Solaghar wrote:1) Game is designed towards doing exactly the things admins don't want players to do
... Money has been made much more difficult to obtain compared to the past. It's not desired that every mob drop coins perhaps, or that too much can be sold in one town. But by making these changes so that money becomes more rare, all you do is force the people who need it to go to the few places they still can make money. This is mostly a problem for younger players and for people who don't know everywhere you can go in the game to get things, so therefore it's a problem that disproportionately affects new players, young players.
Money-gathering from mobs was made harder in areas where mobs shouldn't drop coins, or shouldn't have dropped that many coins in the first place. It was also changed in areas that were "too good" in comparison with other areas, and thus were constantly and unICly raided by people "in the know".
That being said, those modifications were also accompanied by the introduction of several alternative money-making options. The whole Express Deliveries quest, for example - which actually targets those new players you mention as especially affected by the changes. Then there is also the merchants' guild and the trading posts, where clever traders can make a constant income. Add to that publications (which are paid). Add in bandit lairs and their hidden treasury chests (which load randomly, so that people can't just raid the area again and again). And I'm still open to any other ideas regarding this.
The modifications have been aimed not towards making it harder to get money, but to make it harder/impossible to get money by constantly raiding areas over and over. That's why some areas were changed and that is why alternative solutions have been added. We saw players camping areas as a problem (many players did that in Hartsvale, and some area still doing it in Shadowlands) and we thus modified the areas to make this undesirable behaviour less rewarding.
I am fine with saying that a better solution would be a system where the more you kill the same mob/in the same area, the less you get out of it (in both xp and loot); but that requires much heavier coding than what is possible with area code.
... Armor or weapons that a person might be wearing magically evaporates without explanation the moment they die, despite what may occur in real D&D, where if you do kill someone, their things don't just turn to dust. While I understand you don't want too many people selling too many things, it's quite simple to set a worth on an object via the code...
That wouldn't be a working solution either. There are several areas where mobs drop everything they have. And those areas are generally littered with those items after a few hours. People just leave the items there on the ground and do not bother to go sell them. The same would happen if the cost on more expensive items was reduced.
2) Unwritten rules characterize a great deal of player/admin interaction and the way people are judged
... To a lesser extent, this same attitude is carried over towards many evils in general...
This is totally untrue, from where I stand. I have encouraged evil to work and build what they need. That's how a fighter's guild was added to ZK, then how a bard guild and a quest to own a griffon was added there too. I have stated repeatedly that I would welcome anyone who would invest IC roleplay and OOC time into building other guilds. I have also added a component warehouse in ZK to balance off the warehouse in Silverymoon, at Ceara's request. The whole Zhentarim paying system has been fixed too.
While it is true that I consider that building for the surface is a better investment than building underground, I do not remember ever extending this to the evil.
Dalvyn has also stated that this game is focused on good and neutral players, obviously the easiest to build a game towards and the most likely to work together.
I would be glad if you could remind me where this comes from, for I do not remember stating anything like that. Or even thinking it. While it is true that I always have a small talk with any new builder who intends to builds for the underdark, to try and convince them to do something "more useful" on the surface, I have never tried to steer someone away from building evil areas. It's actually the contrary: I have tried to incite people to come up with areas they would like added to the evil side of the surface.
Waterdeep is the focus of RP. If you're not someone who spends time there, don't expect to get the same sort of interaction.
It's actually like the chicken and the egg. Waterdeep is the focus of many roleplays because that's where most people are. And most people are there because that is where newbies come (and I wouldn't want to see Waterdeep deserted for that very reason).
But when people gather in other places, it's not uncommon to see an imm visit them. Several small-scale roleplays have happened in ZK and in Westgate as well, though fewer than in Waterdeep, obviously. I would also like to remind people that imms are not the only possible source of roleplay. See what the orcs are doing and take example... there sure are even fewer roleplay in the orc camp than in Zhentil Keep, so they created their own roleplay, and built an area to support it. And they now have regular monthly events.
I know a large evil/neutral RP with the purple sphere is planned, and it's honestly the first one I can remember. I've never seen an admin-sponsored RP in the Underdark since I started playing here in 2003, nor one specifically offered to those in Zhentil Keep or Westgate or any other focal point of evil RP.
There were a few people sent down in Menzoberranzan, and a couple (maybe) of drow expeditions to the surface. As for evil-centered roleplays, I remember offering to open up Sasszrin's Dungeon for a group of evil characters. An evil character applied (sending in the list of a whole group of evil); he was online, so was I, but no other evil came at the set date and time.
Any admins reading this, ask how often you do renames in other cities (as opposed to general game-wide renames available to all). Spending more than 1500 hours in Menzoberranzan and Skullport on two characters, I've never seen one. But to see certain people who spend their time in Waterdeep, there are times when you can get your entire wardrobe renamed.
Last I checked, renames were not restricted to a city. I made a mud-wide renaming sessions a few weeks ago, and I jumped from character to character, no matter where they were.
People are looked upon poorly if their items don't match to some theme, ...
