I said that too! ...sort of.t-ice wrote:...rolling eyes at Adanu for managing to say "If my PC dies, I'm out this community"...

* My time being DM'd by kid for a few months was a highlight.
Edit: Yikes, it's nearer three years playing here!
Moderator: ALFA Administrators
I said that too! ...sort of.t-ice wrote:...rolling eyes at Adanu for managing to say "If my PC dies, I'm out this community"...
I've never claimed to speak for everyone. I've claimed that I've met a lot of players who have felt like this. That being said, I'm opinionated. I'm also sick of being ignored due to 'this and that is not what we're here for!'. I'm not going to apologize for viewing things differently than you. So, I'd prefer it if we kept the Ad Hominems down and actually discuss things.Ithildur wrote:Adanu wrote: I for one am not planning to start over from one if Zyrus dies. ALFA Is awful for leveling currently, even with statics.This says a lot.Rotku wrote: I always love playing those first few levels, and if I can do it twice at the same time then great!
Rumple and the other admins do not have an easy job; driving the bus is challenging enough but when some of the passengers are demanding to go to the zoo while others are sniffing about how much better the museum is...![]()
I will say this, Adanu you make some valid points here and there but your tone here and in other posts comes across as rather petulant and rather demanding; it's extremely unappealing (though I'm sure some of it may be due to frustration or whatever) and does not inspire confidence that someone like that will make for a good DMA.
This is an important point that's been lat-ice wrote:Not true at the relevant levels of below about 10. The curve down you speak of is xp per kill, which is not the relevant measure. Xp per time is. As a PC becomes higher in level, kills per time increase substantially. (Or at least potential kills for the farming -minded player). For reasons of having more spawns around that your PC is able to slaughter, not needing to play so careful, not needing to replenish per day abilities and/or restock consumables, and being able to solo spawns without risk whereas lowbies need groups.danielmn wrote:Now, as far as dimrets, we have a curve for sp as far as combat, where the xp awarded is high to begin with over a time period, and slowly levels off and slopes down. You can still go out and slaughter the whole server if you want...you just won't be getting xp for it after a certain point in the downward slope is reached.
Eventually xp per time goes down as every spawn on the server is below your PC. But that happens at, what, maybe levels 10+?
To bring people back, we need to bring people to play together. That means defeating the IC-geographic spread, and it means overcoming the level spread. Those are the two reasons I don't even bother to try ALFA right now (though a scheduled, weekly DM session would trump that).
To decrease the level spread we'd need to increase the starting level and decrease leveling rates. I'd love to play DnD E8. (It probably wouldn't be technically that hard to actually cap levels at some number (around 10?) and instead give extra wealth allowance and/or feat for every N xp gained after that? Coupled with a lvl3 start, that'd do quite a bit to make every player relevant).
Statics are assumed to have made leveling easier and thus decrease level spreads. I'd say the effect is almost obviously the opposite: Those who have the time/inclination to use the statics zoom ahead, and others are left behind.
decided to do a compassion table to see why they have 30-40 people online almost any time and ALFA been struggling to get 10.
The point is to see what they are doing good comparing to us and maybe make changes accordingly .
T- I was describing the dimret currently proposed and on the table, not the one already implemented.rorax wrote:Well...
I heard from other players around about the high number of players in servers like "Baldur's gate chronicles of the sword coast" . I have rgely omitted in the discussion so far (in favor of rolling eyes at Adanu for managing to say "If my PC dies, I'm out this community" and "I'd like to run for Admin to lead this community" in almost the same sentence). The question this beckons is, do we want to become a second BGCSS if that's what attracts players? If the answer is yes, do we gain something by copycatting instead of simply shutting down ALFA and joining them? If the answer is no, then what are the elements that we differentiate our vision with, and which to copy?
To me it seems the "player's voice that is repressed" (that at least Adanu claims) is essentially to become more like BGCSS. The problem is that this move will attract some players, and it will repel others. And doing the opposite, being more "hardcore", will also repel some players and attract others. Votes are the only way to solve this. I don't know about the "legacy members who don't play but vote to overcome any change" argument. But sounds suspiciously conspiracy-ish denial of votes in the box. It might erroneously sound like the majority of players favors radical change because those favoring radical change are always loudest? (Equally valid on points of potential change I presented as to those by Adanu)
Zyrus Meynolt: [Party] For the record, if this somehow blows up in our faces and I die, I want a raiseSwift wrote: Permadeath is only permadeath when the PCs wallet is empty.
MaxBogs wrote: Do not listen to 'has beens'. Listen to people that have played the game recently.
I am a disgruntled lurker now.
