526

(79 replies, posted in Steambaths)

Last Ninja 3 by Reyn Ouwehand, the original C64 tune mind you.. Mmm, joy.

527

(5 replies, posted in Floatbed Dreams)

Yeah, hello Feelix, took you some time to pop up here, now don't go anywhere smile And welcome!

528

(5 replies, posted in DVI-Net)

Well yes, but before I vote.. A section where we discuss RP as such? That seems to me to be familiar with our homepage section where we'll write articles about RP.. Of course that could stimulate each other.. Yes.. I see.. don't mind me.. I'm tired. Damn people and their habits of hammering and I don't know what in the workshop on the other side of the wall to my bed, when it is ONLY 6 o-clock in the evening! I mean.. Hello!?

529

(11 replies, posted in URU-Live)

It does ring a bit hollow though. Considering that until the very day we 'internationals' as the rest of the world is called, were supposed to sign up (was that the 18th december or so?), everything was supposedly fine. Then when we get our international invites, we discover we can't sign up due to that IP blocking bug. Shouldn't Gametap and Cyan have known this? Next, when some of us do get past the IP blocking bug, we discover we can only chose Canada and the U.S. as our countries. Meaning there had been no preparation at all to set it up, the system was not in place at all - eventhough they said it was and sent out those international invites.

I find it very odd, at the very least. It's one giant mistake to be sure. Doesn't change the quality of the game itself of course. Well, if you can get in wink But still, I don't like how this was handled at all.

530

(6 replies, posted in Games Discussion)

You get your dibs if I get mine wink

531

(79 replies, posted in Steambaths)

I heard that! wink

532

(79 replies, posted in Steambaths)

System of a Down, with the complete 'Toxicity' album, by far their best. One nice thing about System of a Down is that they can sound even more pissed off and aggressive than Ministry wink

533

(5 replies, posted in Games Discussion)

Well, what do you know. I was recently gently and not at all forcefully convinced to try out a MUD again. Last time I played MUD's was in 1994 or so. MUD's will be very strange to people not used to them, having very simple text interfaces, no sound and no graphics.

Anyway, Shadow Siege (shadowsiege.com) is definately one of the better, and I've been impressed by the content and systems built into it. It's heavily RP, you'll not meet any non-RP'ers here. You get points to spend on skills based on your level of RP. This is done by a system that detects spelling, use of emotes, punctuation, amount of OOC used (kept in seperate channels), how many people you interact with and so forth. It works wonderfully, and it is refreshing to actually not need to grind, but be rewarded for RP.

I'll mention some unique things about MUD's and Shadow Siege here, so you'll get a feel for whether this is something you should try. Since there're no graphics, MUD's are for people able to get immersed in text only naturally. Also, the initial learning curve if you haven't played MUD's can feel steep, there will be many questions, as you have to learn a lot of commands in order to play your char fully. With people answering your questions as you play, this shouldn't take more than a day (I'll be glad to help naturally, as will others).

Playing a MUD also takes a little more patience in many ways. In Shadow Siege for instance, you do a fair bit of typing, explaining how your char moves, behaves, looks and what he or she says, every time you write some input. This is more cumbersome and slow on one hand, also waiting for others who might not be fast typers, but on the other hand it's a great way to sharpen up your prose, getting better at expressing yourself, making your char come to life more. 

When it comes down to it, I personally find that RP can be found in any medium where people want to RP. The MUD/MUSH medium has some advantages to MMOG's or RP outside the computer, and of course also vice-versa.  MUD's are slower, take more imagination and dedication to get into, but the experiences you get in them are more constant, and can very quickly suck you in completely if you find the right one and in general can get enjoyment from MUD's.

As for Shadow Siege, this is pure RP, without the grind and OOC. It doesn't have as many players online as a MMOG of course, but with 20 RP'ers in a city, that can easily seem better and bigger than hundreds of OOC'ers. And of course there are GM's and real NPC's, plots and intrigues.

