First of all, thank you, Alila, as always, for being so thoughtful as you are and posting this thread to provoke discussion about this issue in a more peaceful, composed manner than I was able to manage. I failed in that respect, and, as usual, you consistently are an example of what we should be trying to do-- not just as players-- but as individuals-- when it comes to sensitive discussions. Or discussions of any variety, really. So thank you for that.
I'm sure there's a fair deal of confusion about me bumping an old thread, and several expressed that confusion in that thread-- and I'd like to elaborate on my logic in it, and what I took from it as i was scrolling through old BBS posts this morning.
In addition, I just want to, well. Put my thoughts on a few things out there for consideration and discussion. I don't know if i'm right, or if i'm wrong, or somewhere in between, but I'd just like to say a few things, regardless. I hope they're just taken as they are and that nothing malicious or disingenuous is taken from my words. Just know that it's not at all my intent to make anyone upset or uncomfortable. It's like the staff ehre has said-- I'm only human, too, and unfortunately, my text-based communication skills do fail me from time to time. More frequently recently than I'd like.
I think it also goes without saying that the opinions posted above are absolutely reflective of my own beliefs and opinions. particularly Vidor's post. He encapsulated exactly how I feel in a lot more communicative a fashion than I was capable of personally.
But now, the thread I bumped, and some opinions and responses.
Loona wrote: ↑Sat Jun 05, 2021 10:33 am
I must admit a little confusion at the previous post. I would've never guessed you were feeling ignored. All the same, I'm sorry if that's how you feel.
Before I say anything else, thank you for responding. I sincerely appreciate it. This has less to do with me personally, and more to do with situations i've observed passively, or heard mention of after the fact. So, that's the truth, and take it for what it is. It also bares noting that I don't have any complaints about you, personally. So far as i've seen it, you're amazing. Consistently so.
That being said, I think ignored was a bad choice in wording in my bump-post. I think a more proper sentiment is that I feel as though the concerns of not just myself, but the player population as a whole are only heard so far as that it facilitates their continued silence. To elaborate;
I feel like we're only heard so that it can be said that we're heard, and I don't feel like any of our concerns are. Well. Actually taken seriously by the staff until we're in situations like this one. Situations Where a comparatively small concern (esp pendant timers) snowballed into something bigger as a result of an apparent unwillingness to do much more than hear people's complaints.
We all, I imagine, understand that the staff has differing priorities to the player base, and that they're going to spend what little time and attention they have at their disposal here on clok pursuing things that they see greater benefit in. But when repeated concerns go unaddressed for comparitively long stretches of time while other, seemingly less crucial fixes from player perspectives are made all the while, it can leave one disheartened. And this happens regularly.
Loona wrote: ↑Sat Jun 05, 2021 10:33 am
I love watching you guys play, and, while it's a lot of work designing plots in ways that is fun for everybody, sometimes we fall short of that mark. I'm sorry if this has ever been the case for you or any other players. I wish nothing but the best for you in the path that you walk.
I think it also bares noting that I cannot begin to understand the amount of work that the staff puts into plotting. And again, for that, I'm extremely thankful. I don't think that there's anyone around here, player or staff, that would realistically expect for the mark to be hit by their perception every single time, either. But I think 100% of us would say that you guys do a fantastic job, and you try as hard as you can, and we do appreciate you, even if we do have concerns of our own at times.
But the execution in some regards, like player participation, and the lack of clear communication regarding player concerns, so far as I've seen, is troubling-- particularly in reference to the Church of Light. This is a game, after all. Part of having a game is having players. And there was a moment in chat several days back where it was explicitly stated (through a mischannel communication) That the players should, "Feel lucky they're even being involved at all rather than complain about the result."
It's communications like that one-- intentional or not-- that linger in the minds of the player base. It makes us wonder how much of that stuff is said without us having any awareness of such, and it makes us wonder how much agency we actually have in this game we love.
I'm going to say more about this with specific examples-- but I wanted to address the responses to my bumping of the post, first, before I went back to the past and highlighted the things I saw from it.
artus wrote: ↑Sat Jun 05, 2021 10:39 am
It's just the fact that sometimes when things get hardcore and players try to voice it, we get shut down in a way that actually scares some people (me to an extent as I myself have ptsd over this kinda stuff but I know someone has it worse). But I usually wait til you guys cool down first before I start to talk. I may have been overboard and inappropriate myself, in which case I'm sorry.