I don't know that much about BGCSS. I do know that there is a reason why DMs and players alike are burning out on ALFA steadily, and I'd like to address those reasons instead of throwing more statics out or trying to punish farmers. I don't know every single reason. I've only voiced what I myself have dealt with and what I have heard from others. Fact is, there will always be level problems with our system, no matter how much you try to tighten the noose for it. Trying to control is an incredibly slippery slope, because players will start to feel punished for playing the game if you tell them to stop playing the game, imagine that. Like it or not, farming xp is how you advance your level. Finding a way to make it work will require DMs willing to deal with the leveling issue, or require campaign type PCs. Both ideas have merit.danielmn wrote:This is an important point that's been lat-ice wrote:Not true at the relevant levels of below about 10. The curve down you speak of is xp per kill, which is not the relevant measure. Xp per time is. As a PC becomes higher in level, kills per time increase substantially. (Or at least potential kills for the farming -minded player). For reasons of having more spawns around that your PC is able to slaughter, not needing to play so careful, not needing to replenish per day abilities and/or restock consumables, and being able to solo spawns without risk whereas lowbies need groups.danielmn wrote:Now, as far as dimrets, we have a curve for sp as far as combat, where the xp awarded is high to begin with over a time period, and slowly levels off and slopes down. You can still go out and slaughter the whole server if you want...you just won't be getting xp for it after a certain point in the downward slope is reached.
Eventually xp per time goes down as every spawn on the server is below your PC. But that happens at, what, maybe levels 10+?
To bring people back, we need to bring people to play together. That means defeating the IC-geographic spread, and it means overcoming the level spread. Those are the two reasons I don't even bother to try ALFA right now (though a scheduled, weekly DM session would trump that).
To decrease the level spread we'd need to increase the starting level and decrease leveling rates. I'd love to play DnD E8. (It probably wouldn't be technically that hard to actually cap levels at some number (around 10?) and instead give extra wealth allowance and/or feat for every N xp gained after that? Coupled with a lvl3 start, that'd do quite a bit to make every player relevant).
Statics are assumed to have made leveling easier and thus decrease level spreads. I'd say the effect is almost obviously the opposite: Those who have the time/inclination to use the statics zoom ahead, and others are left behind.
decided to do a compassion table to see why they have 30-40 people online almost any time and ALFA been struggling to get 10.
The point is to see what they are doing good comparing to us and maybe make changes accordingly .T- I was describing the dimret currently proposed and on the table, not the one already implemented.rorax wrote:Well...
I heard from other players around about the high number of players in servers like "Baldur's gate chronicles of the sword coast" . I have rgely omitted in the discussion so far (in favor of rolling eyes at Adanu for managing to say "If my PC dies, I'm out this community" and "I'd like to run for Admin to lead this community" in almost the same sentence). The question this beckons is, do we want to become a second BGCSS if that's what attracts players? If the answer is yes, do we gain something by copycatting instead of simply shutting down ALFA and joining them? If the answer is no, then what are the elements that we differentiate our vision with, and which to copy?
To me it seems the "player's voice that is repressed" (that at least Adanu claims) is essentially to become more like BGCSS. The problem is that this move will attract some players, and it will repel others. And doing the opposite, being more "hardcore", will also repel some players and attract others. Votes are the only way to solve this. I don't know about the "legacy members who don't play but vote to overcome any change" argument. But sounds suspiciously conspiracy-ish denial of votes in the box. It might erroneously sound like the majority of players favors radical change because those favoring radical change are always loudest? (Equally valid on points of potential change I presented as to those by Adanu)And I certainly agree that making the low levels "easier" increases level spread, something I was adamant about toning down when in the office of the PA (I gave out numerous warnings to people to just slow the heck down)
Heero wrote:Still not seeing any ad hominem.
This seems Ad Hominemish, which is why I brought it up again. My tone is civil -if opinionated- now. Bringing up up previous posts that I've admitted were a bit off from frustration helps nothing right now.Ithildur wrote: in other posts comes across as rather petulant and rather demanding..
And this is an actual Ad Hominem.maxcell wrote:MaxBogs wrote: Do not listen to 'has beens'. Listen to people that have played the game recently.
I am a disgruntled lurker now.
who still has sand in her clit
Or just get DMs that are willing to run higher level adventures. Instead of stunting other people.Rotku wrote:I think one thing we should do is put a level cap in place. One of the biggest things that makes DMing difficult is the large (and ever increasing) difference between high level PCs and low level PCs. If we put a cap at level 7, that will be a big step to solving that.
I like this idea of Ksiel's that hasn't really been touched in a while. I know we've had a blanket "come back to Alfa we have... [improvements listened here]" email go out to ALL members before. Whether they were still active, inactive, banned or whatever. I remember getting it and being an inactive player at the time. Has the potential to bring back banned members and I can't believe I'm saying this... I must be getting soft in my old age, even banned people applied and were accepted once, why not give them a second chance? Everyone's older and theoretically more mature now.Ksiel wrote:7 - If the above are implemented, take a few of our more energetic members and have a "structured" PR campaign a month before kick-off. PR consist of simply posting in other forums, e-mailing and PM old members, and set up a DM event on one of the servers for kick-off.
Yes, by making people who play toons over level 7 leave the server. Forced retirement is not the answer. If ALFA institutes a level cap, it should be at like 15, not something super low like 7. Some builds don't even become useful at 7. Besides, putting in a cap won't solve anything, it'll just make uncomfortable DMs marginally more likely to DM someone in their comfort zone.Rotku wrote:I think one thing we should do is put a level cap in place. One of the biggest things that makes DMing difficult is the large (and ever increasing) difference between high level PCs and low level PCs. If we put a cap at level 7, that will be a big step to solving that.