10-01-2020, 09:38 PM
As much as I agree with a large portion of these posts, 90% of them identify a problem, but not a solution. And that's fair-- I don't have much of a solution that'd make the game turn a 180, myself. Nobody does-- if anyone did, the game would be fixed already. One thing I haven't seen get much mention is the stifling of antagonistic RP. What I'm gonna suggest won't entirely fix this, I'm aware. There's plenty of problems with it, but I feel like it'll be a step in the right direction. Like a doctor rebreaking a broken bone to get it to heal in the right way.
Guards. I want to make it clear that I don't blame guard PLAYERS for this issue, but the way guards are handled overall. Guard players are doing their job, I get that. But when so much emphasis is put on 'there's guards here, you can't do that', it makes it hard to do antagonistic things. Or, hell, even things that would begin a conflict, such as gambling. Gambling is illegal in the empire.
The punishment for doing it anyway? Locked away OOCLY for multiple IRL days. Punished for creating RP. And even if you do it in a place where guards are not, it's often a 'he-says she-says' that leads in an arrest anyway. Or the guards magically get a seeker and go to the location of the crime anyway. And I get it, you shouldn't be doing something blatantly hostile in the Imperial City. But often times... where else is there to do such things? Either nobody is there, or they're 'traveling OOCly' because they aren't interested in RP along the way.
I don't really have a solution to those issues, but maybe something would come from there being substantially less guard presence in certain areas of Cellsvich, or the arena. Less a chance of magically getting a guard to come if you do attack someone in the forest, etc. And for people that do antagonistic attacks? People would likely be more willing if such an attack didn't always aim to remove a limb, or lock them in a dungeon somewhere for days at a time. But in general, it just feels like any hostile situations get too quickly moderated by a force of authority whose ultimate goal is to babysit, with the power to just lock you away if they feel like you crossed a line. There's plenty more to talk about on that front, but that's all I have for now.
Guards. I want to make it clear that I don't blame guard PLAYERS for this issue, but the way guards are handled overall. Guard players are doing their job, I get that. But when so much emphasis is put on 'there's guards here, you can't do that', it makes it hard to do antagonistic things. Or, hell, even things that would begin a conflict, such as gambling. Gambling is illegal in the empire.
The punishment for doing it anyway? Locked away OOCLY for multiple IRL days. Punished for creating RP. And even if you do it in a place where guards are not, it's often a 'he-says she-says' that leads in an arrest anyway. Or the guards magically get a seeker and go to the location of the crime anyway. And I get it, you shouldn't be doing something blatantly hostile in the Imperial City. But often times... where else is there to do such things? Either nobody is there, or they're 'traveling OOCly' because they aren't interested in RP along the way.
I don't really have a solution to those issues, but maybe something would come from there being substantially less guard presence in certain areas of Cellsvich, or the arena. Less a chance of magically getting a guard to come if you do attack someone in the forest, etc. And for people that do antagonistic attacks? People would likely be more willing if such an attack didn't always aim to remove a limb, or lock them in a dungeon somewhere for days at a time. But in general, it just feels like any hostile situations get too quickly moderated by a force of authority whose ultimate goal is to babysit, with the power to just lock you away if they feel like you crossed a line. There's plenty more to talk about on that front, but that's all I have for now.