Playing A Bad Guy is Pointless Now
Posted: Tue Feb 10, 2015 5:02 am
I abjectly refuse to play a "bad guy" anymore. And I'll lay out my reasons:
1. The thief guild owes taxes that are sky high the last I heard, but they don't get any income from any of the shady stuff that goes on in the city as far as I'm are of. If I'm mistaken, then I'm glad, but they should get an automatic income from all the stuff that goes on in the South side if we're really trying for a living, breathing world in my opinion. I've always had an issue with this. It's doubly so with this guild tax thing.
2. The XP penalty. I have been told time and time and time again about recommends, but that's simply not realistic. I don't want to play a blood thirsty maniac, nor do I want to play an all-out butthead, so I'm basically SOL as far as the recommend system goes. I also don't like the implications of such statements, which is basically that if I'm not getting the recommends, then I must just suck and deserve to lose at the XP sink gamble of the bad guy, even though I'm doing my best to play a role that is desperately needed in this game. Playing the subtle, long term bad guy is not rewarded in this game from my experience.
I'm not even taking part in plots for the QP. I'm taking part in them to get my rec level up.
3. This secrets system as it stands now is the most ridiculous thing I think I've encountered in this game. I understand the need to prevent abuse, or keep some secrets, and I am fine with that, but there is literally no reason manholes in the middle of a public street or square should be so secret that I can't find any of them doing a search thorough. This matters for those of us that want to play sneaky sneaky, explorers, and just badish guys in general.
More specifically on a personal note, the sewer system is my single favorite part of this entire game, and I can't even get into it now because of the way this system is functioning, and I am very unhappy about it.
4. The PK system is out of sorts, in my opinion, and it's a huge danger to somebody that plays a bad guy. The system, as far as I can tell, is literally that people can kill at the drop of a hat as long as they have a cnote. I mean, we have to app to be a serial killer, but there's no hard set requirements as far as PK goes that I can tell other than the cnote, and I think that, in the spirit of having to app to be a serial killer, the reasonings for killing people should actually have to be pretty high, like, say, this person killed my lover (revenge) or that person is a direct threat to my life (self defense). If we have to app to be a serial killer, then random killings just shouldn't be allowed in my opinion.
5. RP is extremely hard to get involved in. I've sought the thieves guild and got lucky beyond belief in getting in at all. You actively have to justify it, which I understand and is typical, but half the useful skills that exist you have to actually know exist in the first place in order to purchase them. Steal, lockpick...both of those would be great for thief characters, but you'd actually have to play a thief to know that they exist at all because they're not listed under the purchasable skills. It's a lot like bard-oriented characters not being able to purchase anything but sing or dance unless they already know that things like drums or strings exist. Again, I've always had a big problem with this, but I've never brought it up.
6. Rename is a mage only thing and not only mage-only, but fire-only. I understand it, I even agree with it in concept, but it is one less incentive to play a bad guy. It means that if I screw up before I'm able to make up the XP sink, I'm SOL. Of course, it also means that I have no idea what I'm going to spend my QP on now, either, but that's another issue altogether.
7. Your less typical bad guy, like evil Orderite, is even worse. Nobody wants anything to do with Order characters, and I don't blame them, because I will openly confess that I don't either. You risk your char's life with every single interaction with an Orderite, especially the Inquisitors, and the truth is that as much as we can talk about how they all eat and breathe the Church ICly, if every interaction with the Church actively results in such a risk, real people are not just blindly going to interact with Church officials. They're going to naturally cower in fear and they're going to be looking for any excuse to escape that official's presence ASAP, especially if said person is an Inquisitor, a Cardinal, a Bishop, and just the higher ups in general. That's not to say that they won't confess regularly or take the teachings seriously, but that is to say that their interactions with unknown Church officials are going to be tinged with fear and hesitation every. single. time.
Edit: Over all, the way that I sometimes see legitimate issues met with brushing off for reasons that basically amount to "it's supposed to be hard" or other such things leaves me with no other conclusion but than that it's just in general not desired that people play bad guys and, in some arenas, making it as painful as possible is the desire. I mean, I know I can't be the only person to bring up any of these issues, and I don't know the staff to be unreasonable by any stretch of the imagination (in fact, my schemes and horrifying stories have been encouraged by more than one in the past), so I'm not really sure what's going on with all of this.
What do I propose as solutions:
- Make at least some of the sewer grates in public streets easily accessible.
- Give the thieves some kind of passive income to account for their supposed illicit activities since they don't really have the option to make parts of the guild public like other guilds do (or just do away with the guild tax system that I will bluntly say I think is stupid, but it's not my call).
- Give the same kind of XP rewards for RPing with Orderite characters as one does with cyans because that kind of XP boost is the only thing that's going to make it worth the risk, at least in my eyes.
- The recommend system is the best thing we have, certainly better than the old one, but it would be nice if there was some reward that doesn't depend on the kindness of other people's hearts, you know? Or having to constantly give up stupendous RP. I'm sorry, I'm not the genius that some of the people on this mud are, but I'm actively striving to give solid, fun RP. I think it's garbage that those of us that aren't in the Top 10 of everything ever can sink massive amounts of XP into a char and then can just lose most of it at the drop of a hat. Perhaps 1% for every X amount of OOC months the char survives? Perhaps replace the QP award for being on the activity leader board with a % of XP back? Perhaps make a certain % of XP purchasable with QP up to a certain cap after death? Perhaps a 1% for every second or third time we use the teach command? I'm far from saying that I think that I deserve the same kind of rec levels that somebody who does awesome, dramatic RP like Lando, Casimir, or Veiss does, but I think there's something to be said for those of us who add value in more subtle, long-term ways or who simply bring value to the table because they're actively contributing to the game with lots of RP, skill sharing, or other things like that. It acknowledges that contribution, and I don't really feel like that's being done right now.