I have honestly never heard any comment about that from any imm.
... you can not use teleportation spells like gate to go places you've never been ...
Good point. This might need to be debated and perhaps added to the help file.
3) Admins interact with certain players often and positively in both IC and OOC manners, while other players experience tend to experience only negative interaction in terms of being 'judged'
I rarely speak to admins. I can't remember the last time I had a friendly chat with one, despite the statement that we're all supposed to be friends here.
I guess our little friendly chat about your next area to build (from last week? or the week before?) does not count. That is fine by me.
Some players have access to a chat line where they can speak with admins about what is going on in the game, comment about it, talk about whatever suits them even if technically it is supposed to be entirely about the game.
Correction: all players do have that. This is this forum, plus the various mail addresses.
I believe that this "chat" channel is a bit like most secrets. When you do not know what this is about, it looks like a tremendously big and important thing, where many things do happen. In truth though, this is nothing like that. Important information travels through mails and is discussed on the forum, not on this "chat" channel.
I used this "chat" channel several times yesterday. First, we talked about where volcanoes can be found in Faerun. Then we talked about what happens to metal when it is heated too much. We also chatted a bit about how to call the operation that consists in cleaning an animal skin by removing the attached bits of flesh and fat (and it's called "fleshing the skin"). Privileged communication channel indeed!
What can this encourage other than a mentality where certain players know the admins well, can relate to them, can understand their reasoning and see that they're people just like them, and another group to whom the administration is as Dalvyn seems to want it to be, a monolithic bloc who should not even be distinguishable from one another except as an authority to pass down judgment?
Anybody who wants to know something, or would like to understand the justifications behind a decision or a rule is free to ask on the forum or on a mailing list. I think that, during the last year or so, we have made efforts to be as transparent as possible about all "rules" and policies, and that we made it clear that nothing was set in stone and that everything can be brought up for discussion.
I am not sure why you seem so adamant on making me look like the big evil entity behind everything that would go wrong (or is it everything that would go against your wishes?) on the mud, but I'll try to explain my "monolithic bloc" conception then. I do not think that it is useful or even desirable to presents imms as individuals with different and sometimes opposed opinions about things. When a question is put to the vote and a decision is taken, all the imms present a unified front and apply that decision.
What would it serve to know who amongst the imms think this or that? The only way in which that could be used - and I guess that's what most of those who do not like this "block" idea are after -, would to be play the imms against each other. "Oh you are so level-headed, I looove you. Not like that bad imm over there. Hmm say, can you do me a favour?" It is simply the other side of the coin you labeled 'favouritism'. That's the best way to make the imm group break up and the game crumble. So, once a decision has been taken by the imms collectively, there's no need to distinguish the imms anymore.
As for having imms identify themselves when they talk to you, why would that be needed? Whatever an imm tells you, you can consider that it is said by all the imms. If you think that you have been wronged, then you can mail the imms and if we agree with you, then all the imms will apologize to you. If not, then we'll explain our point of view better.
Dissent from the admin's opinion is not to be discussed at the time like intelligent people, they're to be emailed to complaints where there may or may not be a response or even an acknowledgment that it was even made.
If I was roleplaying in a tabletop game and I had a serious question or complaint about an action taken by the DM, and their response was to write my complaint down on a piece of paper and put in in the mail and they'd consider it and then ignore anything else I said, I certainly wouldn't consider this a friendly interaction between two people who respect each other, especially if I didn't even know who the DM was!
There is a major difference between a table-top game and a mud that you fail to cite in your argument: a table-top game can pause at any time then resume when the debate is over. This is not possible for the mud. If someone does not agree with what is happening in a roleplay, or an echo they get, we can't pause the mud (or the whole roleplay) for an extensive discussion.
There's that, and there is also the fact that it's generally better to discuss things like that after some time has gone by, so everyone has had time to think the whole affair over. Sometimes, you can get really annoyed by something on the moment, then when you take some time to think over it, you put things in perspective and can sometimes see why things happened the way they did.
As for not getting answers, I can say that it is never intentional. If a complaint or application was not answered, you should simply re-send a mail after one week, and again and again till you get some news. Our current system is not perfect and some applications/complaints sometimes get forgotten, but we never intentionnally decide not to answer.
5) Players have problems but they're the same problems players will always have everywhere
Players have problems. We don't want harm to come to our characters. We want everything to be good for us and very rarely for things to happen to us we don't like, especially unexpected things. Some players can be spoiled. Some players can be obtuse. Some players are stupid, IC'ly and OOC'ly. Some are immature. Some just don't get a game like this and never will. This will never change. But the way in which admins deal with players can change. What it mostly comes down to is communication. Tell people the reasons why you do things. Treat them like people who deserve some respect, not like a member of a faceless bureaucracy who is only there to mete out judgment.
Before any IC consequence is meted out, we try to get our point across. Sometimes, it is directly (through echoes, as above - though this is not always clearly expressed or successfully understood I guess); at other times, it is ICly, through mobiles. But we never do a major IC change without (1) forewarning of some sort, and (2) explanation of some sort.