*** I have permission from the Imm in question to post the full log, and I may do so, but this outlines the reasons
*** Also I wanted to get Scarab's go ahead since he was there too. I'll probably email him about it.
*** Setup is I log on to talk about the "created to annoy others" portion of the denial. I clearly support the self-outting portion.
*** So I'm literall
QuoteAncientNewbie
It's a simple matter of wasting people's time. Some probably don't mind regearing, but for most folks it's just a chore that means you have less time doing what you enjoy about the game (pk'ing, exploring, etc).
I agree that full looting wastes people's time. The thing I'm sort of driving at is *why* is it so wasteful? Why isn't reg
Did I hurt them without a reason? No. Do you understand the reason. Clearly not. I believe that intent matters, and my intent was not to harm the other player. I'd even debate about whether I did or not, but I don't think you are interested in having a discussion, just demonizing me/my behavior.
Did I enjoy what I have done? No. Am I ashamed? Also no.
If I was purely inter
Can you explain to me exactly why. Be sure to use small words since I am stupid.
Or should I just reply, "Sorry to full loot you in a full loot game"?
In all seriousness, please outline for me exactly why this is a dick move, to further my understanding.
<464h 310m 518v 10461tnl 6 PM waxing outdoor civilized raining standing> aff
You are affected by:
Commune: 'bless' modifies save vs spell by -14 for 26 hours.
Commune: 'bless' modifies hit roll by 7 for 26 hours.
Skill: 'detect hidden' for 18 hours.
Commune: 'armor' modifies armor class by -20 for 10 hours.
Power: 'truesight' for 5 hou
But I can watch videos with children pestering me, but actually logging in during that time is impossible.
Also I apparently don't play the game the right way to imm.
Crafting an encounter with 100% TPK change as a DM doesn't even require going outside the rules. All you have to do is put players in an encounter they can't win and can't escape. For instance, drop an Ancient Red Dragon on a party of sub 10th level PC's and watch an unfun TPK happen. Killing them while making it clear they could have won or survived is a different matter.
This should take you to the start of a 3 video series on social difficulty curve. It feels like this is a place CF is succeeding less than in than in the past, and where the rules and mechanics that have gone into place over time have hurt, rather than help, the social aspects of CF. Everything from the ban on perma-groups to the mechanical advantages of solo-leveling for skill gains seem t
This one is actually an area that I think CF capitalizes on pretty well. We clearly have a ton of geographic discovery, mechanical discovery, and even content discovery. I'm not sure about narrative discovery as while in some ways I think many individual areas *might* tell a story, they aren't part of an overall narrative because the world is so static and non-interactive. Maybe
Awesome Per Second - Don't Waste Time - Extra Credits
This one is super short, and bears some thinking. A bunch of player requests boil down to wanting this to be higher. Other ideas would be stuff like shortening the ghost timer, allowing people to get back on their feet via better/easier/faster regear options. Shorter cooldown on debilitating affects. Easier to locate other player
This is just interesting. I think there is some asymetric play in CF, but that prep creep over time has lessened the need to truly collaborate with others. That is all.
Bartle's Taxonomy - What Type of Player are You? - Extra Credits
Part of the problem I've always had with Bartle's thing is that I can only classify myself as Killer, and there are no redeeming characteristics. It exists to make other people mad, which has never been the goal... But there is a saying I've seen pop up a few times recently... It's something like: A
I believe covert acts like sneak of open and closing doors and containers. It does not prevent you from coming out of hiding. It believe it prevent anyone in the room from seeing you do it.
Improved hide lets you do all that (plus tells and cb) from the shadows. So similar, but presumably (and I can't verify) you'd see the door open and close, but not my thief stepping out if it w
This one has some interesting thoughts about character design, and coupled with the posts a few days ago about providing a player accessible character hook (not just Imm accessible) has me trying to rethink how I create my characters to make them both more interesting for myself and for others. I haven't distilled my thoughts here, but I think there is some interesting stuff.
Power Creep - The Trouble with Expansions and Time - Extra Credits
Power Creep in Hearthstone - What It Teaches Us About Games - Extra Credits
Future Proofing Your Design - Looking at Hearthstone and Planning Ahead - Extra Credits
I lumped these together because they work together, but also because I only have a few thoughts.
Specifically that bringing up an unplayable card (taking
First, let's outline the reality of today:
1) Many magic adventuring classes cannot place their magic on others, including communers.
2) No PC class can craft any magical items.
3) Purchasable magic items are unlimited and cheap (mostly because gold is fairly easy to get).
4) This encourages solo play, because there is no reliance on others for basic magical "necessities"
If you replaced all the times in the video where he says money, or dollars with time, or hours, would this essentially apply to CF? I'm sort of specifically thinking about the cater to whales (high level PKers) and the lack of a 2 hour investment giving a rewarding experience and the preying on the worst parts of the human psyche bits.
Didn't watch this video because it had a CF
There is a lot of meat on this bone. One of the things CF is, is a fighting game. Specifically exactly the kind of incomprehensible wall of text information overload kind of fighting game outline here. The complexity of CF means you need to understand both what your character can do in intimate complexity (like what does bash actually do other than a small amount of damage?) and what your
I watched this video for a couple of reasons:
1) I think CF is a type of MUD that shares a lot in common with Roguelikes, specifically that there are permanent consequences to death and with other players the experience is different every time, and...
2) Anything about reviving a genre is interesting, given that so much of the stuff about MUDs lately is about the death of the genre.
Th