This is more reflective of my concerns. Not only when things get "hardcore" even-- just in general. We're usually told to post something here on the BBS, or send an email, but usually, we're never given any response to either.
artus wrote: ↑Sat Jun 05, 2021 10:39 am
And really, thank you for the pendent change. It really helps. You guys have been working hard on everything. While some plots, like this scam thing, are hard to play along while it's still active, and some plots take forever to continue, all I can do, as player, is provide people with something that makes it easier for them to live through the plot til it finally progresses again. I hate seeing people go, and I appreciate everyone here, old and new. If you need anything and I can help, feel free. Also, can't leave because this heartfelt jumble or soundpack is smiling at me whenever I turn on my laptop, ha. I'll be annoying you guys forever on here.
I think this is also representative of how the vast majority of players feel around here. We appreciate you. We appreciate the work you're putting in. We're having fun, we're eager for more. We're serving our roles. But when we're shut down, or dismissed, or our concerns are seemingly repeated into the void, it makes us less enthusiastic. Less patient. Less willing to accept the, "Just have faith" sorts of responses. At least, from my perspective.
We understand that we can't dictate it all, or have everything our way, and that our agency isn't the only agency at stake or concern, here. We also understand there's a lot of players compared to staffers, and that the time of each staffer available for clok is finite. But all that I think the majority of us are asking is some indication that we're not just... You know. Being dismissed as background noise.
Alila wrote: ↑Sat Jun 05, 2021 10:41 am
Hi,
While it is true a significant number of semi-consistently frustrated players and reticent developers may be symptoms of something deeper than one or two devlogs, it feels a little unfair or not doing them justice to poke an older issues thread. Maybe there are echoes of it buried here, but in many of the respects this thread concerns itself with, CLOK has well and properly made improvements.
With respect, I disagree. Though the grinding has certainly improved, and the culture overall has become a lot more friendly until recently, I would argue that the thread in question was worth a read for the quotes posted below after I'm done replying to this quote-- Whether i'm right in that position is debatable, but there are a few specific examples here that I hear from people rather frequently.
Alila wrote: ↑Sat Jun 05, 2021 10:41 am
The social atmosphere has been truthfully the most volatile I have ever experienced it, publicly on chat and semi-privately through tels, and it would be nice to discuss any communication problems which might be leading to all of this discomfort and negativity, but maybe making a tangent of it here is not the most eloquent solution?
-Alila
To this, I most certinly agree. It wasn't the best solution. It was sort of heavy-handed and lazy and emotional, and for that, i'm sorry. I'll try to do better than to take that road next time around, but, it is what it is now, unfortunately. But I do agree-- I was a bit crass, it was a bit unfair, and it's not the best way to approach things. This thread's a way better attempt at that.
Now, to the BBS post itself, and why I bumped it. What exactly I saw:
Elystole wrote: ↑Sat Mar 19, 2016 11:51 pm
Unfortunately, rather than accept the fact that the game is grindy and take steps to make it less grindy, it seems staff has instead taken the approach that people who are grinding are playing the game "wrong" so they decided to make grinding harder.
Though the concept of grinding isn't so finnicky as it used to be, I think this portion of the first post of the thread highlights a, by my perception, underlying staff philosophy in terms of how problems are addressed on Clok.
"I see you're doing this thing in a way I don't like. Instead of discussing it, I'm going to change it so people can't do it anymore, because it's my game. If you don't like it, there's the door."
Whether this is the truth on how the staff approaches problems, I can't say. But it certainly can appear that way, at times. Here's a recent, prominant example.
Problem: "I don't like people calling ESP Pendants espers."
Solution: "I've completely removed the words ESP from the game. Now no one can call them that."
Elystole wrote: ↑Sat Mar 19, 2016 11:51 pm
So things started getting janky: People trained offense in defensive tactics because it reduced their chances of getting hurt. People trained defense in offensive tactics because, while they were still getting hit more, the weaker mobs do less damage than the crazy mobs at higher skill levels with their special abilities, devastating attacks, or other shenanigans. And people who were supposed to be light armor combatants were training in heavy armor because it reduced their chances of getting hurt.
Unfortunately, the GMs, instead of looking at this situation and saying, "Wow. Our game is really, really grindy. Maybe we should fix that?" doubled-down on the situation:
No more offensive skill gains if you are in a defensive tactic!
No more defensive skill gains if you are in an offensive tactic!
That mob is too good for training because it has many weak attacks? No more gains from that mob's attacks at all!
Once again-- though the topic of grinding isn't as topical as it was in this thread, and the mention of tactics is no longer accurate, I think the underlying philosophy in the decision making remains consistent, even all this time later.
That philosophy being: "Problem? Let me just make it impossible without warning or discussion. There. Problem solved."
