because you really aren't people peak in power then disappear forever.
Punctuation is your friend.
because you really aren't people peak in power then disappear forever.
Punctuation is your friend.
I haev no idea what your post means Sandbox. Punctutation please?
because you really aren't - people peak in power then disappear forever.
I had the same problem, Aulian, but I'm pretty sure this was his intended meaning.
Thanks for the translation Pali.
As for Sandbox's post after the translation, I still don't know what he means. I really hate it when people state opinions as if they are facts.
So, what you said SB, is not true.
With FL' date=' I've never really felt like a part of the game. This is a bad thing.[/quote']
This, I believe, was the specific line that Sandbox's post was responding to. To a degree, I'd say he was right - but only to a degree. There are plenty of examples of characters changing the game, even just recently - Maelbrim's reconstruction as it has happened can largely be traced back to a single character as cause: Anamus.
Where he's right is that it can often take so long to have such an impact on the game that it doesn't feel like MOST characters have an impact on the game, but instead level up, are strong for a while, then vanish. It makes it hard to feel like one is impacting a living, breathing world - implementing army combat was actually a very good first step in combating this, as it IS something you see changing by result of your character's actions, even if it's an indirect result and has limited impact in the progression of the game.
The problem is the complexity involved in giving characters an impact on the game that doesn't lead to total anarchy. We already accept things that make no sense - no matter how many times a mob dies, he keeps coming back. To let the mob die forever and be removed from the game would require us to constantly be adding just as many mobs and areas to the game as are dying to keep up with attrition, which is simply not feasible, so mobs and areas repop after a time with the mobs that used to be there. Likewise, it is a good amount of work to make it so that any specific action by a character permanently alters the world - rooms need to be rebuilt, attention has to be paid to details such as how the change being attempted could affect balancing, and depending on what is happening a new bit of coding might need to be done too.
FL characters can and have changed the world of FL, over and over again, the entire time I've played here, the very recent past included. However, it takes a lot of work to do it. I understand the argument that making it easier to change the world would enhance immersion and probably create more interest in playing - but if you're a person making that argument you should understand the workload you are expecting others to undertake purely because you want something. You're not offering the person doing the work anything in return beyond something very much like an ultimatum: "Do this work, else you'll lose me and people like me, and you won't have fun anymore either." (Edit: if you HAVE offered to do the work, much of this paragraph does not apply to you, though keep in mind that having a scripted change of your own isn't quite the same as organically changing the FL world through RP)
If you want to change the world in-character, you can - just don't expect to do it easily. If you think you should be able to do it easily, try changing the world in real life and see how easy that is first.
neat
not that its different than any other MMO, but i feel my statement was pretty accurate. Not saying its good or bad, it just is.
We are not picking on your statement, or rather I am not, I just didnt understand what you were trying to say man.