09-30-2022, 02:10 PM
Witches:
+ Capable of gaining essence by just fighting aggros (1) and dangers (2).
+ Capable of gaining esssence without having to fight, too.
- Has a mark on their body, which when exposed outs them.
- Has a place where, if people decide to camp again, outs them without a mask.
- Does not get special ores nor anything special without developing it and slapping in an app, which takes a while.
- Has to wait for good things to come.
Necromancers:
- Has to perm others to gain essence, and only then can make skeletons to farm dangers for them, win or lose.
- Has to treat and care for the new skeleton as if it was a new baby, which can be draining if the necromancer doesn't have alchemy or artifcing.
- Takes the risk of having low-tier roleplayers that do not take the roleplay serious (this hasn't happened yet, i believe)
+ Gains special ore if they have the resource to do it and can slap it on to a weapon, making it stronger.
+ Can put an emporium to have undead skeletons to farm undeath, which makes things easier.
+ Death's Door.
+ More stuff...
I don't see anything wrong with antagonists having to fight to gain their stuff. Without these mechanical benefits, the tools for pushing story would be hidden over asking for assistance from admins and head admins for help, which E4 is trying to avoid by putting things in control of the player. The only issue is, only a handful of players actively try to push for new, inclusive stuff for the game to enjoy while thinking of mechanics secondary.
Antagonists are built on being oppressive and having to do things that others don't enjoy, making 'protagonists' reactionary and causes the chain reaction in making a good story. Bad people do things that are bad for the world, and good people react for the better of it. There is nothing entirely wrong with this, and the story can keep going forever and ever, adding new things as long as the imagination pool continues.
But there is an issue when those antagonists have to suffer from others that just don't react or try to enjoy the scene. Those that like to remain, dare say, 'neutral', end up just wanting to fight to enjoy their neutral roleplay, which is fine. When you add mechanics to the game that promote strength by dangering and deadlying others to stay on top to enjoy their 'neutral' roleplay, you end up with some people just sitting back at the peak of their power, not capable of getting any stronger because they reach that point of stagnancy.
The second problem is when the antagonists get oppressed and incapable of doing nothing for the narrative because these neutral, mechanical players, only desire to have their own neutral roleplay gained and bitch and moan when it gets bothered by the slightest inconvenience.
While I understand the notion of people not wanting to end up as mere dev fodder to Antagonists that assault people to push a story or plot, to raise awareness and make changes in the world, when mechanics are added, the story gets lost in the mix and the issue of telling a story in review can get ruffed up and aimless. Sadly, it is the state of things.
I have a few mild suggestions that can help people avoid the woes of not wanting their roleplay ruined because they play the game differently:
- Add a way for undeath to be gained differently, maybe through a union of necromancer and a ritual that leaves a temporary injury / permanent injury for the amount of undeath they get and the amount of people that are around.
- Allow a method for witches to summon literal demon ecs that can impact the game state. These will be random ecs that anyone could play that have the main objective of spreading fear and distraught. Not only will this make stories rise and spread that awareness, but it will make people engage in the story more with small rewards being gained.
- Allow a method for Necromancers to summon an unholy, edgy skeleton monster that attacks and roams, similar to witches.
- Remove the mechanics entirely (which will make the game boring and sad.)
I would like to think that through the essence gained, summoning them would be taking a lot which determines the strength of the EC, making it 2v1 or even 3v1 with the right tools. It could also be used in raids and the like to give those that don't get a match up something to do in the meantime. The EC isn't meant to last more than a week or two, and during that time of fighting, win or lose, it goes back to these witches/necromancers so that they can continue to make these ECs and impact the game more.
I offer anyone else to discuss this (civilly) but with how much monkeys' trolls we have I can expect this thread to be closed in the next 2 days.
+ Capable of gaining essence by just fighting aggros (1) and dangers (2).
+ Capable of gaining esssence without having to fight, too.
- Has a mark on their body, which when exposed outs them.
- Has a place where, if people decide to camp again, outs them without a mask.
- Does not get special ores nor anything special without developing it and slapping in an app, which takes a while.
- Has to wait for good things to come.
Necromancers:
- Has to perm others to gain essence, and only then can make skeletons to farm dangers for them, win or lose.
- Has to treat and care for the new skeleton as if it was a new baby, which can be draining if the necromancer doesn't have alchemy or artifcing.
- Takes the risk of having low-tier roleplayers that do not take the roleplay serious (this hasn't happened yet, i believe)
+ Gains special ore if they have the resource to do it and can slap it on to a weapon, making it stronger.
+ Can put an emporium to have undead skeletons to farm undeath, which makes things easier.
+ Death's Door.
+ More stuff...
I don't see anything wrong with antagonists having to fight to gain their stuff. Without these mechanical benefits, the tools for pushing story would be hidden over asking for assistance from admins and head admins for help, which E4 is trying to avoid by putting things in control of the player. The only issue is, only a handful of players actively try to push for new, inclusive stuff for the game to enjoy while thinking of mechanics secondary.
Antagonists are built on being oppressive and having to do things that others don't enjoy, making 'protagonists' reactionary and causes the chain reaction in making a good story. Bad people do things that are bad for the world, and good people react for the better of it. There is nothing entirely wrong with this, and the story can keep going forever and ever, adding new things as long as the imagination pool continues.
But there is an issue when those antagonists have to suffer from others that just don't react or try to enjoy the scene. Those that like to remain, dare say, 'neutral', end up just wanting to fight to enjoy their neutral roleplay, which is fine. When you add mechanics to the game that promote strength by dangering and deadlying others to stay on top to enjoy their 'neutral' roleplay, you end up with some people just sitting back at the peak of their power, not capable of getting any stronger because they reach that point of stagnancy.
The second problem is when the antagonists get oppressed and incapable of doing nothing for the narrative because these neutral, mechanical players, only desire to have their own neutral roleplay gained and bitch and moan when it gets bothered by the slightest inconvenience.
While I understand the notion of people not wanting to end up as mere dev fodder to Antagonists that assault people to push a story or plot, to raise awareness and make changes in the world, when mechanics are added, the story gets lost in the mix and the issue of telling a story in review can get ruffed up and aimless. Sadly, it is the state of things.
I have a few mild suggestions that can help people avoid the woes of not wanting their roleplay ruined because they play the game differently:
- Add a way for undeath to be gained differently, maybe through a union of necromancer and a ritual that leaves a temporary injury / permanent injury for the amount of undeath they get and the amount of people that are around.
- Allow a method for witches to summon literal demon ecs that can impact the game state. These will be random ecs that anyone could play that have the main objective of spreading fear and distraught. Not only will this make stories rise and spread that awareness, but it will make people engage in the story more with small rewards being gained.
- Allow a method for Necromancers to summon an unholy, edgy skeleton monster that attacks and roams, similar to witches.
- Remove the mechanics entirely (which will make the game boring and sad.)
I would like to think that through the essence gained, summoning them would be taking a lot which determines the strength of the EC, making it 2v1 or even 3v1 with the right tools. It could also be used in raids and the like to give those that don't get a match up something to do in the meantime. The EC isn't meant to last more than a week or two, and during that time of fighting, win or lose, it goes back to these witches/necromancers so that they can continue to make these ECs and impact the game more.
I offer anyone else to discuss this (civilly) but with how much monkeys' trolls we have I can expect this thread to be closed in the next 2 days.