Monthly 100% RCR
- Valefort
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Re: Monthly 100% RCR
Appreciating how far one can go in changing one character before the concept is thrown out is rather difficult.
Mealir Ostirel - Incorrigible swashbuckler
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Re: Monthly 100% RCR
Some times the character takes its own life. When I started playing my Selunite I had no divine classes at all. RP dictated I changed that eventually. And now she is partially a cleric. Its not always bad Vale.
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Re: Monthly 100% RCR
I’d be careful about expressing such, turning this into a “us or them” issue.
I imagine that the goal is to make BGTSCC fun and fulfilling for everyone, from Level 1 until 30 and beyond. Which, I will add, isn’t the current state of affairs, unfortunately. And isn’t further helped when some are lumped into criticism for not being “real” or good enough to deserve something.
The entire community of BGTSCC has a responsibility to this, meaning that sometimes We need to change our ways and perceptions to fit the existing paradigm.
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- Valefort
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Re: Monthly 100% RCR
I know it's not always bad, which makes it all the more difficult xD
Mealir Ostirel - Incorrigible swashbuckler
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Re: Monthly 100% RCR
Oh please that was never my intention. Perhaps I shall be more thorough in my explanation then to avoid divisiveness.Steve wrote: ↑Thu Sep 10, 2020 4:43 amI’d be careful about expressing such, turning this into a “us or them” issue.
I imagine that the goal is to make BGTSCC fun and fulfilling for everyone, from Level 1 until 30 and beyond. Which, I will add, isn’t the current state of affairs, unfortunately. And isn’t further helped when some are lumped into criticism for not being “real” or good enough to deserve something.
The entire community of BGTSCC has a responsibility to this, meaning that sometimes We need to change our ways and perceptions to fit the existing paradigm.
"The people who primarily RP and seldom go on adventure, thereby primarily gaining XP via the RP script and seldom if ever, resorting to grinding or killing more than twenty of local wildlife, kobolds, orcs, lizardmen, not to discriminate lizardfolks and otherwise non disclosed XP viable races, as per average adventurers unified yet unwritten code of conduct" then.. are you happy?
Besides theres about 500 different creeds of players and categories to fit them in, people have very different motivations. Me? I like to dress up a fantasy girl and give her fancy fictive stories. What floats your boat?
Editted disclaimer: The opinions expressed in this post are not meant to incite hate or spiteful campaigns towards XP eligible races of any kind. Like wise if an XP viable race did not get mentioned, it was not an intentional offense or meant to spite or mock, we are firm believers of inclusion among the many personalities that spontaneously spout non sense and come to expression from this obviously mentally unstable poster and will take extra efforts to make sure your less pop cultural phenomenon insert slash here or weeb eligible race, will make the slighted list next time.
Shandril Brightmantle
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Re: Monthly 100% RCR
I mean, if we're talking about RP exp, I frankly found it faster and more reliable a way to level than grinding. The buffs to it have made it a very good form of leveling. When I came back to the server, I RCRed two times, down from like 27 to 14. I was up to 30 within two months, mostly from RP exp. So no, people who 'seldom go on adventure', don't take particularly longer to mitigate the loss, unless they are not particularly active (which affects both RP exp and grinding exp). I'd also say that in most cases, it is more in character to lose levels and be weaker after changing things.
The main people 100% RCR benefits is people who don't have enough time to play regularly (whether by social RP or by grinding). Those people are the ones who struggle to mitigate it.
I also honestly can't understand people that RCR for 'mechanical tweaking' for 'optimum power'. For my part RCR has only ever been a tool in more fully realizing my character's concept, not 'buffing' myself. Heck, I've mostly nerfed myself over the times I've RCRed as I've grown more and more comfortable with going for pure RP builds rather than just taking stuff that synergized well. While there were some class changes (mainly, figuring out what secondary class fit the character the most. I've stayed 20+ shaman in all of my builds), for the most part I RCRed over smaller things, like changing spells (the spell changer NPC is a godsend and has cured a large chunk of my reasons for RCRing in the past), or feats or skills, to bring the character more in line to how I view her, along with RP developments.
