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Netheril : Age of Magic

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Messages - The Man in the Mist

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General Discussion / Re: Theme song.
« on: December 30, 2018, 09:49:34 pm »

General Discussion / Re: Death penalties
« on: December 13, 2018, 11:13:19 pm »
I tend to agree with you; the lower level quests can be rather difficult and I believe were balanced for a time when there was not such a wide level gap.

Furthermore, most of us do not hesitate to recompense xp if it is lost to a bug, just provide screenshots.

General Discussion / Re: Death penalties
« on: December 02, 2018, 01:23:36 am »
Hence my utter bewilderment.

Let me lay down just the numbers.

A majority of the active characters ig are 15+ level wise.

15 percent of xp is lost upon respawning, provided you are not raised or ressurected, which decreases it by 5 and 10 percent respectfully. With the current level range most cleric pcs can actually rez people pretty quickly, and often. I know this because I have seen it. Even if free rezzes were not readily available, the cost of a full resurrection is 6k.

Compare that to the typical adventurers cpinpurse, which is in the tens of thousands. And those are the typical ones. There is a rather large handful of people walking around with over 100k.

6000 is a drop in the bucket.

So ignore the spiel about story, ignore my self righteous rhetoric. Ignore all of that. But don't ignore the numbers.

General Discussion / Re: Death penalties
« on: December 01, 2018, 08:50:30 pm »
What you describe is actually what we have currently. The xp hit isn't nearly as high as folks make it out to be, and while yes, it is much more steep at higher levels, that is simply because we don't want to see a whole server of max level folks. Reaching max level shouldn't be the end all be all anyway, but again, I think this argument is going over a lot of heads.

Despite this I will try again one last time.

What you are asking for is what is practiced on many popular MMOs. World of Warcraft is actually free to play now from what I hear, as are many others.

But you're not there, even though these games have better graphics, crafting systems, and player count.

You're here.

Because this game we play offers something different; consequences. Actual tangible ones. If everyone can hit level 20 easier than they do now the accomplishment means nothing. The struggle is what brings the reward. This is what makes the stories we tell feel tangible. Without risk we are just a bunch of nerds behind screens talking at eachother.

General Discussion / Re: Death penalties
« on: November 29, 2018, 11:48:26 pm »
Ideally, a higher level character will die to higher stakes, as opposed to a level 10. Its not a perfect system but the alternative leads to something that I personally consider unhealthy; the level gap. How can a new character hope to keep up with or even interact with characters drastically higher level than them? The answer lies in solo grinding until 10 or higher and then hoping others take you along on things so you can leech xp. I don't find that particularly fun at all. I suppose some people might, and that's their prerogative.

That said so far the only arguments I've heard equate to little more than it would be nice if the game was easier or that it's not fun for bad things to happen. Both things I think have been addressed fairly well.

The power that comes with being high level will lose all meaning when it becomes easily achievable by everyone.

It's the struggle that is what keeps things interesting, and if losing two months of xp invalidates those two months for you, then I insist you have a serious misconception on what this game is about.

I digress. I hope this doesn't come off as condescending or even rude. I only mean to throw in my own thought on the matter. I only ask that anyone who doesn't like the death system to consider rolling up a new character who doesn't focus on xp grind at all, and rather on telling a good story. I think in doing so you will enjoy the aspects I speak of much more.

General Discussion / Re: Death penalties
« on: November 29, 2018, 03:35:55 pm »
This game has consequences. Stakes. The lack of these cheapens the game. Dying sucks, losing xp sucks. But if the game is more about xp and the grind, I'm worried you're missing the point of the game.

Your character should not solely be the time you've invested in them. If your characters efforts are reduced to nothing just because you lost a week's worth of xp, something's wrong, chums.

Announcements / On Recent Behaviors...
« on: August 24, 2018, 06:36:01 am »
So I'm sure a few of you guys have noticed already that we're a few players short, and rather than stay tight-lipped about it we would rather let it be known just as to why this is.

Perhaps the most important rule to have in a community like this is mutual respect, not just between the DM team and the playerbase, but between the players as well. Naturally we will disagree from time to time, that's what happens in any community, and doubly so via the internet, but acting in a respectful and amicable manner is vital to preserving a healthy community. The alternative from even one individual can prove toxic to the rest.

