All right, please disregard any comments I've made on the supposed trustworthiness of players...
Was this someone who *stayed*?
Age-dependency sounds like a nifty idea to me.


There was nothing "broke" with the way people lived back when they were hunting mammoth and living in caves. Yet - and, of course, you might disagree -, I'm very glad someone did not pop in and say "If it ain't broke, don't fix it" every time a change was suggested or about to happen.Athon wrote:It's been used on these boards before, but here it is again: "If it ain't broke, don't fix it."
I don't think it was fine. As written above, it incited people to spend (most of) their time bashing mobs or mindlessly typing "mine" again and again. If they want to do that, it's fine... but it does not mean that the game should reward them for it! Or at least it does not mean that the game should reward them for it as much as it did.The whole skill improving system was just fine back in the day. So why was it stopped? To prevent twinks? I see more twinks now than I did back then.
The suggested system does not prevent people from training when RP is low. They will/would just get less by doing that than by roleplaying. You wrote "allowed players to both train when RP was low and to RP when possible". You did not write "allowed players to both train when they want and RP when they don't feel like training". That shows that roleplay should be the primary/most favoured occupation, not training. Thus, roleplay should give more reward than training...That system allowed players to both train when RP was low and to RP when possible. Remember, even though this is still an RP mud, we do like to be able to build up characters too. Severely limiting our character development to strictly just RP makes it rather... dull. Of course I love to roleplay, I do it all the time. But there are times when the RP is dead (Everyone is out somewhere) or sometimes it just feels fun to go out with another person or so and train. It's called balance and we're ignoring it.
Yes, realistically, you have to practice something to be good at it. I agree with that. But... should it be (role)played?Remember, to get good at something you have to practice it, not sit around talking to people the whole time. This game would be best suited to go back to the skill-improvement system of before.


This is just one thing in particular that caught my eye that I will comment on, because I must admit that I haven't been extremely attentive to this thread (it seems like there's another four or five screen lengths' worth every day). I'm going to refer back to Dalvyn's example of players A and B. Let's say both want to roleplay a dwarf developing his or her mining abilities. Player A "roleplays" the character's mining during the player's six hours online. This type of "roleplay" involves pressing the enter key many, many times until a line of white text informs the player that they have improved at mining. Player B on the other hand roleplays a dwarf spending some time at the bar getting sloshed with friends and singing drunken tunes after a hard day's work. The mining is assumed to have happened when the character isn't actually logged in.Algon wrote:That is his RP....his RP is not sitting around talking about how great he will be one day then....bam....a master miner.
I'm sure there is great roleplay potential in going out and killing things in groups, but that is very different from mining or killing things alone for a hundred hours.Algon wrote:Remember this game is not simply about sitting around and talking for alot of people...some of us actually do like to take a friend or two and just go slaughter something. That is RPing as well....not everyone enjoys just sitting in the square all day long and doing nothing but talking and I do not believe the game was created to be that way.
When an experienced builder makes a new area or quest for this mud, I think they have the second definition of roleplay in mind as they mold its features, rather than "how can I make this area more fun for people who just want to kill something." The monsters and quests and areas are there to catalyze interesting conversation and action, whether on-site, or from the safety of the market square as an adventuring party recounts their tales.Algon wrote:There are countless monsters and quests and areas to explore....it was made to go out every now and then and kill something and practice using that new sword technique you just learned.

I heartily agree with this sentiment. By all means, reward RP as much as possible...but do not totally neglect the players who login when there's only one or two other PCs and no imms online. I've spent plenty of hours chatting with mobs and RP-ing the best I can, and I would hope for some character development even if there's not someone on to see it.Tavik wrote:That being said, I do think that the current system, should be kept (if not modified a little to make things a bit easier to through actual use) for the sole purpose of those that want to do something over and over again. As anyone that's been around for any amount of time has seen, the players here are all vastly different, and I understand that you can't please everyone all the time. But that doesn't mean don't try.

In my opinion, I as well as a few others I know actually don't reward unless we see really good roleplay... not because it costs us kismet but because we know we are -only- aloud to reward once per day, & I think that is how the makers intended it to work, for the mortals.I would imagine most people don't reward, unless they see a really good rp, because they know they lose more kismet than they give.