For me, RCR aids immersion, rather than breaks it. It helps me more fully realize the most appropriate build for a character's concept and RP. I will agree it's problematic seeing people completely change their concept with no RP. Does this happen that often, though? Certainly 100% makes such things worse, which is why I do think 100% RCR should be kept rather rare. I do think people who have been gone for a long time (especially ones that missed the last RCR period that occurred after major mechanical changes) do warrant some consideration for 100% tokens, rather than full 100% RCR periods for everyone.
The main people 100% RCR benefits is people who don't have enough time to play regularly (whether by social RP or by grinding). Those people are the ones who struggle to mitigate it.
I also honestly can't understand people that RCR for 'mechanical tweaking' for 'optimum power'. For my part RCR has only ever been a tool in more fully realizing my character's concept, not 'buffing' myself. Heck, I've mostly nerfed myself over the times I've RCRed as I've grown more and more comfortable with going for pure RP builds rather than just taking stuff that synergized well. While there were some class changes (mainly, figuring out what secondary class fit the character the most. I've stayed 20+ shaman in all of my builds), for the most part I RCRed over smaller things, like changing spells (the spell changer NPC is a godsend and has cured a large chunk of my reasons for RCRing in the past), or feats or skills, to bring the character more in line to how I view her, along with RP developments.
For me, RCR aids immersion, rather than breaks it. It helps me more fully realize the most appropriate build for a character's concept and RP. I will agree it's problematic seeing people completely change their concept with no RP. Does this happen that often, though? Certainly 100% makes such things worse, which is why I do think 100% RCR should be kept rather rare. I do think people who have been gone for a long time (especially ones that missed the last RCR period that occurred after major mechanical changes) do warrant some consideration for 100% tokens, rather than full 100% RCR periods for everyone.
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Re: Monthly 100% RCR
I don't think there's anything wrong with adding a monthly 100% RCR. It does have its uses, particularly in fixing a developed character concept. So how about making it 100% once per month, but the XP can't be used on a different character?
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Re: Monthly 100% RCR
Rhifox wrote: ↑Thu Sep 10, 2020 9:38 am I mean, if we're talking about RP exp, I frankly found it faster and more reliable a way to level than grinding. The buffs to it have made it a very good form of leveling. When I came back to the server, I RCRed two times, down from like 27 to 14. I was up to 30 within two months, mostly from RP exp. So no, people who 'seldom go on adventure', don't take particularly longer to mitigate the loss, unless they are not particularly active (which affects both RP exp and grinding exp). I'd also say that in most cases, it is more in character to lose levels and be weaker after changing things.
The main people 100% RCR benefits is people who don't have enough time to play regularly (whether by social RP or by grinding). Those people are the ones who struggle to mitigate it.
I also honestly can't understand people that RCR for 'mechanical tweaking' for 'optimum power'. For my part RCR has only ever been a tool in more fully realizing my character's concept, not 'buffing' myself. Heck, I've mostly nerfed myself over the times I've RCRed as I've grown more and more comfortable with going for pure RP builds rather than just taking stuff that synergized well. While there were some class changes (mainly, figuring out what secondary class fit the character the most. I've stayed 20+ shaman in all of my builds), for the most part I RCRed over smaller things, like changing spells (the spell changer NPC is a godsend and has cured a large chunk of my reasons for RCRing in the past), or feats or skills, to bring the character more in line to how I view her, along with RP developments.
For me, RCR aids immersion, rather than breaks it. It helps me more fully realize the most appropriate build for a character's concept and RP. I will agree it's problematic seeing people completely change their concept with no RP. Does this happen that often, though? Certainly 100% makes such things worse, which is why I do think 100% RCR should be kept rather rare. I do think people who have been gone for a long time (especially ones that missed the last RCR period that occurred after major mechanical changes) do warrant some consideration for 100% tokens, rather than full 100% RCR periods for everyone.