If you want to give a MUD a try, Shadow Siege is surely a good one to try, also because a few of us play there. It's a good idea to read the info on the shadowsiege.com site, and then write up a background, sending it to a GM and getting a telnet client to log into the game. If you need any kind of help, just tell me in PM or catch me on the IRC.

534

(2 replies, posted in URU-Live)

And this description is for my char, Chris White (a more 'hip' edit of my own name I admit).

Mannerisms and voice information:

- He smiles often, but very seldom in any real animated way, the same with other emotions, they will tend to appear controlled or muted.

- Mostly he'll be seen studying things and people with a look of curious interest, often in a detached manner.

- When sitting for longer periods of time, one leg will start to jump up and down slightly in a quick pace.

- When he talks, he'll tend to talk a lot, often 'stealing' a conversation. When he listens, he'll tend to give you the impression he's fully 'there', giving you all of his focus.

- When not talking or listening, he'll appear distant, caught up in his own world and might very well miss noticing things around him, including people adressing him from far off.

- his demeanor consequently exudes a kind of 'unfazeability' no matter what happens. This can either seem comforting or actually quite unsettling depending on the eye that sees.

Physical information that isn’t apparent in the game:

- the beard is much longer, almost as long as the neck, slightly reddish and more chaotic and tangled than neat.

- The hair is around thrice as long, and always carried in a pony-tail.

- He has a tattoo on his left forearm. Small, but quite noticable up close. There's a checkmark in rainbow colors followed by the word 'Amiga'.

- He's around 1.98 meters tall without footwear, and well-muscled except for a small 'beerbelly' (hard to create that on the char).

- The clothes he wears is close to what he can be seen wearing ingame. Differences are that he'll walk in black boots, and his black t-shirts will have political slogans or symbols on them. Most commonly a red star. At least when he's new in the cavern, but after a week or so, he'll change to only wearing pure black t-shirts.

535

(79 replies, posted in Steambaths)

Theatre of Tragedy - Universal Race (from 'Assembly')

536

(8 replies, posted in Saga of Ryzom)

Hm yes, that would have been interesting really. Too bad smile

537

(8 replies, posted in Saga of Ryzom)

Huh.. Mal.. Malleus? Who're you? Do we know you? ;D

Well, players keep popping in and out in periods, especially this period of course. No worries smile

538

(34 replies, posted in Sava's Garden)

Great going Ahnion, looking forward to seeing it and slowly beginning to fill it up with articles and stuff big_smile

539

(11 replies, posted in URU-Live)

Yes, apart from the fact that the inernational signup doesn't work, and won't, before after christmas.

However.. There's a somewhat simple way to get it to work. A few of us are using it, and are ingame. So if you're interested in that, PM me or catch me on the IRC smile

Sweet smile And interesting little 3D engine, quite fast. Or is that just me, still thinking this is 1997 or so, when the first ultra slow JAVA demo came out wink

541

(79 replies, posted in Steambaths)

Fairytale Abuse with 'Forest of Flames'. This is a fantastic super underground metal band from Denmark, totally obscure, but incredibly great on the 4 songs they released. Oh well, some things are never meant to be.

542

(13 replies, posted in Roleplay)

((it's ok with me to push it, because then I can actually sleep an hour longer wink However, I arranged we take Kendrus' topic before 18.00 GMT, so let's say we start with that one at 16 GMT, i.e. move the meeting an hour, then take this topic, then fill in the time if needed, then start on the other stuff when Malleus gets home from work? If you disagree I'm afraid I won't be around to notice, as I'll be crashing into bed soon wink))

543

(57 replies, posted in Saga of Ryzom)

Right, so there's one other, big immersion killing factor for some of you. The difference in levels. I've been playing for 2.5 months, like most of you. I've taken it very easy with levelling, but not as easy as most others, since I play SoR a lot. However, what Perun managed in 2.5 months, new players (even roleplayers) manage to surpass in arond 2-3 weeks, and ingame Perun notices this too of course. Perun manages only to be lightly amused at this, as he knows he's taking it easy ingame, and thinks all those homins running around training for no real purpose are a bit strange, or too focused on work. But I can see how warriors like Faeron or Artash would feel affected badly by this instead of being amused. Not too much to do about it in this game, except invest time in training, preferably with others, or subtly have homins ignore differences in level, unless they're really bad.

