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(Today, 12:29 AM)Miller Wrote: It's a little ironic to me that the status quo we're all too familiar with from G6 came back in full force. Almost like the problem wasn't the design of the game itself entirely. I feel like the issue is more so a lack of design, as in, we went from being restricted by rules to being restricted by others due to a lack of rules. Since the nations have all the IC power, and untold amounts of NPCs, they can do anything they want to neutral parties. There are no rules on this, it's just what happens when people have power: they use it. I mean it only makes sense for nations to do things they want to do within their sphere of influence.
Someone does something on my territory? Well, of course I'm gonna do something about it. I am literally stronger than them, I can do anything I want. This kind of unrestrained IC power is what makes nations such an issue for the Korvara environment. On one hand, it only makes sense that a country would have 10k soldiers available. On the other hand, maybe the issue with Korvara is that it makes too much sense....
Really, any sort of limitations on what nations can and can't do would be a huge step forward for Korvara. The idea behind this expansion was that "if we give players full control they will figure it out". Problem is, it's not the players' job to make things fun for everyone. People are here to play a game. They get dealt a hand of cards, and use them as they see fit. Frankly it's incredible how much good stuff players have done. Lore documents, countless organized meetings and political things, player-run events and all sorts of cool moments. But we can't expect people to perfectly regulate everything, especially when it comes to things like having to keep track of who lives where and whether it's fair or not and what is reasonable, when there's no guidance and basically no common agreement on a myriad of things.
This kinda ties back to the issues with the war, where people simply didn't agree. All it would take is some numbers. "This nation can take x amount of land. Aside from the land owned by nations, a group of players gets to have x amount of space if they actively rp there. If you want to take someone's land you need to organize the following-..." etc... As long as we don't do some kind of mechanical system where the guy with 10k iron ore gets to colonize the whole world, any kind of proper numbers would seriously help, even if it's merely a loose guideline.
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(Today, 12:43 AM)Poruku Wrote: I feel like the issue is more so a lack of design, as in, we went from being restricted by rules to being restricted by others due to a lack of rules--- /snip
I agree and also disagree a bit; but it's an extremely fair point nonetheless.
There's so little rules that could benefit breaking the mold that it does end up hampering things a fair bit; the lack of defined war rules was one of them, along with the unchecked power of nations. I have nothing against any players of said nations nor do I blame them since we're all playing with the cards that we've been dealt like you've said, but there's been times in the past where agency was robbed by virtue of IC power being way off the deep-end for sure.
That said, I believe the issue is less-so the lack of rules per say; not to discredit the inclusion would've been a strict benefit back then, but I largely believe that the problem mostly stems from the community at whole not favoring these sorta conflicts in the first place. You can make a ton of good rules to everyone's benefit, but when no one is having fun playing by said rules, there's no point right? Of course, we don't know if that's actually the case given we never had any real set rules.
Which is why I believe the removal of certain player-controlled creative tools to be the key problem in why things have gotten so stagnant in my eyes, though I do understand your perspective.
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Today, 01:21 AM
(This post was last modified: Today, 01:30 AM by Slydria.)
While I do agree that some places that aren't active should be repurposed or removed. It's hard to actually gauge that in practice. It's not like G6 where you could suspect a house wasn't in use because of the contents of the house (e.g. the house is blank; ergo nobody's actually using it) or later on where it was automated by whether anyone is actually entering the place or not.
At best, we'd be going off of suspicions or details like "player who asked for this no longer plays the game, ergo it's probably not in use"
Only real idea I have is something akin to a demolition notice on the server that goes "well, we suspect this place isn't in use anymore, so we're gonna have this place axed in the next major update, if it's still in use, give a holler and we'll not go through with it"
But since it'd still be based on taking a player's word for it and there's not really a fair way to gauge how used somewhere actually is, it may just result in erring on the side of caution and barely anything changing to begin with.
All that aside though, if people want more land, it could be arranged potentially, even outside of future "expansion" updates. In fact, I'm sorta doing that for one of the map requests I just did... That said, I'd advise considering requesting such in a way that isn't going to be a hassle to implement.
For instance, adding extra maps to the interior of the donut wouldn't be a great idea, since it'd add time to round trips around Korvara and might be a bit hard to suspend disbelief for it to work. Not to mention there'd be the maps outside that ring to consider since they'd no longer line up with the interior ones. But if you, for instance, wanted a new cave dug out somewhere, that'd should be do-able without any big issues.
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Korvara: subterranean expansion.
New mole (kael) and gorgon (ancient) races.
4 new large-size maps representing the entirety of korvara's underground cave system. Each map is connected with the other, and most existing caves contain passages to the large maps. Never need to see the sun again! A brand new way to cross the continent!
5 new mushroom-based recipes and 1 new mushroom type. Mew mushroom chair, mushroom table, and mushroom tent placeables.
2 new fish and associated recipes.
Not a single new dungeon or enemy.
Plenty of space and cool environments, featuring:
- big cool glowy crystal
- glowy mushroom patches
- rat critters that flee into holes
- big hole
- underground sea
- spooky underground sea
And more!
Come get lost in a labyrinth of caves that will remain mysterious and cool forever! Start a family there and open a tea shop!
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(Today, 02:17 AM)Poruku Wrote: Korvara: subterranean expansion.
New mole (kael) and gorgon (ancient) races.
4 new large-size maps representing the entirety of korvara's underground cave system. Each map is connected with the other, and most existing caves contain passages to the large maps. Never need to see the sun again! A brand new way to cross the continent!
finally the content korvara needs
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2 hours ago
(This post was last modified: 2 hours ago by caliaca.)
Hi.
I thought I'd address some of this stuff since I have insider knowledge or whatever you wanna call it.
Firstly, Worsong is claimed by Duyuei as it is tied to their ancestral history (there was a meeting about this when the new areas came out) and Meiaquar has claimed the tundra and is intending to use it for economic development. The tundra is not a good name for it, you're very right.
We'll probably work with you on pretty much anything about wanting a group to exist on land. I haven't really had anyone come to me about this and nothing has been posted from witchi/others in castle about people coming to them in Geladyne except one idea we talked about of yours polk. And it still wasn't a no, it was just a reconsider these aspects.
Secondly, we had a very, very in depth proposal for the usage of the Badlands. We had a heavy map built up for it about crop reviltaization etc. For various OOC reasons over the past year, this has been heavily delayed, but the attempt/want is still there. It will likely come as soon as our internal house is fully in order.
The firelands stuff is additionally temporary and used to warn people about current things going on, and the stuff around the farms is because of continued and constant antagging around that area for the better part of two months. I think it'd be foolish for a response to not be there.
Thirdly, I find some confusion in the unhappiness about these developments. When Korvara was advertised and launched, it was done so in the idea of a great sandbox with the ability for player changes and interactions to fully shape the world. The world, thusly, has begun to be shaped by these things, and I think it weird to value one particular development over another. These things are a tapestry that tells the history of Korvara and how it's changed, and I think having them just crumble because it appears to someone not doing stuff with them that they're inactive would be both short sighted and uncaring of those who put so much effort into these works.
Fourthly, the note of people living in caves and tents being everything, is that not people claiming their corner of the world like you wanted?
I do certainly agree we could use some more spaces and ruins though. That'd be pretty cool. My only hope is there's a continued sense of equality with the changes. I liked that with d1 but granted I'm not against there not being since d1 ended up with stuff claimed anyways.
Small edit; I've championed the idea of back end numbers a lot but it seems to be shot down or unwanted every time. I agree it'd be nice to have.
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