Example: "People are grinding an awful lot on these ice golems because they're not really all that hazardous. Pretty decent skill gains for the skill level, pretty low risk for that same skill level."
Solution: "No more ice golems. Go grind somewhere else. This area's decoration, now."
Example: "Two people exploited a mechanic, maxed out their stealth, and killed a guildmaster."
Solution: "Nobody can gain pickpocketing skill from other PCs."
Problem: The Church, I guess.
Solution: Nuke it with a week's notice.
In fairness, this church thing. That's probably not what it is-- but it certainly feels that way. And I don't even have a church PC.
Elystole wrote: ↑Sat Mar 19, 2016 11:51 pm
And the above are just some examples of a wider trend to nerf fast, nerf hard, and nerf often. I can't speak to the specifics of the other guilds, but I imagine it is similar to my experience with the Outriders.
Honestly, that is how CLOK has felt for a while now: Things just keep getting taken away from players while existing problems are left unresolved. Leatherworking and mining have been broken for at least two years, since I started playing, but rather than fix those things we got more nerfs.
But we have development time for generalized abilities and combat changes that penalize players for trying to train their skills in a skill-based game. We don't have development time for things that make the game more fun, but we have development time for things that make the game feel more like work.
Absolutely this. Once again, the topical topic has changed, but the mentality remains the same.
-We don't have time for a leatherworking rework, because we're doing something else.
-We don't have time for a housing rework, because we're doing something else.
-We don't have time for an herbalism rework, because we're doing something else.
-We don't have time for NPCMail, we're doing something else.
The something else: (I feel like a few are missing here. So there are probably a few that didn't get copy/pasted.)
* The prompt has received a major overhaul. Details can be found on the BBS in the Game Text Changes topic.
http://clok.contrarium.net/bbs/viewtopi ... =35&t=7449 There are plans for future changes to allow players to fine-tine the prompt to their tastes. -- Jirato 16:53, 4 June 2021
* Fixed some typos with receiving telepathic messages when using the Mummer Telepathy ability or certain super secret GM things. -- Jirato 20:56, 3 June 2021 (UTC)
* The TRAVEL command has been updated with points of interest. You may now optionally specify SLOW, PAUSE, or QUIET when you type TRAVEL (direction) to slow down when coming across a point of interest, pausing travel completely, or squelching point of interest text. Example: TRAVEL NORTH SLOW -- Jirato 18:32, 3 June 2021 (UTC)
* Due to the large number of players we can have at peak hours, and also to help remove some riln from the economy, ESP pendants will now gradually wear out over time. The rate in which they wear out is accelerated with usage of the gray channel. -- Jirato 12:12, 3 June 2021 (UTC)
* A new command, TRAVEL, can be used to automatically follow a wilderness road until you reach the end or a fork in the road, it can be interrupted prematurely with STOP. -- Jirato 17:35, 2 June 2021 (UTC)
* The Never Page on the wiki has been updated to include a mention to stop asking for netherbane for Wyrvardn. . . -- Jirato 15:18, 30 May 2021 (UTC)
(Made sure we were specific on that one. I know the Wyrvardn have asked a lot of times.)
* The IGNORE command has been updated for use with nicknames and guest names. Please note that if you ignore a guest name, it may be re-assigned to a different person later. The command is now re-enabled. -- Jirato 19:15, 24 May 2021 (UTC)
* The IGNORE command is temporarily unavailable pending upcoming changes. -- Jirato 18:49, 24 May 2021 (UTC)
* The maximum number of items that can be in a room's "contents" (on the floor) has been lowered from 2000 to 1000. -- Jirato 12:13, 24 May 2021 (UTC)
* The main AI loop will now pause during room backups. -- Jirato 11:16, 24 May 2021 (UTC)May 2021 (PDT)
* Templars and Monks may now use the teach command to teach others in their guild abilities that they know. However, in order to do so the teacher must be very skilled with thaumaturgy. Syntax: TEACH <NAME> ability -- Noctere 8:33, 20 May 2021 (PDT)
* It is no longer possible for Event Staff to spawn more than 5 critters per minute, and GMs to spawn more than 10 critters per minute. -- Jirato 20:15, 16 May 2021 (UTC)
* Corrected a bug with the abilities file that made Weapon Specialization: Firearms not require the Ranged Combat Focus ability as a pre-requisite. -- Jirato 14:18, 16 May 2021 (UTC)
* Temporary event caverns (spiders, rare resources etc) in player mines will no longer automatically collapse and delete themselves once spawned. A potential bug has been identified with them that was mis-ordering mine room numbers. This is a temporary solution until a better one is found. -- Noctere 4:35, 16 May 2021 (PDT)
* The construction in the Haiban Forging Cubbies has concluded. Workers may resume their efforts there as long as they pay the appropriate workyard fee. Also, the temporary workyard tent has been taken down. Sorry for the wait! -- Noctere 18:02, 15 May 2021 (PDT)