Amd Kryigerof, you have one possible IC explanation for Faeron's slowness, mh? That wound of yours.

Shotzie, we have no problems with OOC chatter, none of our members do this, they are all complete RP'ers luckily smile When I wrote about guild chatter, I meant IC guild chatter actually. I personally feel that such chatter day in an out lessens the RP and lessens your urge to actually meet up face to face, which again lessens the immersion. Things gets to be daily routine, you feel you know those you play with by this chatter, and the intensity and urge to actually get to know them is lessened. On the other hand, it's cozy and can help with bonding on some level. But personally I think it dilutes heavy RP and am of the opinion that a few things you're forced to work around, or a few things that seem like handicaps can actually provide for deeper, more intense RP.

That's an individual opinion though, as to what works for me. It might not be the same for others of course, so there should ideally be space for both, also within the same guild.

544

(57 replies, posted in Saga of Ryzom)

Seeds of Atys RP Conventions

Below are my suggestions as to how we should RP different things that would otherwise greatly tax our suspension of disbelief, and thus lower our immersion. A few of these things we have already discussed and agreed upon. Others we've not discussed, but they've come up and been dealt with ingame. Some things I have tried to explain a little, but I'm also currently preparing a huge public post arguing why we need good explanations for these things as RP'ers. I intend to post it on the official forums later. For now, let's discuss these views and finalize how we RP them. Now then, here are those views and my take on them.

Death and Respawning

We've already gone over this, and the general consensus is that death is cheapened a lot by homins simply dying and then getting resurrected, basically for free, no strings attached, and everyone can get resurrected. No real permadeath. Explaining how this, and the respawning, which doesn't even need to go to Kami or Karavan shrines, but can also go to seemingly random portals in game can be realistic in the context of any world/reality is a tough task to say the least. The suspension of disbelief is immense.

So, we are saying we do not die. When we get hurt enough to fall down, we RP unconsciousness or more commonly that we're so hurt we can't move, and we're slowly dying (those minutes until automatic respawn). That works very well imo, and can even enhance RP. Willing the Karavan or Kami to save you is a conscious effort or thought, and can happen while you lie there. You can also shout for help of course, and insert a few suitable emotes (*spits blood* *gasps for air*, etc).

So death is still a possibility from sickness or a quick stab through the heart for instance. Makes more sense. Personally my immersion takes a hit when I hear something along 'I died, but I got better'. And since all other RP'ers seem to RP like that, I hear it a lot wink However, there's no reason to do this, and it cheapens death too much, apart from being illogical. Imagine such a world where powers made everyone physically immortal (until old age presumably). It would not look like Atys looks now, put mildly.

So, I have two questions for you regarding this:

How do we explain that you can respawn at a portal and not just at Kami/Karavan shrines?

Should we RP that only a select few homins get this treatment from the Kami and Karavan? Such as, those who are promising, and not just common folk? Even if we RP we're not dying, it's still a lot of wasted help the Kami and Karavan are giving all of Atys. Would be more believable of it was not for all. Still, we can also conveniently 'ignore' this.

