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Re: [MECHANICS] OOC vs. IC - A dilemma?
Posted: Wed Oct 13, 2010 3:30 pm
by Lathlain
This is only slightly on topic, but I'd like to point out that the new random loot system, when it's finally been implemented properly (as opposed to the handful of quests that use it currently), should help to remove the OOC identification (except, for example, when people are familiar with Nedric's longsword having the Keen effect, after being on its receiving end a few times) that we've seen in the past. It should also negate, or at least assist with some of the gear-acquisition issues eventually. Proper implementation is key here though!
Thanks for your ideas, Necalli - they're definitely food for thought. I must admit that they sound as though they favour the world of covert roleplay quite specifically though, and would likely create a very different environment to what we currently have.
Re: [MECHANICS] OOC vs. IC - A dilemma?
Posted: Wed Oct 13, 2010 4:08 pm
by Rictinta
Ok so I'm not 100% nerd (nerd is an affectionate term in my book... I'm proud to be one) but anyways... what is the difference between an RPI and say what we have here in the kingdoms? This is the only mud I have played... tried others... THEY STINK!
Also... Yes Selveem thank you for pointing that out... That just happened to me... and without that stuff... it just kills your strength build... plus... HAVE YOU SEEN PLATEMAIL PRICES!? It takes a long time to get a full set.
Once I know the difference between RPI and us... I will respond when I am not so dumb.
Re: [MECHANICS] OOC vs. IC - A dilemma?
Posted: Wed Oct 13, 2010 6:16 pm
by Brar
RPI Roleplay Intensive, RPE Roleplay Enforced... Basically, RPI is the hype term to says Boo, you are not intensive, you suck.
In extenso, it is us if you let me handle things with a team of 24h/24 active imms. Meaning there is always at least one to make you feel the IC consequence of your actions and where they forgot what having fun is, in extenso it's second life in a fantasy world (and I don't say that in a negative manner, I was one of the first to develop such a game...)
It's a basic personnal definition of course but I think I'm not too far from it
Re: [MECHANICS] OOC vs. IC - A dilemma?
Posted: Wed Oct 13, 2010 7:32 pm
by Necalli
RPI's are role play intensive settings where every aspect of the game has been molded around reality (for the most part.) Like Brar said, you either have to have a 24/7 Staff or an engine specifically built to make the PC's feel the consequences of their actions.
I wouldn't say they forgot about it being a game and it is no longer fun. Permadeath is suspenseful and fun to me. Instead of having that comforting thought in the back of your mind that if you die, you might be able to come back and get your gear, you know OOCly that if you die, you're dead. It makes players think twice about running off to solo a demodragon.
Selveem wrote:Most items on FK you get one crack at getting. A death like this is especially painful if you're one who has already done most of the quests because then you've no chance of getting the armors that would help you so very much.
EDIT: I will agree that most of the suggestions were related to adding a bit more covertness and intrigue, but that is because it is one of the things that I feel is lacking the most. I'd love a system that would allow characters to plot and scheme more effectively.
They are working on that. If you have been following the various hints, equipment enchanting is underway, and there is already a unique loot generator live. It's coming. I'm afraid that if I see a Craft Wonderous Item Feat I'll die from sheer joy though. So keep that under wraps.
Re: [MECHANICS] OOC vs. IC - A dilemma?
Posted: Wed Oct 13, 2010 9:16 pm
by Selveem
Necalli wrote:Selveem wrote:Most items on FK you get one crack at getting. A death like this is especially painful if you're one who has already done most of the quests because then you've no chance of getting the armors that would help you so very much.
They are working on that. If you have been following the various hints, equipment enchanting is underway, and there is already a unique loot generator live. It's coming. I'm afraid that if I see a Craft Wonderous Item Feat I'll die from sheer joy though. So keep that under wraps.
Just because something is hinted at or it may be 'in the works' doesn't mean it'll come for another ten years. As different things are categorized into priorities, you will never know when things are expected to come in on a timeline (ex. Bane's return). Using this as a leg for your argument to stand on isn't exactly justifiable in my opinion. Facts are what make arguments worthwhile. Here are the facts:
- Even if these things do come in, it's not guaranteed most of our playerbase will all bite as it still requires a large amount of grinding to make something worthwhile. Look at how many people utilize alchemy on a very regular basis.
- It takes months of tedious lag-infested grinding mine and smelt to GM. More, especially, if you are a 'casual player.' Look at how few out of all the characters in FK (past and present) have ever gotten to GM in comparison to those who don't even have the skills (Theleus is inflating the versus numbers! ).
- Afterwards, (just looking at still not having any progress on my Dwarf after multiple crafting attempts), more than a year just to make fullplate; especially now that coin is required, crafting has a relatively decent 'failure' rate, and can only be accomplished offline.
- Then, if Enchanting is brought in, you're going to have at least months required of grinding that, too.
Now, I'm not saying these things to dissuade anyone from crafting nor am I trying to talk poorly of all the work that Mask (and anyone else who would have helped) put into it. I'm just stating facts to bolster my argument that FK Death _IS_ serious enough for many classes.