Love to hear ideas, suggestions, demands, angry rants. But all on topic, please.![]()
Love to hear ideas, suggestions, demands, angry rants. But all on topic, please.![]()
Az
I love Rainer's idea of a hustling inner city full of player run shops. The problem is: that's a full time job.
What if players could set up shop in those apartment/kiosks between the butchery and the jewellers I'm Britain? There are many similar locations in all cities (the slums of Nujelm, for example).
Another idea could be for Grandmaster Tradesmen to have access to their bankboxes from their respective NPC shops in all townships. That way, blacksmiths could work and role-play in their town of citizenship, without having "I ban thee" macros, advantages for PvP, or disrupting the current in-town housing system.
Of course, that would nerf the thieving industry, buff RPing, and buff AFK Reg buyers... But it's a legitimate idea.![]()
What I have seen... is not changing the dynamic of the game for a group of people. Rather create nooks throught the world that fit the game play. For instance if you have a community like DROW, UND, ORK, Human. Create a space tailored to how they play. This could be done by creating a cave, throw some flags up, add some deco, make it a pally free zone and your done. As that community grows you could expand the cave. In the case of humans or non RP the ability to interact with the world is the hook. The ability to become king or a council member. The ability to own a permant created home. What if in on this server you could aspire to live in the lord blackthorns castle? The pirate I want to be is a great list of ideas to improve interaction. Jay had a really good post about kingship. some great ideas are listed there.
The one thing I would like to see is player towns outside of the regular towns. It's been done on servers I've played before where for x amount of gold a guild can turn an area into a player town. Obviously there are stipulations, like you must own all the houses in that area, the area has to be a certain size minimum. Then for big wads of cash you can start improving your player town, like buying a banker, a stable master, a duel pit etc etc... It wouldn't even be a terrible idea with the way we have our server set up to allow player run towns to become rogue cities in OCB. The kings of these towns can have more control over who they allow to be a citizen of their town by either allowing anyone to join, or making it a process like accepting people onto the guild stone to become a member of the town etc.
Also my idea on kings has its own post that Prince Rainier just pointed out. More focused around kings of already established towns.
We are all in the gutter, but some of us are looking at the stars.
- Oscar Wilde.
Change the orc fort and undead crypts from grey-zones to no short term/no stat loss zones. I understand that you wanted to create areas for evil RP zones but when everyone is grey or can get statted in an RP area it just means that roleplayers can get griefed without repercussion. If there are no short terms or stat loss in those areas, it means griefers would have to take counts to kill blue RPers and that they couldn't be griefed by paladins while evil RPers can still have free reign to be evil in the designated areas.
Jay's idea about player run towns is also really great.
+1 Jay's idea of player towns...concerned a bit about this causing population to leave already existing towns though. This would be extremely useful for the guilds that "control" the islands. I.e. ORKs wouldve had a banker, stabler, etc on Ice in their hay day on IPY. This could be a huge problem for the average player visiting the islands tho
Maybe introduce some kind of graphical changes with a siege system? i.e., militia X sieges town Y on its day of vulnerability, so the bank is crumbled / flaming for Z days - though none of it's functionality is removed. Would be curious to see how this would work in player towns too (i.e. your tower is ruined but you dont lose any deco / secures / lockdown functionality etc.). Although that sounds like a coding nightmare for the player run towns in particular.
Affiliate certain towns with certain RP communities. I.e, the NPCs in Yew become orcs instead of humans. The NPCs in Cove become undead (as they are now in Trinsic, in fact!). This can't deter non-RP players from banking in their favorite towns of course. Just more of an aesthetic thing.
To be 100% honest. The best way to foster RP is to listen to the RP community and do what they (we) ask. Not implement a modified version of what was asked for. There are reasons that certain changes are requested, most are very well though out. Doing things differently serves no purpose but to push the RP community to leave for someplace that does listen to them and do what they ask for.
IPY can bring the RP community back. The Dev Team just needs to be open to change and listen to what the community is asking for, regardless of their own personal beliefs.
Fostering any community at all would involve not taking anymore suggestions and implementing the good ones that have been suggested for the past year.
There are two main things that need to be done to foster the RP community... first, you need to give RPers the tools to develop the community in a way that is beneficial to them. Secondly, staff support is crucial to accomplish certain things that players simply cannot do on their own.