- Edit: I forgot to mention that we're in an uphill battle here, as the story people of Nevrax have made an event where the leader of the Trykers was killed off permadeath wise by some special weapon - i.e. at least part of this is official ingame lore. It's usually stupid to battle against ingame lore, like it or not, but Nevrax are confused themselves, as you can see when you hover your mouse over the HP bar and then reading the explanation there. If we have to accept we die, I'd at least campaign for only a select few homins able to get the Kami/Karavan immortality gift. That could save some consistency, which is better than nothing. However, as long as there's any doubt, I think we should keep RP'ing this as we do, because simply, dying 10 times a day sucks in more than one way, and I see red everytime someone uses a variation of the phrase 'rez plz' wink

Death Penalty

In continuation of this, the death penalty makes no sense either. So you 'die' and the Kami or Karavan help you out and you have a game mechanical penalty. All other RP'ers I've met (I think all got this from the Dragonblades) explain this by saying they have a 'debt' to work off, to either the Kami or the Karavan. However, that doesn't make sense either, if you dig beneath the surface of this explanation. What debt? Some spiritual debt that can be worked off by crafting 5 sets or armors and mysteriously not learning anything while doing so? Why would the Kami or Karavan set such a system in place? What would they possibly gain from that? And then there's the fact you get a death penalty when you respawn at a portal too, which is unaffiliated with Kami or Karavan helping you.

I think, and that's also how we seem to RP it, that it is far easier on the suspension of disbelief if we simply ignore the Death Penalty ingame. It's a game mechanic, there to punish you for failing. It's too long a stretch to explain it in ingame realistic terms. Now, it could be cool if indeed the Kami or Karavan helped you, and wanted something in return each time they did. That could be really great. Say, you had to do this or that quest for them, and if they had to help you again before you payed off the debt, you had to do more, etc. But saying you owe them xp is just too abstract imo, doesn't make sense.

Named Creatures/Boss Creatures

Here and there on Atys, there are these special creatures that are beefed up versions of the common beasts. They yield special and rare materials, good for serious crafting. There's only one of each at a time, when killed they respawn after some time.

Outside of the Seeds, I have only seen this roleplayed like there is one creature that has been given a certain name. Like "ah yes, that is old 'x' he's a fierce one". This makes NO sense, unless beasts can respawn like homins can. Yes, of course they can, looking at game mechanics. But trying to explain that ingame? That's tough. Is it like in indian myths that these special animals live to be killed again and again by hunters? Why and how? Going in that direction takes a lot suspense of disbelief.

Now, it is much easier and believable if you say that the named creature is a rare subspecies of the main species. That means you can have several of them, and thus you're not killing the same one beast over and over. Simple solution. Of course, you'd only ever meet one of them at a time, but that's easier to ignore than the other explanation, or?

Levels

All talk of levels ingame is to me meta-gaming. When I hear someone IC ask me what level my char has in fighting for instance, I cringe. How would or could anyone make a 250 levels system for such things? It would take close study, and then it'd be a little scary that all professions have 250 levels and so on. Like there's an invisible hand of God at play. Looking at our own world, we don't operate in levels like this, so why should other worlds? The immersion suffers when we bring in talk about game mechanics. If we can talk about levels of fighting or materials, then why not talk about our hitpoints too? If one thing can be so accurately measured, the other can too. It's a slippery slope beginning on this - it doesn't make sense to stop halfway. If you can explain and use this game mechanic language IC for some things, you can do it for others too. Most would agree that knowing your hitpoints was going too far. Yet, if you are able to say you're at lvl. 5 in fighting, it doesn't take much either to say that you could then have 200 hitpoints. Let's just not go there.

I propose that we do this the real RP way. Talk about past achievements (I killed the Great Kirosta alone yesterday), show others your weapons, duel them or show them some mock-fighting, then give them a /tell saying *after having studied him fighting, you'd say his skill was 130-140*, or simply '((I'm lvl 143')). But our chars should have a reason to make an informed guess, and all mention of game mechanics should stay in brackets imo.