Very spot on post. And you are right, it is the people with less time that suffer the most. Since lets be honest, progression in this game is not particularly fast, even with all the increases we have had over the years. Hence my point about XP almost sneaking up on you these days.
And I also believe you are correct about the tweaks to characters being more in line with RP and the realization of a concept that was aspired for, than power grasping. Its funny how these nerfs some times end up being a buff though, or feels more immersive for your characters intended experience.
At this point im really struggling to see the downside of a more regular RCR window. Not monthly though, but perhaps every third month or so would suffice. The last two times we had free RCR on the server, I missed both times. And it never mattered for me, since ill get back to 30 pretty fast if I do RCR. But the average player with a bit more restriction on time might find that being the factor that kills the game for them.
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Re: Monthly 100% RCR
If we made a consistent 100% RCR period (which I'm not sure I agree with), I wouldn't go for anything below once-a-year. Monthly or trimonthly would mean no one would ever use the 50%, they'd just wait for the next 100%.
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Re: Monthly 100% RCR
The 'value' I find in RCR is it has, in the past caused an influx of former players to come back and try things out, some of whom end up sticking around (at least for a time). More players means more opportunities to run in to folks and maybe have some decent RP with them. However, I imagine that the Server split and ability to reintroduce old (and some beloved) area's as well as to further expand the server will likely have a similar result (once it is stable). So for now the focus of resources in my opinion should remain on the split and, once that happens on making it stable. This has a possibility to entice ex-builders to come back with all their creative juices flowing to give us more areas to explore, and more monsters to kill and rob.
Once that is done, we would likely evaluate if there are any changes that are desirable to implement mechanically before considering if/when an RCR period would be opened up. IMO there will never be a monthly 100% RCR and nor should there. It will likely remain as something done only when there is some kind of major mechanical change(s). That said who knows? It's an old game and the thinking often has to change in order to make decisions that reinvigorate the player base. This year the number of folks logging in has been very good, so there isn't (IMO) a great deal of motivation to make any sweeping changes or decisions because, why rock the boat?
Once that is done, we would likely evaluate if there are any changes that are desirable to implement mechanically before considering if/when an RCR period would be opened up. IMO there will never be a monthly 100% RCR and nor should there. It will likely remain as something done only when there is some kind of major mechanical change(s). That said who knows? It's an old game and the thinking often has to change in order to make decisions that reinvigorate the player base. This year the number of folks logging in has been very good, so there isn't (IMO) a great deal of motivation to make any sweeping changes or decisions because, why rock the boat?
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Re: Monthly 100% RCR
Before I forget to mention this, I never asked for a monthly 100% rcr myself by the way, a yearly would be great to... yes... reignite some interest, for myself as well as other players a nice thing.
I am amazed how much there has been talked about this now in a short period. The question I wonder about is... who do we really hurt if there'd be a 100% rcr period right now? How bad would it be, and how much damage would it cause to what? And would the downsides counter or even completely sink the benefits from such occassion?
It is indeed after all an old game with people fading.
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I am amazed how much there has been talked about this now in a short period. The question I wonder about is... who do we really hurt if there'd be a 100% rcr period right now? How bad would it be, and how much damage would it cause to what? And would the downsides counter or even completely sink the benefits from such occassion?
It is indeed after all an old game with people fading.
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- Steve
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Re: Monthly 100% RCR
Myself, I don’t distinguish a difference between RP and adventuring. Role-play, in my book, is controlling (acting) a Character that is defined by a Character Sheet (a thing that both grants and limits WHAT you can Role-play in context of the Game Rules).