* It is no longer possible to send a REPORT over 2000 characters long. -- Jirato 20:54, 15 May 2021 (UTC)
* Players will now accrue a "bathing" morale bonus when visiting the inner portions of the Shadgard bathhouse. This stacks with other morale bonuses such as gathering spot bonuses. -- Jirato 14:26, 10 May 2021 (UTC)
* It is now possible to forage for flint in rooms with shallow water. -- Jirato 12:56, 10 May 2021 (UTC)
* The PARTNER command used for sales cart partners has also been updated with the changes from the last several devlog entries. -- Jirato
* Checking sales carts from characters that exist in the legacy character file system but not the character database (not yet imported to an account) will no longer result in red error text. -- Jirato 11:36, 10 May 2021 (UTC)
* It is no longer possible to use sales carts in rooms tagged with (gathering spot). -- Jirato 11:26, 10 May 2021 (UTC)
* Fixed an issue preventing sales carts from reading character data to determine if guild dues were paid. -- Jirato 11:26, 10 May 2021 (UTC)
* Added performance optimization to burning items/room lighting. -- Jirato 14:43, 7 May 2021 (UTC)
(For complete list, please visit
http://clok.contrarium.net/wiki/index.p ... opment_Log)
Don't get me wrong. A lot of these changes are expected, or needed. But they exemplify the differing concerns of the players/staff, and how the valley in between is difficult to negotiate.
Elystole wrote: ↑Sat Mar 19, 2016 11:51 pm
And that is the crux of the issue: Repeatedly, in discussions with other players, I have asked them, "What are the GMs thinking?"
It was an honest question. I work on a software engineering team now, and what drives our decisions regarding the services we provide the university - even though most of our customers don't pay us - is the value generated for the customer. We need to make their jobs easier and more pleasant. On a game, customer value is how much fun they are having, so to the extent that the changes to CLOK have made the game less fun than it was two years ago I have honestly wondered what the GMs were thinking.
As the guy that's usually one of the first people to defend the staff when they face criticism, I'm honestly starting to feel similarly. I constantly find myself asking, "Why?" and never really hear that why i'm looking for. It's not that I really disagree with a lot of the things that are going on on the whole. It's just that we're often so in the dark as to what is getting priority when, and whether or whether not my concerns are even valid ones.
Elystole wrote: ↑Sun Mar 20, 2016 3:19 pm
The key difference between these suggestions and the changes that I have seen on CLOK over the past two years is what really convinced me to stop playing: My suggestions see wonky player behavior as symptom of a problem (the game is too grindy) and instead of punishing the players tries to fix the grind. CLOK sees wonky player behavior as the problem and tries to punish the players to make them stop it. Those are two fundamentally different design philosophies.
One focuses on how to make the game more fun. Another focuses on compliance.
The topic of note isn't the same, but as I keep saying like a broken record-- this is the sort of methodology that's still in practice. At least, from my perception. Everyone can feel free to disagree if they like. It's why it's an opinion. What I will say is that the word "punishes" in regard to the players is a bit stiff. I don't think that's the right word. But the impression could certainly be lifted.
Alexander wrote: ↑Thu Apr 07, 2016 10:38 pm
Simply put, I feel my character has no way to meaningfully accomplish the duties to which he is so strictly expected to adhere.
Alexander has participated in excellent roleplay scenarios with others, and has acted in a number of events over the years. My experiences in CLOK have been wonderful, and I shall never forget them: They are greatly appreciated, and I give the GMs who run CLOK my sincerest thanks and gratitude. At this point, however, playing Alexander seems a chore, and a fruitless one at that. This has nothing to do with skills or grinds, for that is long in the past for me. I might communicate the crux of the matter thus: It is far easier to disrupt and destroy than it is to organize and create. When the villains of CLOK get up to their schemes, there is nothing that can truly be done about it. We may face them in battle, if we manage to get them to stay still long enough. If by perseverance and good fortune we manage to slay an evildoer, we are rewarded with a mere few minutes of respite before the villain will revive and return to their devious efforts, often with a helping of spiteful mockery over the pendants. There is no reason for villains to fear those whom oppose them, for there is nothing that can be done to truly deter their disruptive efforts. Conversely, of course, there is no real reason for anyone to fear death from a villain either, for we all can return to life mere minutes after being slain. The villain, however, is always able to disrupt, destroy, and ruin in some fashion or another, while we who oppose them are merely subject to their whims, able only to react.
