02-16-2020, 03:30 AM
(02-16-2020, 02:35 AM)chance Wrote: I've been ruminating recently, and these are just random thoughts I wanted to have written down.
1.
Organized conflict needs to have a beginning and an end, rather than fizzling out - previously, it has done so because the other side was perceived as being too weak and that felt unfair in the moment, but this isn't good storytelling. Defeating another faction should have direct consequences and a set number of battles that are hosted regardless of circumstances, unless the war is called off ICly. Never stop short.
Map changes / removal of spawns, or in Osrona's case, the destruction of districts and/or heavy damage to them. Visible change and player impact is important and it needs to show, because that's half of the fun in a game like this. Gathering the group and the momentum to make that change should be the only challenging part, other than the IC resistance. I think we have struggled a little with factions not going all the way or slowing down half-way through, but it does need to be made clear that end-game goals are possible (because they're quite literally the most memorable moments from Eternia / Spires) and that any plot armor is minor at best.
2.
The map, as is, is much too large. Half of it is giant forest filler. A smaller map with iconic, recognisable areas would be good (& a return of Spires' region descriptions). To accomplish this, we really need more people than just Milly helping with mapping, and maybe we need to do some things to encourage people to mess with the tools (a guide on mapping? A contest?). The map editor is better than it's ever been and it's very easy for someone to add a headquarters for their group, spruce up their house, etc etc. It's a bit of a shame to not see it be taken advantage of.
3.
Refunding openers shouldn't be an event reward, since I've seen a lot of these requests pass through and they feel a little menial / chore-like. If someone takes a different path IC, such as holy magic/occultism, then they can have the option to re-spec a tree. If someone has royally screwed up their build (and this is plainly obvious) then an admin needs to give them that option. The same extends to stat points. Flexibility is fine so long as the reasoning is good enough.
4.
More dynamic, sandbox-y features wouldn't be terrible. Custom in-game building, crafting stations, camp fires, tents, chicken coops / barns, etc. I think things feel a little more organic when you have this, but it needs to be done in a way that meshes well with the map. Maybe not a super big deal, though.
5.
More leaders, less followers. If someone is: Making posts in the IC forums, causing visible impact, has a group of followers or is a part of a group, and is active on most days, empower them. This can be done with hidden spells or even just direct communication/guidance, but it does more good than harm to lift someone up (within reason) who is ticking all the boxes. Also, encourage people to DM / speak to an admin about their goals some way, since that line of communication really does help and experienced advice and suggestions go the distance.
1. More direct consequences would be a welcome change, I agree. There has certainly been an issue with factions seemingly disappearing overnight. However, I feel a lot of that is because players have a tendency to give up when things don't go their way. Which is completely understandable, they don't find the situation to be fun to write and I've been there myself before, but I feel that it can heavily detract from intended story arcs. I'm not entirely sure how to remedy this issue either, but it is certainly present I think.
2. A lot of the current map is filler and not at all utilized. I feel like we could go without those parts since people seldom use them for rp anyways. Not a whole lot of people roam in Esshar, which is another issue in itself. I fully understand the allure of having a huge map, but if there's nothing filling it and only 90 players online during primet-time... It definitely isn't productive. I've actually taken a look at the map editor, and I'm very open to helping out should assistance be required. I'm a quick learner, but the 'learner' part is certainly stressed. I'd need someone to properly show me the ropes, but I'd certainly contribute should I be able to gain a firm grasp on the editor.
3. I fully agree with this sentiment and always thought the idea of sternly locking spells once you buy them to be silly. I'd like to think that mages are more malleable, though I understand if it could cause some IC conflict. If it's a brand new player who messes up their build royally I don't see the issue at all though, honestly.
4. I think that this would need to be limited, should it be implemented. I'd rather not return to the whole 'flavor of the month' settlement debacle that we had throughout Spires. Player made settlements and buildings definitely add to the game, but I think it needs to be watched and moderated closely.
5. I wholeheartedly agree with this. As a long-time player of the game, I've certainly seen a trend within the leadership in the game. I feel that a lot of it is because the players who actually get the position are motivated and proactive, but there is definitely a revolving group of people who often lead those roles. I think if we were to get a mix of new, ambitious players who had proper guidance and support.. It would definitely add to the game. Which is the hard part, because I feel that Eternia is often difficult to sell to prospective players and competent writers. The whole Byond thing, when most would rather do casual rp via Discord.
Spires was at its best when we had a lot of bright-eyed, ambitious noobs who were very proactive and advanced the plot. You've done stellar work with advertising, so I do have hope we can get some fresh ideas and perspectives eventually.