So, when I read someone distinguish between the RPers and the adventures (“...that like to kill things”), it seems said to create decisiveness between different people within a single gaming community, ie, one is doing something right, the “RP,” and others just....
What does the Server become when 90% of the PCs logged on at any one time are Level 30? More over, what if just Level 20 and above?
IMHO, the Server is much more a “living” Server when Characters begin at Level 1 and progress. As it stands, the current RCR does allow for creating whole new Characters starting at 20 if one has and is willing to trade in a L30 Character (which soooo many Players seem to have, a L30, because as has been pointed out XP gain ain’t slow no mo).
Would I make use of a yearly 100% RCR? I sure would. I’d get a new face for my fugly and some power boosting new Feats too, just cause I can.
Yet my own personal pleasure is one thing, and how a feature could change the landscape of this “aging” game and Server, is another.
Because honestly, if I want choose to customize my toon, I’m also willing to trade for it, and work back the XP.
Because that is the point being made by some, right: to gain new aspects/customization without having to trade in—or lose as they say—something for the gain. Everything for nothing makes a thing valueless!
So, when I read someone distinguish between the RPers and the adventures (“...that like to kill things”), it seems said to create decisiveness between different people within a single gaming community, ie, one is doing something right, the “RP,” and others just....
What does the Server become when 90% of the PCs logged on at any one time are Level 30? More over, what if just Level 20 and above?
IMHO, the Server is much more a “living” Server when Characters begin at Level 1 and progress. As it stands, the current RCR does allow for creating whole new Characters starting at 20 if one has and is willing to trade in a L30 Character (which soooo many Players seem to have, a L30, because as has been pointed out XP gain ain’t slow no mo).
Would I make use of a yearly 100% RCR? I sure would. I’d get a new face for my fugly and some power boosting new Feats too, just cause I can.
Yet my own personal pleasure is one thing, and how a feature could change the landscape of this “aging” game and Server, is another.
Because honestly, if I want choose to customize my toon, I’m also willing to trade for it, and work back the XP.
Because that is the point being made by some, right: to gain new aspects/customization without having to trade in—or lose as they say—something for the gain. Everything for nothing makes a thing valueless!
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Blackbird
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Re: Monthly 100% RCR
@Steve I don't think anyone is asking for something for nothing. That's more akin to asking that we all begin at level 30 from day 1 fully kitted out. If you have a level 30 already (or 20, or whatever), you have already invested time. That might be a couple months or it might be a full year depending on how often you're able to play. At the end of the day, this is a videogame and people have lives outside it. We trade that time away to this server to keep it living and build our characters. If you're a slow player and life allows you an hour a night at best, a 100% RCR even once or twice a year is a godsend.
Really this all goes back to respecting your players' time. There are lots of modern game mechanics that tackle this problem. Fast travel is a good example. If you create a massive world that takes 20-30 minutes to navigate on foot/horse/etc., but don't provide a fast travel option, you will end up with players who can invest an hour and spend 50% or more of that time walking. For these players, the game becomes laborious. Introducing fast travel helps these players experience the fullness of the game without disrespecting the time they have available to dedicate to it. If they get more time and want to walk, the option is still there and players with more available time can always walk. We even do this right here with our very own caravan system. Would it be great if everyone walked everywhere? Yeah! Does everyone have the time to walk everywhere? Nope. Should we force everyone to walk everywhere because it might increase RP? Not if we respect the fact that some people have less time for this hobby than others.
EDIT TO NOTE: If you want to make the process feel more organic, you could even create a long multi-step quest that a character can undertake to acquire a 1-use token (or, as we might call it, an artifact of great power) or something. I am sure between everyone here, we could come up with something imaginative and appropriate.
