09-19-2015, 02:00 AM
So far, Sigrogana Legend 2 is currently extremely unfriendly to how a roleplaying game that involves creative writing elements should be. The game lacks any actual character impression, immersion, and influence – and unfortunately, this is turning roleplay in SL2 incredibly stale, unsightly, frivolous, and ridiculous all around, with no ample room for any serious roleplay without being entirely ridiculed and removed from the “meta”.
What we have (significantly so and by memory recall):
So what’s the problem?
Player characters can’t affect the world. Player characters can’t become leading forces when it comes to events that could become lore-changing, and in some cases, lore-breaking. I and many other players currently think that SL2 is far too stagnant and too static to be considered a legitimately fun and immersive roleplaying game – right now it just feels like a dungeon crawling MMORPG, and the roleplay that does go on (although not always so) is very frivolous and lackluster.
So what can be done about it?
Thank you for reading this. Please avoid any and all comments unless they’re constructive or idea proposals for Dev to review and, potentially, consider. Any and all flaming in this thread – as well as derailment, which is of course inevitable – will be rewarded with a request for a lock.
What we have (significantly so and by memory recall):
- A diversely aesthetic world with wondrous lore that is dutifully updated and established by Dev.
Cities and states, countries galore, with leaders of these cities, states, and countries, as well as organizations within them that can’t be impacted by any actual character influence.
- An amazing, tactical combat system that, perhaps, could use a bit of tweaking and balance.
- Mini-games in which players and characters alike can involve themselves in for various in-character or OOC reasons, such as gambling.
- Timed events in which players can band together to defeat whatever menace is striking.
- A lovely housing system which could use more love.
- A singular plot line which is entirely OOC due to the confluence of players doing the exact same thing, and thus unable to fully immerse themselves into it because of how rigid the actions are – therefore everyone’s doing the exact same thing and there really isn’t any real wiggle room to have a character boast any feats they may have performed.
- Far too many weapons and battle items to count.
- Dungeon crawling.
- A donations/rewards system that is, luckily, not directly influencing player combat, or making the game P2W (play-to-win).
- A lot of classes, and therefore, some battle diversity.
- A farming system.
- And the general community as a whole.
So what’s the problem?
Player characters can’t affect the world. Player characters can’t become leading forces when it comes to events that could become lore-changing, and in some cases, lore-breaking. I and many other players currently think that SL2 is far too stagnant and too static to be considered a legitimately fun and immersive roleplaying game – right now it just feels like a dungeon crawling MMORPG, and the roleplay that does go on (although not always so) is very frivolous and lackluster.
So what can be done about it?
- Allow player characters to assume positions of power – to actually play characters already established by lore, or completely new ones engendered by players themselves. If a player, for some reason, needs to abandon a character with significant pull in the plot or in the world as a whole, I suggest making sure that the characters always have logs of things they say and do (likely kept in a file in the game, of course), which can then be reviewed by the new player assuming the character and going from events that have transpired.
- Allow players, through admin supervision and event forum applications, to create events that could significantly affect the world or portions of the world – wars, infrastructure changes, reconstruction, advancements, technological innovations, companies – all those great things.
Allow typical characters created by players to go “from the bottom to the top”. Change can be very dramatic and radical – and if a character garners enough of a following, even a political powerhouse could go down and a new leader could reign supreme.
- Allow players to map for the game – this has been discussed briefly already, and perhaps setting aside the tools to do this (much like Mitadake High) to incorporate new map features could be established. Through doing this, new areas can be created, and change can be seen in current I.C. locations and venues.
- Recruit new GMs -- perhaps with applications asked to be filled out, an intake taken, or something -- something to assure that the person chosen is trustworthy in handling the job.
o Likewise, give GMs the ability to cast events once more, with far more stringent and rigorous rules and guidelines set to avoid any abuse they may dole out with whatever new-found, expansive editing powers they may be given. Keep a log of this – a log of each and every editing action a GM gives, I.P. logged, et cetera, to pin-point any potential abuse – if any at all.
- As for houses – right now, they’re great, but unfortunately, the customization is still a bit limited. We can’t customize the exterior of houses, and likewise, the interior furnishings that we can create are magical, but not enough. It’d be great if players could have access to actual map icons to further increase the quality of their houses – for those tiles and those objects used for mapping the world are fantastic.
Thank you for reading this. Please avoid any and all comments unless they’re constructive or idea proposals for Dev to review and, potentially, consider. Any and all flaming in this thread – as well as derailment, which is of course inevitable – will be rewarded with a request for a lock.
^Mercala's Favorite Apparently
(heh)