1. The thief guild owes taxes that are sky high the last I heard, but they don't get any income from any of the shady stuff that goes on in the city as far as I'm are of. If I'm mistaken, then I'm glad, but they should get an automatic income from all the stuff that goes on in the South side if we're really trying for a living, breathing world in my opinion. I've always had an issue with this. It's doubly so with this guild tax thing.
2. The XP penalty. I have been told time and time and time again about recommends, but that's simply not realistic. I don't want to play a blood thirsty maniac, nor do I want to play an all-out butthead, so I'm basically SOL as far as the recommend system goes. I also don't like the implications of such statements, which is basically that if I'm not getting the recommends, then I must just suck and deserve to lose at the XP sink gamble of the bad guy, even though I'm doing my best to play a role that is desperately needed in this game. Playing the subtle, long term bad guy is not rewarded in this game from my experience.
I'm not even taking part in plots for the QP. I'm taking part in them to get my rec level up.
3. This secrets system as it stands now is the most ridiculous thing I think I've encountered in this game. I understand the need to prevent abuse, or keep some secrets, and I am fine with that, but there is literally no reason manholes in the middle of a public street or square should be so secret that I can't find any of them doing a search thorough. This matters for those of us that want to play sneaky sneaky, explorers, and just badish guys in general.
More specifically on a personal note, the sewer system is my single favorite part of this entire game, and I can't even get into it now because of the way this system is functioning, and I am very unhappy about it.
4. The PK system is out of sorts, in my opinion, and it's a huge danger to somebody that plays a bad guy. The system, as far as I can tell, is literally that people can kill at the drop of a hat as long as they have a cnote. I mean, we have to app to be a serial killer, but there's no hard set requirements as far as PK goes that I can tell other than the cnote, and I think that, in the spirit of having to app to be a serial killer, the reasonings for killing people should actually have to be pretty high, like, say, this person killed my lover (revenge) or that person is a direct threat to my life (self defense). If we have to app to be a serial killer, then random killings just shouldn't be allowed in my opinion.
5. RP is extremely hard to get involved in. I've sought the thieves guild and got lucky beyond belief in getting in at all. You actively have to justify it, which I understand and is typical, but half the useful skills that exist you have to actually know exist in the first place in order to purchase them. Steal, lockpick...both of those would be great for thief characters, but you'd actually have to play a thief to know that they exist at all because they're not listed under the purchasable skills. It's a lot like bard-oriented characters not being able to purchase anything but sing or dance unless they already know that things like drums or strings exist. Again, I've always had a big problem with this, but I've never brought it up.
6. Rename is a mage only thing and not only mage-only, but fire-only. I understand it, I even agree with it in concept, but it is one less incentive to play a bad guy. It means that if I screw up before I'm able to make up the XP sink, I'm SOL. Of course, it also means that I have no idea what I'm going to spend my QP on now, either, but that's another issue altogether.
7. Your less typical bad guy, like evil Orderite, is even worse. Nobody wants anything to do with Order characters, and I don't blame them, because I will openly confess that I don't either. You risk your char's life with every single interaction with an Orderite, especially the Inquisitors, and the truth is that as much as we can talk about how they all eat and breathe the Church ICly, if every interaction with the Church actively results in such a risk, real people are not just blindly going to interact with Church officials. They're going to naturally cower in fear and they're going to be looking for any excuse to escape that official's presence ASAP, especially if said person is an Inquisitor, a Cardinal, a Bishop, and just the higher ups in general. That's not to say that they won't confess regularly or take the teachings seriously, but that is to say that their interactions with unknown Church officials are going to be tinged with fear and hesitation every. single. time.
Edit: Over all, the way that I sometimes see legitimate issues met with brushing off for reasons that basically amount to "it's supposed to be hard" or other such things leaves me with no other conclusion but than that it's just in general not desired that people play bad guys and, in some arenas, making it as painful as possible is the desire. I mean, I know I can't be the only person to bring up any of these issues, and I don't know the staff to be unreasonable by any stretch of the imagination (in fact, my schemes and horrifying stories have been encouraged by more than one in the past), so I'm not really sure what's going on with all of this.
What do I propose as solutions:
- Make at least some of the sewer grates in public streets easily accessible.
- Give the thieves some kind of passive income to account for their supposed illicit activities since they don't really have the option to make parts of the guild public like other guilds do (or just do away with the guild tax system that I will bluntly say I think is stupid, but it's not my call).
- Give the same kind of XP rewards for RPing with Orderite characters as one does with cyans because that kind of XP boost is the only thing that's going to make it worth the risk, at least in my eyes.
- The recommend system is the best thing we have, certainly better than the old one, but it would be nice if there was some reward that doesn't depend on the kindness of other people's hearts, you know? Or having to constantly give up stupendous RP. I'm sorry, I'm not the genius that some of the people on this mud are, but I'm actively striving to give solid, fun RP. I think it's garbage that those of us that aren't in the Top 10 of everything ever can sink massive amounts of XP into a char and then can just lose most of it at the drop of a hat. Perhaps 1% for every X amount of OOC months the char survives? Perhaps replace the QP award for being on the activity leader board with a % of XP back? Perhaps make a certain % of XP purchasable with QP up to a certain cap after death? Perhaps a 1% for every second or third time we use the teach command? I'm far from saying that I think that I deserve the same kind of rec levels that somebody who does awesome, dramatic RP like Lando, Casimir, or Veiss does, but I think there's something to be said for those of us who add value in more subtle, long-term ways or who simply bring value to the table because they're actively contributing to the game with lots of RP, skill sharing, or other things like that. It acknowledges that contribution, and I don't really feel like that's being done right now.