Duderock wrote:I've seen lots of ideas presented too and I agree that they have lots of flaws in them. But what bothers me is the way those ideas are dismissed just because they aren't perfect, even if the ideas are arguably superior to the systems we have now.
This I somewhat agree with. There are a lot of ideas with a lot of flaws. I'm not saying to NOT suggest ideas. What people feel to realize, though, is what implications their ideas actually have to other people and the game in general. About some ideas being "arguably superior", people suggest things that cater to them, naturally, and I feel like most of the arguing and disagreeing is because everyone wants what is most convenient for them implemented. We need less dismissing for the sake of dismissing, and more refining what we have in our pool, but that would take people being humble and considerate, which is extremely unlikely.
Duderock wrote:Maybe when he says 'social interaction' he isn't talking about socializing as such, but rather the potential of letting others affect your experience. At least that's certainly what I meant everytime I've mentioned it. In which case that's something no one has the right to deny in an MMO that's designed that way. I also fail to see how the survival/crafting aspect would diminish if social interaction is a more prominent focus of the game.
Here, I stand by what I've said in the past, though I feel it may not be a simple concept to grasp. I DO want the game to increase social interaction, and yes, I too mean more than just "socializing". The problem with what we have, though, is that most, if not all, of the ideas to do this are based on implementing it as a game mechanic by somehow quantifying it and having this arbitrary number directly affect some aspect of the game. When, if it were possible, we would start doing this, people would be having to invest time doing whatever "social" thing, which is where it would lose some of its identity as a crafting mmo. Again, I want more sociability, but it should be brought about naturally by the current (future) mechanics, not implemented into the code. Don't deny it, but also don't force it. Just encourage it. Currently as it stands, we have a system that offers low risk = high reward and high risk = low reward. Especially once factions are established, staying in your safe brick wall and grinding whatever quality object you're grinding is what is going to advance you in the game. Going out on your character, let's say to raid, offers some reward in the form of loot, but usually if you are able to get into their compound and kill them, what they have is going to be of little value, but you're still risking your character in a permadeath game. We will never be able to foster increased social interaction in any form while this imbalance is the case.
Aside:
lol@kaios wrote:Not sure why you guys have such trouble understanding the basic principles of communication and the ability to also ignore something if you don't agree with it.
I don't agree with social injustice, I should ignore it? Ignoring problems is what's going to screw us and impede progress. So what you meant to say was "if there's something kaios agrees with, everyone else should jump on board or sit quiet."
Zen always wins.
~K~