Edit: There's also another way that seems better. You can say you get these fancy titles from your trainers at certain stages, and of course most also do that. You could even say you get an official badge with your rank if you wanted. That's true and good. Too bad the titles are made to be 'fun'. Fun as in 'non-immersive'. Now, a realistic person, in a realistic world, might not want to introduce himself like this: Hi there, I'm Oluf, Master of Pain (insert diabolical laughter). Or: Pleased to meet you, I am Neshor, Destroyer (insert diabolical laughter). Or: Greetings fellow homin, I am Perun, Cleaver (insert joke about butcher tools). Some titles are worse than others obviously, but the point remains. It's still better than giving levels though, and it could even be fitting, if they had more mature names. As it is, somehow you get the impression the whole world of Atys is some kind of game (oh right, it is wink)

Communication

Biggest topic for last. We spent a lot of time formalizing this to some extent, and the conclusion so far was that we semi follow these guidelines, individualizing them as we see fit:

0 in Magic ability - possibility to receive communication, but not to send.

1-25 in Magic ability - limited ability to send. No thoughts, no clear images, no sound or smell, but emotional states and vague descriptions of where they originate.

26-50 in Magic ability - No thoughts, better images, some smell.

51-75 in Magic ability - No thoughts, but otherwise seeing, smelling, hearing and feeling (emotional and to some degree physical) what the sender experiences.

76 in Magic ability - Broadcast of thoughts.

SUggested modifications are affinity with the one to send to, whether in Guild with the one, your own mental state, etc. Up to everyone individually. Perun for instance, does not seem able to send thoughts at all, even if he's well over the needed level for it. Actually I like how unique that has made him, and the RP it has fostered, after the initial inconvenience.

The point with this system was both that we wanted to try something new, and that we didn't like the ad-hoc way this communication has been explained ingame.

However, this topic is a bit bigger than this. There are practical advantages and disadvantages to it, and not all will like this way, nor can all follow it, as some will join our group who have already communicated in the full manner, from when they had 0 magic ability. All other RP'ers use /guild, /tell and /team as they would use /around in this regard. So, of course, those joining us wouldn't simply forget this, they'd be able to speak as usual. It's easy enough to say that there's difference in how homins learn this, and if they can learn it even. So we could have all kinds of communication.

The problem however, lies in the social aspects. For some RP'ers, a good deal of the fun in the game lies in /guild and other channels, being instantly able to talk to anyone, saying what you want, or being able to follow the constantly ongoing (IC) guild chatter. Now contrast this with how the Seeds function. Very, very little activity in guild, apart from the occasional images or inquiries, meant to stimulate RP or to get to meet face to face. For those who're used to being in constant touch with the guild this way, those viewing the guild as a big, constant family, this can feel very empty and dead I'm guessing.

On the other hand, I firmly believe that this way of doing things, while more difficult, stimulates more intense and immerse RP. RP just isn't the same, if you can chat away with everyone instantly, day in and out, without needing to meet face to face. Whereas with us, if you want to know how someone is doing, you'll have to meet up for real or send a letter. That leads to more RP possibilities, more unforeseen things happening, and most importantly, they neccesitate more engagement and focus from the players, thus it also feels 'stronger'.

There's one other added bonus I must admit, tieing in somewhat with the above. When you talk to someone face to face, who cannot broadcast thoughts, you can be sure that someone is not busy chatting with 3 others + following and writing in their guild channel. This means you don't have to wait up to several minutes for a reply, and you actually get the feeling that the person is completely focused on you. Which is as it should be really. When meeting up with your friend/lover/business contact for instance, you're not usually speaking into several mobile phones at the same time. It's not just impolite, it also makes you less intense in your RP I believe. And that I feel is a shame. I also know I did this myself a lot with my old char. Not willingly, but at times it was damn hard focusing on the person in front of me talking, when there were 3 important secret telepathic discussions going on.

