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- May 17, 2016
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- Regalia.
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- conflee.tumblr.com
Hello everyone! I am ConflicttFTW, aka Conf Ladveer or Amar Tellsam- the latter of which is in charge of the new, but quickly growing, group. La Resistenza Viola.
Now, this is something that has come up, specifically because of that group, and the battles that have been taking place against the Deathlings.
Now, I want to start off by saying, I love the Player Quest system. Its messy at times, but it does a job and it makes the world feel more... changeable. It allows players to do things in RP that they could not otherwise.
But... I have found a bit of an issue, specifically during the Siege of Fort Kronau. Amar and his men were all behind the Deathling Camp the night before the battle today, ready to set fire to the tents and Catapults. But we found out we need to do a Player Quest for that.
At first, I thought, 'fair enough.' , but the issue came up again today during the battle. Amar and his lot tried to flank the Deathlings, and were overrun nearly- two men were captured, and one is unaccounted for. Amar and another retreated, and circled around to the tents. I figured, since staff are here and the event is active, maybe now we can just light the tents on fire? But again, we need a Player Quest.
I understand the reasoning, Player Quests keep it organized and such, but in Battle Roleplay, I feel like we need to be able to just, do things.
Full System In Spoiler:
The Following was made before I added the Full System bit, so it might not apply fully. As such, put it in a spoiler.
Overall, I feel like the ability to act in real time, in some cases such as Battle RP Especially, would add a lot to the experience. It will also add more work for staff too though. Ill leave it for people to discuss below.
Now, this is something that has come up, specifically because of that group, and the battles that have been taking place against the Deathlings.
Now, I want to start off by saying, I love the Player Quest system. Its messy at times, but it does a job and it makes the world feel more... changeable. It allows players to do things in RP that they could not otherwise.
But... I have found a bit of an issue, specifically during the Siege of Fort Kronau. Amar and his men were all behind the Deathling Camp the night before the battle today, ready to set fire to the tents and Catapults. But we found out we need to do a Player Quest for that.
At first, I thought, 'fair enough.' , but the issue came up again today during the battle. Amar and his lot tried to flank the Deathlings, and were overrun nearly- two men were captured, and one is unaccounted for. Amar and another retreated, and circled around to the tents. I figured, since staff are here and the event is active, maybe now we can just light the tents on fire? But again, we need a Player Quest.
I understand the reasoning, Player Quests keep it organized and such, but in Battle Roleplay, I feel like we need to be able to just, do things.
Full System In Spoiler:
There would be a subcategory in the Player Quests section, that you are only able to post in during certain events, IE the Siege of Fort Kronau, or probably near-constantly during the Dark Queen's Reign assuming it does not last forever. This section would have to manually be altered by staff to allow or disallow posting, but beyond that it would only require maintenance and checking during its Active Phase. When it is opened, a post would be made indicating as much, in Progress or Events sections of the Forums.
The system would be similar to the existing Player Quest set up, with more requirements. They payoff for meeting these requirements would be the "Real-Time Actions" having quicker effect.
EDIT: The limit on players per Action could be raised to 10 as well, for larger Actions.
The Application would go as follows:
These posts would need to be handled quicker than standard Player Quests, as they are about Currently Occurring Events. This would solve the issue of, starting a PQ to do something, only for the Event it is for to end before you can manage to have it handled. It would make life easier for Staff- as they would have a way to tell what posts need attention more urgently- and for players, because as said above , you won't have to worry about an Event ending before the Quest is handled- at the least not as often.
This Section would be more strict as well, with trolly, frivolous, or non-relevant / important posts resulting in removal of permission to use the section, to limit spam and mess.
Submissions that can not be done would simply be marked "Rejected" and the Staff and Players involved can move on.
In addition, it would be better in my opinion if players can view their own submissions, that way the results can simply be as a reply, with any ingame alterations to the world being done as they come up.
Obviously, MAJOR changes to the map would not be allowed, but minor things- I use the example of Amar and his lot setting fire to the Tents again as an example- can be handled quickly, by the Staff who handles the Submission. If other staff are needed- as I know Massive has a strict system for handling each Department- say so in the Outcome reply, so the Players know their actions at least did occur, and they can roleplay as if the world changed until it can be altered by World Staff.
The system would be similar to the existing Player Quest set up, with more requirements. They payoff for meeting these requirements would be the "Real-Time Actions" having quicker effect.
EDIT: The limit on players per Action could be raised to 10 as well, for larger Actions.
The Application would go as follows:
Players Participating: (Usernames, Roleplay Names, and Approved Applications of all players involved)
Group Post: (Link to the Post in the Events / Announcements Forum)
Quick Summary: (10 word max summary of the Action)
Details: (A more detailed description of the Action. Players are allowed to go more in-depth about what they want to do, as the actions are short-term and quicker)
Event: (Which Event this is taking place for. IE Siege of Fort Kronau. Incase more than one are active.)
These posts would need to be handled quicker than standard Player Quests, as they are about Currently Occurring Events. This would solve the issue of, starting a PQ to do something, only for the Event it is for to end before you can manage to have it handled. It would make life easier for Staff- as they would have a way to tell what posts need attention more urgently- and for players, because as said above , you won't have to worry about an Event ending before the Quest is handled- at the least not as often.
This Section would be more strict as well, with trolly, frivolous, or non-relevant / important posts resulting in removal of permission to use the section, to limit spam and mess.
Submissions that can not be done would simply be marked "Rejected" and the Staff and Players involved can move on.
In addition, it would be better in my opinion if players can view their own submissions, that way the results can simply be as a reply, with any ingame alterations to the world being done as they come up.
Obviously, MAJOR changes to the map would not be allowed, but minor things- I use the example of Amar and his lot setting fire to the Tents again as an example- can be handled quickly, by the Staff who handles the Submission. If other staff are needed- as I know Massive has a strict system for handling each Department- say so in the Outcome reply, so the Players know their actions at least did occur, and they can roleplay as if the world changed until it can be altered by World Staff.
The Following was made before I added the Full System bit, so it might not apply fully. As such, put it in a spoiler.
The Pros:
Real-Time Events that can affect the Battle.
Feels more immersive and interactive.
Can add an interesting twist, making the events feel more dynamic.
The Cons:
More work for Staff. This would add a fair bit of work on their plate, which is an issue.
Messing with plans. Sometimes, Player Actions may run head first into the plans staff have set up.
Random Noob Players doing Random Noob Things. Enough said.
Real-Time Events that can affect the Battle.
Feels more immersive and interactive.
Can add an interesting twist, making the events feel more dynamic.
The Cons:
More work for Staff. This would add a fair bit of work on their plate, which is an issue.
Messing with plans. Sometimes, Player Actions may run head first into the plans staff have set up.
Random Noob Players doing Random Noob Things. Enough said.
Overall, I feel like the ability to act in real time, in some cases such as Battle RP Especially, would add a lot to the experience. It will also add more work for staff too though. Ill leave it for people to discuss below.
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