Search found 209 matches
- Wed Oct 30, 2019 12:14 pm
- Forum: General Discussion
- Topic: Turf Wars Spec - 1st Draft
- Replies: 13
- Views: 17672
Re: Turf Wars Spec - 1st Draft
Overall, I like the high concept of the system. Antagonistic groups (namely, mages and thieves) having an incentive to engage with other than acts that are, essentially, messing with someone's day would likely increase overall conflict and activity between their opposition on each axis. The odd asym...
- Thu Oct 10, 2019 4:13 pm
- Forum: General Discussion
- Topic: Combat Guide
- Replies: 4
- Views: 7672
Re: Combat Guide
It'd be nice to see the combat guide restored and spiffed up a little - a lot of info on the website is outdated or broken, and IIRC the helpfiles refer back to it sometimes?
- Fri Oct 04, 2019 9:51 pm
- Forum: General Discussion
- Topic: Plot Fatigue Poll
- Replies: 19
- Views: 30619
Re: Plot Fatigue Poll
...As a post-face (..like a preface but in post? I do want to add an acknowledgement that Staff have been doing a bang-up job trying to address problems like pacing, timing, and communication, especially given the likely volume of submissions behind-curtain going on, and the past couple posts of cri...
- Fri Oct 04, 2019 7:43 pm
- Forum: General Discussion
- Topic: Plot Fatigue Poll
- Replies: 19
- Views: 30619
Re: Plot Fatigue Poll
A turn-based system feels like it's addressing a symptom (plot FOMO and stress of having to keep up with headers) rather than the core problem: huge slices of the game now happen in a costly play-by-post format nominally designed to handle interaction edge cases, and even the players of top-tier cha...
- Thu Oct 03, 2019 10:32 am
- Forum: General Discussion
- Topic: Plot Fatigue Poll
- Replies: 19
- Views: 30619
Re: Plot Fatigue Poll
Definitely more of a slow background burn if at all. My ideal scenario would be something that can be checked up on and nudged now and again over, maybe, weeks or so, without being so urgent or catastrophic that it halts big chunks of personal RP. This is where I think a lot of the fatigue seems to ...
- Sat Sep 28, 2019 8:19 pm
- Forum: General Discussion
- Topic: Large Scene Management
- Replies: 21
- Views: 27112
Re: Large Scene Management
I forget which it is, but when you join with either a joinspot or a person as your join target, you have to manually move toward them to make join work. It'd be nice if we could auto-approach people to join like we do stuff we're picking up or moving if standing.
- Sat Sep 21, 2019 6:04 pm
- Forum: General Discussion
- Topic: [Poll] Trial Removal of OOC Channels - One Week Countdown
- Replies: 25
- Views: 38326
Re: [Poll] Trial Removal of OOC Channels - One Week Countdown
What always bothered me about tells was the seeming obligation to use them for scene organization and communication. I prefer the new systems much, much more simply because that obligation for 'getting involved' is gone. I wonder if there's a way to restore the sociability of tells for people who li...
- Sat Sep 14, 2019 11:12 pm
- Forum: General Discussion
- Topic: Large Scene Management
- Replies: 21
- Views: 27112
Re: Large Scene Management
As a more code-oriented suggestion, I wonder if it's possible to get a super-brief version of look that excludes players, so people can look in large scenes to see objects without getting flooded by names?
- Sat Sep 14, 2019 11:04 pm
- Forum: Accepted Requests
- Topic: Look dir <direction>
- Replies: 4
- Views: 6874
Re: Look dir <direction>
Finally, I'm saved from involuntary inspections of upholstered furniture.
- Mon Sep 02, 2019 1:37 pm
- Forum: General Discussion
- Topic: Matchmaking Updates
- Replies: 12
- Views: 16106
Re: Matchmaking Updates
A 'matchmaker accept' would be nice, since the implementation as it stands doesn't seem to account for the wind-up time of inviting a specific character to RP (messengers, esp. on low infra, them having to walk to the place, possibly after sorting their inventory out or throwing on their social outf...