rpanonmod ([personal profile] rpanonmod) wrote in [community profile] rpanons2013-07-27 09:50 am

Badly's an adverb

Rundown: [community profile] rpanons is an anonymous community for role-play related topics. This place serves as a forum for game discussions, canon discussions, RP solicitations (ATP, game ads, open memes), and advice. The occasional off topic comment is inevitable, but please keep heated social and political topics to their respective communities. Posting them here will only get them frozen. Subsequent threads made to bypass a freeze will then be deleted.

Rules:

Do not post pornographic or shocking images.
Do not share private entries, plurks, chat logs, etc.
Do not use this community as your social/political/hatespeech soapbox.
Do not be redundant. One page does not need three or more threads on one topic/theme.
Do not treat this comm like your personal Plurk or Twitter. Off-topic happens, but it should be open for discussion and not just a play-by-play of your life. No one cares.


CONCERNS | RESOURCES


Navigate:

LATEST PAGE | GAME DISCUSSIONS | CANON DISCUSSIONS | HTML/GRAPHIC HELP

ATP/ENABLE ME | GAME ADVERTISEMENTS | PB SUGGESTIONS | USERNAME SUGGESTIONS

GAME IDEAS | CHARACTER ADVICE | RP WITH ME

(Anonymous) 2013-07-29 03:17 pm (UTC)(link)
... but people generally aren't apping multiple characters? I think the average is 2 per player?

Personally, I think the size is just fine. And I welcome it getting bigger. I'm tired of being in games where nothing ever fucking happens.

(Anonymous) 2013-07-29 03:24 pm (UTC)(link)
No, not a max amount for muns. An overall cap, like 150 characters in the game at any given time. But I guess it's fine if you like big games? It's too difficult for me to keep up, personally, so I'd rather see it limited. There are plenty of big games out there. But to each their own!

(Anonymous) 2013-07-29 03:36 pm (UTC)(link)
that really sounds like a stupid idea

(Anonymous) 2013-07-29 03:49 pm (UTC)(link)
Only, it's not a game confined to a compound, or a remote island, it's a city. If you cap characters for the game, you take away from the expanse the setting suggests.

+1

(Anonymous) 2013-07-29 05:06 pm (UTC)(link)
Not only that, but it's a big city taking place on normal planet Earth, to which people might even move from outside.

(Anonymous) 2013-07-29 07:00 pm (UTC)(link)
And if you don't set some limits and just let the game grow out of control you get less plot, slowdowns on apps and echo approvals, mod burnout, etc.

I'd rather take away from the expanse the setting suggests than have the game be ruined entirely when it's very difficult to have a plot heavy game with as many players and characters as we have now and the mods are obviously already highly overwhelmed.

da

(Anonymous) 2013-07-29 07:12 pm (UTC)(link)
there are plenty of large games that handle that shit just fine. the slow down isn't the fault of the large volume of players (and let's be real, it's not that big when compared to other large games), it's the fault of the mods inability to stay on top of shit. stop shifting blame.

Re: da

(Anonymous) 2013-07-29 08:09 pm (UTC)(link)
Who's shifting blame? This thread was about whether we need a character cap, not whether there's a slowdown.

That said, the info for the game says that setting may shift away from Locke in later arcs. Maybe a character cap could be pushed out with the scope of the game.

ayrt

(Anonymous) 2013-07-29 08:43 pm (UTC)(link)
the mods are obviously already highly overwhelmed

that was shifting blame. the implication was the that the mods have been slow because there are too many players, which is bs because plenty of other games handle larger volumes of work.

character caps are only purposeful in games where the basic premise could be broken by having too many people in the game. Save the Earth doesn't have a premise like that.

+1

(Anonymous) 2013-07-29 11:37 pm (UTC)(link)
basically this just sounds like op crying bitchtears because oh no the game is too fast for their poor brain

OP

(Anonymous) 2013-07-30 03:40 pm (UTC)(link)
Uh hey guys, just so you know I stopped making comments after 'to each their own' comment because I don't care that much. It was just an idea and if most other people don't think it's a good one then that's fine.

Whoever else commenting isn't me.

da

(Anonymous) 2013-07-30 04:55 pm (UTC)(link)
silly anon. these anons don't care about the truth, only the fuss

Re: ayrt

(Anonymous) 2013-07-30 01:04 am (UTC)(link)
Name me one game larger than StE with as much of a plot focus then. It's not so much the size, it's the plot focus this game has and that doesn't work in large games. That's why most games have just random event of the month and then back to normal.

