07-27-2018, 11:43 AM
SL2 certainly has it's fair share of issues when it comes to roleplay but I have some issues with your opinions. So I'll just go through in order on what's said and express some of my opinions on the matter.
Dungeon RP is weird
I agree. Dungeon RP is not normally going to be quality stuff for a few reasons but mostly because it gets in the way of the mechanical goal of dungeons, to earn experience and loot. Which is why I rarely see it or when I do see it, it's usually short and simple since that's not normally the primary reason you go dungeoning to begin with.
So I think the weaker RP is just a consequence of the nature of the randomized dungeons and the reason people go through dungeons.
However, most of the RP takes place outside of dungeons anyway so even if something were done here, it wouldn't make much difference in the grand scheme of things.
Gameplay systems creep into RP
I think you have to accept that no matter what there's going to be a disconnect between gameplay and roleplay and in my experience most people know where to draw that line so I don't find that this is normally an issue.
Beyond that, I don't think it's a matter of these things just don't make sense in the world or can't be justified but rather that they aren't really elaborated on too much in the game itself.
We roughly get to know how they function but the why is left a mystery which doesn't leave us much to do with that information other than just accept that it's a thing that happens.
(That said, we know Legend Authoring isn't entirely an IC thing from Lore Questions.)
Similar backgrounds
I wholeheartedly disagree that this is an issue. While mechanically speaking, 99% of characters fight monsters because fighting monsters is a core part of the game, people understand that grinding can just be a means to an end.
You don't have to be roleplay out being a monster slayer. You can justify your character's 'experience' in many different ways.
That said, I would not mind more alternative methods for acquiring experience and money.
Abundance
I agree that the game economy has big problems but this only really becomes a big issue once you reach a certain point with your character.
At first, there is plenty of reason to trade with others but once you reach the plateau point where you essentially have all the upgraded gear you want, money stops being valuable.
There's not enough high value things to buy to sink all that excess money. The most expensive thing in game is the Guild Charter at 25,000 but even then there's not much point to making a Guild currently.
While these are issues, I'm not sure the ones you've listed are even strictly because of the economy. That shmuck for instance could still very much throw their money at you, even in a balanced economy, some people are simply like that.
Certainly I would appreciate more unique benefits for the various professions (such as more unique items or unique bonuses for crafted gear) but for me it's not so much about attracting roleplay opportunity and moreso just an effort to make the crafts more valuable to learn.
Lack of things to do with RP
I wholeheartedly disagree with your opinion that roleplay is very much secondary but I can understand why you might think that.
To me, SL2 would be a much lesser game were it not for the roleplaying. By far, some of the most fun I've had with the game is in the roleplay with the friends I've made.
That's not to say it's because I think the gameplay lends well to the roleplay, it doesn't always and at times those things are at odds but despite that I can still enjoy both just fine and feel immersed when the ball gets rolling.
While there's more I could say, I already think my comments are getting too long, so I think I'll leave it here for now.
Dungeon RP is weird
I agree. Dungeon RP is not normally going to be quality stuff for a few reasons but mostly because it gets in the way of the mechanical goal of dungeons, to earn experience and loot. Which is why I rarely see it or when I do see it, it's usually short and simple since that's not normally the primary reason you go dungeoning to begin with.
So I think the weaker RP is just a consequence of the nature of the randomized dungeons and the reason people go through dungeons.
However, most of the RP takes place outside of dungeons anyway so even if something were done here, it wouldn't make much difference in the grand scheme of things.
Gameplay systems creep into RP
I think you have to accept that no matter what there's going to be a disconnect between gameplay and roleplay and in my experience most people know where to draw that line so I don't find that this is normally an issue.
Beyond that, I don't think it's a matter of these things just don't make sense in the world or can't be justified but rather that they aren't really elaborated on too much in the game itself.
We roughly get to know how they function but the why is left a mystery which doesn't leave us much to do with that information other than just accept that it's a thing that happens.
(That said, we know Legend Authoring isn't entirely an IC thing from Lore Questions.)
Quote:Is Legend Extension an actual in-character thing?
If so, how exactly does the process work?
Quote:I consider Legend Extension an in-character thing to an extent. It's not a literal interpretation, but it's more like what Asha describes it as; your legend has come 'this far', and Legend Extension is a way to show that. By that I mean it's supposed to be a representation of your character's story, and it's not something actually exists ICly.
Similar backgrounds
I wholeheartedly disagree that this is an issue. While mechanically speaking, 99% of characters fight monsters because fighting monsters is a core part of the game, people understand that grinding can just be a means to an end.
You don't have to be roleplay out being a monster slayer. You can justify your character's 'experience' in many different ways.
That said, I would not mind more alternative methods for acquiring experience and money.
Abundance
I agree that the game economy has big problems but this only really becomes a big issue once you reach a certain point with your character.
At first, there is plenty of reason to trade with others but once you reach the plateau point where you essentially have all the upgraded gear you want, money stops being valuable.
There's not enough high value things to buy to sink all that excess money. The most expensive thing in game is the Guild Charter at 25,000 but even then there's not much point to making a Guild currently.
While these are issues, I'm not sure the ones you've listed are even strictly because of the economy. That shmuck for instance could still very much throw their money at you, even in a balanced economy, some people are simply like that.
Certainly I would appreciate more unique benefits for the various professions (such as more unique items or unique bonuses for crafted gear) but for me it's not so much about attracting roleplay opportunity and moreso just an effort to make the crafts more valuable to learn.
Lack of things to do with RP
I wholeheartedly disagree with your opinion that roleplay is very much secondary but I can understand why you might think that.
To me, SL2 would be a much lesser game were it not for the roleplaying. By far, some of the most fun I've had with the game is in the roleplay with the friends I've made.
That's not to say it's because I think the gameplay lends well to the roleplay, it doesn't always and at times those things are at odds but despite that I can still enjoy both just fine and feel immersed when the ball gets rolling.
While there's more I could say, I already think my comments are getting too long, so I think I'll leave it here for now.