem is that people have to limit PG member levels just to get anywhere, because everyone needs an IC initiation (at least if they want to make sense) and sometimes its just too much to do, especially for those with limited access.
Secondly, it's very difficult for those newer members or, if you like (and this is by no means supposed to be patronising), "smaller" members to get their ideas working, because even though the idea itself may be great, they don't seem to be able to attract the big hitters. This results in dead clans.
Inactivity is an issue as well. Sometimes, clans depend on everyone being active for a particular mission. S*** can happen, people go offline, missing, or have other commitments.
However, on a positive note, the clans that do work are well organised and have some fantastic concepts. I have favorites but I will not name them.
RumpleGrumblePuss
07-20-07, 11:31 PM
Forum drama.
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