Advantages

- Deeper immersion
- You're forced to do some things the hard way
- More focus on those you meet
- More real RP (is of course debatable)

Disadvantages

- Lack of bonding within the guild (that is debatable)
- Lack of cozy chatter that helps set a good atmosphere
- Lack of getting to know people (yes and no. In the start yes, later no, you'll get a deeper relation by meeting them for real at times and focusing solely on them)
- boredom if nothing much is happening
- Less RP (I disagree - I'd say cozy chatting day in and out is actually diminishing RP, but that is debatable I guess)

So, even when we get homins who can talk fully, our /guild channel would feel empty for them I think. So in all fairness new recruits, whether young or old players, must know about this before they join. Hopefully those who do join, will then feel the advantages outweigh the disadvantages. I've felt both at various times, but finally I'm settling into the view I began with, that this is for the best. It's an experiment, but it can led to deeper immersion, which is the most important thing for me. I've also come to see how much it is affecting the immersion or intensity that you constantly have your attention divided between several chats. Not to speak of it being impolite.

How do you feel this is working out? Is it too restrictive?

Well, that sums it all up I guess - please comment and discuss these points, so we can get them finalized and made into official RP conventions for the Seeds of Atys. We need these conventions badly in one form or another I believe, to have consistency internally, and maybe also to be able to influence how others RP this or even make the developers aware of it. Ryzom's background lore, stories and physical consistency has not at all been written with RP'ers in mind. Maybe we can get them to see how a RP'er sees their world?

Are there some topics I have forgotten that you think impact on your sense of disbelief? If so, feel free to add them, and present your possible solution. I'm sure I missed something, I'm just listing what I've felt most problematic myself.

This isn't that small a post I see, and I just want to crash into bed, so I'll turn off my ego, and not look through the text for typos or punctuation. So there.

545

(27 replies, posted in Sava's Garden)

Oh, I thought your char finally found happiness, peace and true Kami-dom in that new guild. Guess not sad

546

(27 replies, posted in Sava's Garden)

Hehe Oluf, nice try. No chance you'd know of those goals, you're just making a (qualified) guess wink

547

(27 replies, posted in Sava's Garden)

Whatever race, we're multiracial. You can read an IC description of us at http://seedthecommunity.org/viewtopic.php?id=41 (a little down the postings - Seeds of Atys). Just make a char you'd like to make, no matter race and such. And if you'd like to join the Seeds of Atys, make one that can agree with those listed views. But you don't need to of course, make whatever char you want, there'll be a guild and RP for you with whatever views you'd hold, I'll help you settle in with that if you need it later.

For now don't worry though. We're not all of us in the same guild, some whose chars have different opinions joined other guilds, which is great. We should chose guilds and ingame friends after what personality our chars hold, but keep together OOC here smile

548

(27 replies, posted in Sava's Garden)

Chose the Arispotle server smile

And just to make things clear, the roleplayers are great and the RP is good. But, for every roleplayer, there's of course 100 non-RP'ers, like in every other big game. So you'll have trouble finding roleplayers in that area I believe. They're there, but unless in a bigger group, or unless they see RP, they might not be IC. Anyway, good place for learning the game and seeing if you like that.

549

(27 replies, posted in Sava's Garden)

Some original thoughts, original graphics, very much grinding (argh), no real interaction with the world (politics, possibility to change story or events through your actions), a friendly community and a lot (relatively speaking) of good and interesting roleplayers.

In all probability one of the better mainstream, big MMOGs, if not the best. Certainly the RP is great, which is the most important thing for me. If the game and gameworld itself supported roleplay and didn't focus on grinding so much, it would be even better though, but for that, we'd have to look for other games, such as possibly URU Live.

Right now though, there's the tiny problem with SoR that the firm behind it is undergoing bankruptcy, and they need another firm to take over very soon, or it'll all fall apart. New players can only play on the newbie isle (which is a great place as such, though probably lacking in RP) and not go to the mainland, until this is resolved.

550

(27 replies, posted in Sava's Garden)

Indeed smile Welcome to the Community!

I think A Tale in the Desert is quite like URU Live in many ways, it was one of the games we looked at when deciding where to go from Seed. But in the end we didn't go there, though I believe Mehken at least has played one of the older Tales.