Really this all goes back to respecting your players' time. There are lots of modern game mechanics that tackle this problem. Fast travel is a good example. If you create a massive world that takes 20-30 minutes to navigate on foot/horse/etc., but don't provide a fast travel option, you will end up with players who can invest an hour and spend 50% or more of that time walking. For these players, the game becomes laborious. Introducing fast travel helps these players experience the fullness of the game without disrespecting the time they have available to dedicate to it. If they get more time and want to walk, the option is still there and players with more available time can always walk. We even do this right here with our very own caravan system. Would it be great if everyone walked everywhere? Yeah! Does everyone have the time to walk everywhere? Nope. Should we force everyone to walk everywhere because it might increase RP? Not if we respect the fact that some people have less time for this hobby than others.
EDIT TO NOTE: If you want to make the process feel more organic, you could even create a long multi-step quest that a character can undertake to acquire a 1-use token (or, as we might call it, an artifact of great power) or something. I am sure between everyone here, we could come up with something imaginative and appropriate.
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Re: Monthly 100% RCR
I agree that a 100% RCR is a gift (from heaven!a night at best, a 100% RCR even once or twice a year is a godsend.
Really this all goes back to respecting your players' time.
The 100% RCR option has nothing to do with respecting players time. And furthermore, why should your time be respected, on its own or compared to others? There are a plethora of Players who have invested years of presence in BGTSCC, years of Role-play, and what they do is simply what they do, without reward, and even often without recognition.
Literally, respect your own time and find yourself within the moment, disregarding judgements of “how much” and “effort.” Otherwise, you will only find disappointment here.
Lastly, just look to the fact that not a Head DM or an Admin is making a comment in this thread, on the issue. You can read into that whatever you want, but what I read into it is they are not interested. So much so that they don’t even want to get into a public conversation about it.
I’m wanting to say: be happy with what you got, in this moment. Though I’m sure everyone would take advantage of a 100% RCR Window, the basic complication here is we don’t have any agency, this finding a healthy acceptance of that which CAN be seen as an existing gift...and maybe give you that sense of “respect” you’re looking for? Cheers.
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IsEnDeL
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Re: Monthly 100% RCR
Why not just remove the level 20 cap after RCR, but still maintain the 50% Penalty.. I’m not sure if there’s an XP cap after level 30 but adventuring more after level 30 could mean learning new tricks during your adventure, and could translate to being able to RCR back to level 30 provided You’ve gained enough experience.
Maybe one could just RP learning new skills and forgetting previously acquired ones due to long time adventuring. One could also say he perfected (OOCly - tweaked) his skills after long time adventuring. (And technically speaking, was able to raise enough xp for another level 30 char since the 50% xp penalty is still in place)
Could also set restrictions like: this will only work if you use same name/sex/race..if you use an entirely different character to withraw xp, then the level 20 cap would be in place, as it means he/she is an entirely different char and shouldn’t be allowed to start right away at level 30.
This would give level 30 chars a reason to continue adventuring (unless they feel they’re already perfect and doesn’t need to train), or if some wants to try a different path, they would have to train for it, they won’t be having it for free. Atleast they get to enjoy their hard earned level 30 chars in the process of perfection instead of starting over again from scratch.
Just an idea..cheers!
Maybe one could just RP learning new skills and forgetting previously acquired ones due to long time adventuring. One could also say he perfected (OOCly - tweaked) his skills after long time adventuring. (And technically speaking, was able to raise enough xp for another level 30 char since the 50% xp penalty is still in place)
Could also set restrictions like: this will only work if you use same name/sex/race..if you use an entirely different character to withraw xp, then the level 20 cap would be in place, as it means he/she is an entirely different char and shouldn’t be allowed to start right away at level 30.
This would give level 30 chars a reason to continue adventuring (unless they feel they’re already perfect and doesn’t need to train), or if some wants to try a different path, they would have to train for it, they won’t be having it for free. Atleast they get to enjoy their hard earned level 30 chars in the process of perfection instead of starting over again from scratch.
Just an idea..cheers!
Last edited by IsEnDeL on Thu Sep 24, 2020 10:54 am, edited 1 time in total.