Initially we had hoped to change the behavior with slaps on the wrist and then temporary bans. What we found though was that in this particular case improvement never did come, and rather than fix the problem we found that it worsened because the toxicity would spread.

Thusly we have decided to adopt a Zero-Tolerance Policy when it comes to the way we treat eachother. We are here to play a game. A very silly game with elves and dragons that we all love. If poor attitudes or rude behavior is getting in the way of that, then what is the point?

The solution then, is simple. We are to be respectful and kind to one another. If anyone is acting in poor form towards you, then you must choose not to engage with it and let the DM team know. If you feel a DM is being disrespectful or rude towards  you, you must similarly choose to disengage and notify the other DMs. What is not okay is to escalate the situation with insults of your own.

I reiterate. Be kind. Be respectful to one another. This also implies that you should act in a way that is respectable and worthy of kindness. If you cannot, this is regrettably not the server for you.

Announcements / Re: PVP Rules, Streamlined For Your Convenience
« on: August 07, 2018, 12:18:45 am »
To clarify, anything labelled as "Not Okay," means that if exploited will result in repercussions such as character retirement.

Announcements / PVP Rules, Streamlined For Your Convenience
« on: August 07, 2018, 12:12:34 am »
1.) PvP -must- be kept IC. Any PvP resulting from an OOC beef is unacceptable, as is any OOC insults or complaints made to your fellow player. Complaints can be submitted to the DM team, who will look into your concerns with open mind, though insults probably won't be met so amicably.

2.) Be Respectful. This goes for everyone. The person initiating the pvp needs to be respectful OOC. As does the person on the receiving end. If OOC resentment is bleeding through to your IC speech, then we'll notice. It's very noticeable.

3.) No Full-Looting. This is just typically bad form and usually completely unnecessary.

4.) Once you are subdued you -must- stay down. This is an OOC courtesy to your fellow player and will be enforced. Even if you get healed by someone. Rather ask if you can get up from the overseeing DM or the player who subdued you. Failure to follow this rule can result in character retirement.

5.) DM Rulings are to be respected. If you think the ruling is unjust or unfair, you may bring it to the team as a whole, but IG through OOC argument is not the way to do this, and will result in repercussions.

  • Set appropriate PCs to hostile before engaging in PvP, do not attack blue PCs. It is advised to hostile nearby PCs you aren't sure are on your side.
  • Beatdown PvP requires no DM to be present, PCs can subdue/loot other players without a DM, unless near blue NPC(s). It is not permitted, unless a DM is observing and gives the go-ahead, to full loot a PC. Take one or two items and some gold at worst.
  • PvP near NPCs require a DM to be present, if ongoing PvP reaches an NPC populated area the PvP ends.
  • PvP intended to kill a PC requires a DM to be present, this remains unchanged.
  • When initiating PvP always drop a message in the DM channel stating your intent to do so
  • Faction PCs can initiate PvP without a DM in their faction base, you may not lock the doors of your base as to trap people inside for PvP.
  • Dukarrus PCs are allowed to PvP and enforce laws in Hadrian/Valstiir without a DM.
  • DMless PvP by Dukarrus or Faction members mean the attacker is free to retaliate/beatdown/loot/boast, but shouldn't stick around in the area as to not ignore NPC presence. The faction PC initiating PvP this way shouldn't expect help from NPCs.

7.) Permadeath should only be done if the character in question has done something to warrant it. This can mean a whole lot of things, but essentially, if your character is conflict driven in anyway, permadeath can happen. Actions, good and bad, must have IC consequences.

And finally, some things to keep in mind when you PvP that should be pretty common sense but will be iterated here anyway:

The act of escaping pvp by running through a transition and then doubling back, thereby losing your pursuer via. a load screen is not okay.

Due to server limitations, NPC populated areas are often more populated than you realize. If we had an accurate representation of how populated Hadrian is, it'd be very very laggy. When in doubt, shoot the DM overseeing a tell inquiring to how populated the area is currently.

Crabwalking to speed up your character and get away from conflict is not okay.

In general, anything that is exploiting a system from the early 2000's is something you should avoid.