(Anonymous) 2013-07-30 01:55 am (UTC)(link)
cape and cowl at its height had something like four times the number of players and four times the focus on plot

bam

done

(Anonymous) 2013-07-30 09:12 pm (UTC)(link)
cape and cowl has only barely had a plot focus since the first year it opened

it's been a jamjar ever since

(Anonymous) 2013-07-30 02:00 am (UTC)(link)
The elephant in the room here that people have yet to address is that what you're proposing is incredibly elitist and downright rude. You're essentially saying that Save the Earth should be a walled garden where ONLY 150 characters, no more, no less, should be allowed in, which keeps out those other rabble that you presumably don't want, basically locking the game in to ONLY the current players and MAYBE the lucky few that can force their way in when someone drops. That'd stagnate the game faster than anything else in the world.

So basically, you're an elitist cunt who despises the idea of new canons ruining your precious little game, is what I'm seeing from you.

da

(Anonymous) 2013-07-30 03:32 am (UTC)(link)
That's pretty vitriolic for what they said. Granted I think it's a bad idea for the reasons you said, but I can still see where they're coming from. Keeping the game smaller might, in theory, make plotting easier.

(Anonymous) 2013-07-30 06:36 am (UTC)(link)
Yet games have done it just fine. As long as the limit is something fair and we're not talking about three months to get in, then it's not an issue. I'm not saying to be elitist, I'm saying that some control needs to happen to ensure the game remains as what it was intended to be and doesn't turn into every other game out there.

And above anon's point is quite lost considering that Cape and Cowl has been known as a shit game for years now and definitely not a plot heavy one. In its heyday maybe, but that is long gone between it growing too large and other issues.

da

(Anonymous) 2013-07-30 07:14 pm (UTC)(link)
It was a its largest size in the heyday you mentioned, tho.

Re: da

(Anonymous) 2013-07-31 12:38 am (UTC)(link)
And Cape and Cowl now is not exactly known as a plot focused game and it definitely isn't currently an example we'd want to become. If anything, the fact that the game is now pretty much complete shit almost proves anon's point that letting a game like this get too large is a bad idea.

Re: da

(Anonymous) - 2013-07-31 19:05 (UTC) - Expand

(Anonymous) 2013-07-30 11:38 am (UTC)(link)
holy overreaction batman. jfc this isn't some blueblood who wants to keep the rabble out of the country club, it's just someone who thinks a smaller game might make plotting easier. I don't agree with them in the character cap but stop projecting so god damn much

(Anonymous) 2013-07-30 02:37 pm (UTC)(link)
If half the playerbase lost access to the internet, that would stagnate the game faster. Hyperbolize more.

(Anonymous) 2013-08-01 01:04 am (UTC)(link)
/was in splendor

/shrugs, character caps

/goes back to wondering why this is a big deal

(Anonymous) 2013-07-30 04:07 am (UTC)(link)
Actually, I imagine having more players/characters would strengthen plot, not weaken it, and take some of the burden off the mods in that respect. The less players there are, the more plot falls to a few people, the bigger a blow to the game if someone drops the ball.

App slowdown could be resolved with a change in the current system - an exclusive app team, a few extra hands, etc. The apps are run on a rolling admission system, so it's not as though all the apps flood in at once, so having a few helpers who deal just with that, and who manage to clear a few apps a day would keep it moving.

Mod burnout can happen no matter the size of the game. Yes, having more players can lead to more problems, but I've been in games with as few as six or seven players where the mod had a breakdown in responsibility. It really depends more on the mods than the number of players or characters.

Perhaps you would be willing to sacrifice setting for convenience. Personally, I believe it would be a great group effort to support a larger character base and make the plot work. I'd really like to see that happen, and I think if everyone pitches in to keeping the flow going, it can! We just have to work as a team all telling a story, every little piece coming together. It shouldn't matter how many pieces we're working with; a 500-piece puzzle is as pretty as a 50-piece one when it's all put together, and the former has a lot more sense of accomplishment than the latter.

Aaaand now that I got all flowers-and-rainbows shiny hopeful there, let me say I realize that's something of a pipe dream. Of course it will take a lot more effort to get more players to play together. Of course it won't always work out perfectly.

But isn't it worth it to try? Isn't it better to try and fail than never try at all?

+1

(Anonymous) 2013-07-30 03:39 pm (UTC)(link)
I get that the original anon prefers smaller games and feels a little overwhelmed, but man, I love big games. I'm going to be much, much less likely to not get involved if there's a lot of characters and stuff going on. I want to see what the game feels like when it feels like there's this huge group of characters going up against a giant alien invasion. I apped in early-on not because I wanted a small game but because I wanted to help build a base for that.