As far as the tools goes, IPY actually has many excellent tools for good-aligned RP guilds, but obviously evil RP guilds have had a more difficult time here because of the Paladin system. Without evil RP guilds to play with, being a good guy just isn't the same. The evil zones was a good start, but IMO it should have been implemented the way it was originally suggested so as to discourage griefing by blues in those zones. This shard needs tools for evil RP guilds in a big way, and something to make a big splash and draw them back.
My suggestions:
1. Changing the evil zones to no-short-term-count areas. One of the points of making it stat-loss free rather than all-grey zone was so that if good-guy RPers show up, they can't just be killed consequence-free by other blues. If someone wants to PK within the zone... let them go red, just not pick up statloss so there's some assurance that random griefing against blue RPers won't occur within the zone. The only reason I wouldn't want it to be statloss-free would be that if that were to happen, all the real estate in these areas would be snatched up by generic PK groups simply as a means of having a safe house, and there is no way they would ever let that property go... which would counter any positive effects on fostering the RP community the no-statloss dynamic would bring. If there is a real desire to have a statloss-free area where people deep in short terms can duke it out with blues without worrying about destroying their characters, make it Buc's Den.
2. Offer a one-time-only Murder reprieve, on a maximum of two characters per account. This is only to help bring people back who will otherwise never play again on their RP characters who have taken on a ton of murder counts. Obviously non-RPers would come back too, but that's fine, the shard needs more people and it's a one-time only thing on just 2 characters on an account... it would be limited in how far it can be abused and would probably do more good than bad.
3. More Seers & Seer Events. I know we have one... but honestly you need minimum 2, preferably 3 or 4. How much cooler would the event in Trinsic have been with active seer involvement? You could've had one playing the part of the undead overlord, another a leader for the Paladins, and a third maybe as an Orc as a wildcard. How about them just sparking a storyline of their own and letting RPers pick a side on who they're going to align with? This is the sort of thing I remember back on OSI that I would see when I was a newb and would make me want to join an RP group so I could be more involved in this sort of thing. It creates excitement in the RP community and also brings people who haven't necessarilly RP'ed in the past to give it a try... and once they're in, they typically stay in and are active.
4. More PvM & Crafting goodies. Everyone knows RPers are PvM and crafting nerds, so give us champ spawns, more craftables, more customizing of our characters. Make leather dye tubs and special dye tubs purchasable rewards.. should not be a charge-based super-special item that really relegates that sort of gear to pixel crack for bank-sitting status. We should be able to use dyed leathers for our uniforms when in battle. There have been a ton of suggestions already made in the past in regards to how to improve crafting and champ spawns... so I won't go into detail here.
5. Kin Alignment for evil RP guilds. There was another server, Angel Island, that allowed you to align yourself with a particular Kin group. I believe it was Orcs, Undead, Brigands, Savages, Pirates and Britannian Militia. Basically as a member of those Kin groups, mobs from the kin group would no longer be aggressive to you... so Orcs could hang around in an Orc fort without being attacked by the NPC orcs... Undead could roam Deceit or graveyards without being attacked, Savages in the swamps, Brigands in the brigand fort, etc. It wasn't a perfect system, and there were no rewards for being in a Kin group other than not being attacked by the mobs from that Kin group, but it is just another in a collection of tools that could be made available to encourage evil RP groups to form. If you added a system like this, and added rewards similar to the OCB rewards that facilitated the RP... like purchasing blessed orc helmets, bless deeds that work on bone armor, themed house decorations and/or house designs, and other minor things of that sort, stuff that won't really give a Kin group an advantage in PvP but will make it easier to take on that role. Maybe points for purchasing the rewards could be earned by killing NPC mobs of opposing Kin groups, or players of opposing Kin groups. Have the following Kin groups, just for starters:
Horde (Orcs, Trolls, Ogres, Ettins, Ratmen)
Undead (all Undead, Evil Mages)
Outlaws (Pirates, Brigands)
Savages (Savages, Lizardmen)
And of course have orc items, bone armors, pirate garb and savage gear/berries/etc drop more readily so that it doesnt require a bunch of farming just to look the part.
I think having something like that here would create a big enough splash to get some of the evil RPers who have already left to come back.
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