Announcements / PVP and You
« on: August 07, 2018, 12:10:49 am »
There is often a lot of controversy around PvP, and for good reason- to be successful usually requires some expertise when it comes to the mechanical aspect of the game, which is hard to manage for some people, (I myself am quite terrible at establishing mechanical power,) and therefore when it does happen, it feels bitter and unfulfilling to the uninitiated.

I stress that this is an entirely natural response.

That said, I must submit that this response, while natural, comes from a skewed perspective on just what a game like this is.

We are telling a story, collectively, and that is as far as it goes. This means that the narrative is told collectively. You can try to make your character the hero of the story, or the villain, or something else entirely, but when you're telling a story with dozens of other people, sometimes the story does not unfold the way you hoped. Sometimes bad things happen, and it changes your personal story. This, at it's heart is necessary for an immersive collective roleplaying experience.

When you find that bitter PvP loss, your initial response, (that entirely natural feeling that we all get,) does not come from a perspective complimentary to what I described above. It comes from a different perspective, a perspective we all have starting out on a game like this. I like to call it the “Win Mentality.”

The Win Mentality, at it's essence, is the belief that bad things should not happen to your character. Of course, nobody will state it quite so brazenly, and will be quick to say that they don't care about winning- they just don't want the bad things that cause the feeling of losing to happen.

Which is the same thing, really, if you think about it.

Now, shift instead to what I call the “Storytelling Mentality.” This mentality is one where you recognize that you are not the main character in this collective story we are telling. You are simply a character interacting with other characters, and so is everyone else. These interactions are entirely dependent on the nature of your character and the natures of the characters he or she comes in contact with. They can range an entire gamut of descriptors, because human interaction is pretty elaborate, but it also includes hostile interaction. This runs the risk of Bad Things Happening.

Think about your favorite books, tv shows, movies. The characters in these stories usually have Bad Things Happening to them, don't they? You'll also notice that usually this results in a better story.

Would Game of Thrones be so good if the Bad Things Happening stopped happening?

What if the Bad Things Happening weren't happening in the Harry Potter series?

What story would there be, do you think?

Is it the sort of story you'd like to be a part of?

If the answer is no, then congratulations, you've taken the first step out of the “Win Mentality.” All that remains is to develop the OOC grace necessary to roll with the punches as they come. Recognize that what you're feeling is what everyone feels in regards to their own character, and that in order for the story to progress, it needs to be a collaborative effort, because that's what we're all doing. Collaborating a story together.

As always, if you feel that the PvP in question was brought about by anything other than in-character purpose, then you can and should notify the DM team in a respectful and calm manner.

Announcements / Re: Isle of Sauros Pt. 2
« on: July 01, 2018, 05:42:07 pm »
Doing a birthday lunch with my wife that's unexpectedly running a little late.

Shouldn't effect the time by much, if it does, I might just be a little late.

pls don't be mad

Announcements / Greater Sanctuary and You
« on: June 30, 2018, 12:04:01 am »
It has become clear that the spell Greater Sanctuary is a buggy mess at worst, and over powered duration wise at best. The DM team is working on adjusting the spell, but these things can take time.

For this reason, until the spell can be adjusted to where it works properly, it should not be prepared or used in game at all.

Announcements / Isle of Sauros Pt. 2
« on: June 26, 2018, 12:27:47 pm »
Hey guys, sorry for ta king so long posting this. Those that wish to pursue the lizardmen of Sauros down into their dangerous hovels, may attempt to do so this weekend, (exact time forthcoming.)

Please note that this will be a sufficiently brutal event, no free raises, no rests in the middle of the event, and even more high CR foes.

With that said, success will be well rewarded.

Announcements / A Wanderer from the Mists...
« on: June 21, 2018, 02:14:13 am »
"Stuck out of a west window was a great black-bearded face whose eyes shone phosphorescently with the imprint of unheard-of sights. But the voice was gentle, and of a quaint olden kind, so that Olney did not shudder when a brown hand reached out to help him over the sill and into that low room of black oak wainscots and carved Tudor furnishings. The man was clad in very ancient garments, and had about him an unplaceable nimbus of sea-lore and dreams of tall galleons. Olney does not recall many of the wonders he told, or even who he was; but says that he was strange and kindly, and filled with the magic of unfathomed voids of time and space."

- The Strange High House in the Mist, by H.P. Lovecraft

I have always wanted to do that. Hold onto your butts, I'm the newest DM.

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