It can be argued that this is good, as it provides something to do for those who choose to champion goodness. As I previously stated, however, there is nothing one truly
can do. Those on the side of good can at best deter a villain for some few minutes before they may get right back at whatever they were doing before being slain or driven off. Of course, alternatives would be welcome, such as taking prisoner and delivering the offender to a jail or somesuch, but I imagine this would be ill-received, as it would ruin the play experience for the villain as they are then stuck in a cell with nothing to do.
Combined with the expectations laid upon Templar in particular to deal with these troublemakers that are, in reality, impossible to stop, my play time feels like an effort in frustrating, enforced futility. Were I ever to ignore the troubles and attempt to dedicate some time to my own pursuits, it would be seen as dereliction of duty - and rightly so, in an in-character sense. When I have in the past refused to rise to the taunts of villains, I have received clearly judgmental glances, comments, and mutterings, and naturally, my foes will laugh as they scorn and mock the Templar, saying that we are hypocrites as we ignore our duty to deal with them. This is why over time I became quieter and quieter, not announcing my presence on the pendants and even occasionally hiding from the Who listings: To simply have some time to engage in my own pursuits, rather than futilely chasing the undying or being talked to about the undying and asked what I intended to do about the impossible problem. It seems that due to the impossibility to deal with villains in any meaningful way, I and my peers are reduced to submitting ourselves to the taunts and manipulations of our foes, required to give them all of our time and attention despite the complete inability for us to do anything meaningful to deter them.
I suspect this is why Templar turnover is so high: Not because of the strict guidelines and expectations of our order, but rather because we are incapable of meaningfully seeing to our duties the vast majority of the time, and are consequently often judged or mocked for it. Save for guild tasks and the occasional event run by the GM staff with NPCs that are not undying or are allowed to be captured, we are simply incapable of succeeding against any significant evildoers. From an in-character perspective, of course, a Templar will strive on despite the apparent hopelessness of the situation. From an out-of-character perspective, it is an exercise in frustration that eventually wears away at a player's enjoyment of the game. I will add that I am sure it affects others as well, particularly Outriders, Wyrvardn, and Assassins.
As a close second to all of the above, I will say that I believe the playerbase has become spread too thin, both in location and in motive. Once upon a time, an event impacting town impacted the entire playerbase, as they all lived within that town, and thus cared for its well-being and worked toward its protection and improvement. An invasion of nethrim may not be the forte of a Utasa, or a Thief, or a Dwaedn Wyr, but they would help nonetheless, because their home was threatened - at the least, they would care about it. If the cold winter caused a food shortage in Shadgard, the majority of the playerbase would come together to seek a resolution, because it affected them all. Today, any one event or scenario is only likely to attract the attention of a small, specific crowd, while the rest are either disinterested with no motivation to involve themselves, or are actively discouraged from getting involved as outsiders, and told to mind their own business.
In closing, I will say that I am not calling for any sort of change or revolution regarding these things, firstly because CLOK simply is what it is and I enjoyed it for many years despite these issues, and secondly because I cannot see any realistic solutions that I believe would be widely accepted by the playerbase. I wish CLOK, its GMs, and its players all the best as it continues on, and I am sure I will continue to visit from time to time, even if via a different character.
This is one of the most agreeable posts I've ever read, beginning to end. It seemingly encapsulates the struggle i'm constantly hearing about on part of all of the people who play church characters. And nuking the church, in particular, didn't really do anything but exasperate those issues exponentially. Church specific stuff aside, he makes fantastic points all around. This post, out of all of them, is the one I think aged the finest. These are all complaints that are still absolutely, 100% valid. Maybe more so than they were previously.
b
In closing summation, I guess the whole of what I'm trying to say can best be summarized in a few short sentences. Or at least, I can try to make it go that way.
Help us feel heard. Help us listen, and help us understand. We want to be patient, we don't want to bother, and we especially don't want to put undue pressure on any of ya'll. But communication would help a lot in terms of a lot of issues that've gone on. It's hard to maintain that patience and that good attitude when there's so much.. Disconnect. Between players and staff.
Anywho, I've said my peace. It's a lot, thanks for being patient. But i've tried, and failed, in some ways, to express my thoughts. If I feel like there's more I need to say, I'll certainly chime in. But thank you all for hearing me out, and thank you all for doing what you do, regardless of how I might feel about it at times.
-Prism