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Galt ✭✭✭


Last Active
Member, Beta Testers
  • Re: Improving Imperian

    It feels awfully like people just want entities to be glorified roleplay helpers with no actual impact on the game, which is a horrible idea and bound to mean we get zero entities because it would make the job pointless and boring.

    Sects are these wishy-washy dull agglomerations of vague ideas where the "roleplay" and "investment" amounts to building shrines and stacking bashing bonuses. I don't think giving sects any ability to split from an entity is wise, as the moment an entity does something the sect leadership dislikes they'd just start pushing the entity out. The sect isn't yours, it's not your pet project, it's the work of a large group of people if you have a big shrine network and to act like an org can belong to a single player or even a small group of players is ridiculous. That isn't how sects or any other in-game org should work, and in the past, it was often gods and order-driven roleplay that led to ideological changes and shifts within orgs. It was fun! 

    As for them meddling and teleporting into houses - So what? Trying to help situations or nudge things is fine, it's roleplay and it's pretty much what they exist to do, to change things, to interact and keep the game from being a boring and unchanging sandbox where nothing actually differs year to year. They have no way that I know of to tell if a room is a house beforehand. 

    Please, admin folks - Don't listen to these demands/requests to neuter and ruin entities. If anything, support entities in what they do and encourage this kind of engagement, because it'll do the game good, no matter what a vocal minority like to claim.
  • Re: Improving Imperian

    Being considerate of concerns doesn't mean making any concessions or admitting that those concerns have any validity. 

    All it means is looking at those concerns (That, in some vague and ill defined way, entities will be 'abusive'), and trying to establish whether those concerns have any merit. In this case, yes - There's some validity to the concern, but it is not sufficient to justify hamstringing entities or allowing entire parts of the game to drive entities off and have no interaction with them. The game is not a collection of minor fiefdoms free to dictate which features they allow and which to ban. Organisations can no more forbid entities than they can PK or roleplay.

    If someone dislikes entities and doesn't want anything to do with them, fine. They can ignore them as much as they like. What they cannot do is try to be rid of them on behalf of others, be that by "banning" them from a city, or by being so obnoxious to entities that they quit. As I've said, I'd like to see entities have more power, because I feel that having orgs that players cannot control, and that's key here - that the orgs in question cannot be fully-fledged without an entity, that players can't sidestep the requirement - I believe that would be good for the game. It keeps things from being stagnant.

  • Re: Improving Imperian

    Like I've said before, though - The simple solution to not wanting to be involved with entities is to not talk to them and avoid the sect/cult system.

    None of the bonuses or benefits of sects are so substantial that you need to be part of them to compete and you can ask other people to highfavour you. Most of all, don't try and push entities out of entire cities because you dislike them, as there are likely plenty of people in that city or council who do enjoy interacting with entities.

    You don't get to dictate whether an entire org in the game interacts with entities, just because you as a player don't want to.
  • Re: Improving Imperian

    The people opposed to entities existing and interacting with the game are a vocal minority and to frame it as those people being "shouted down" is ludicrous at best.

    It's clear from this thread that the actual large number of people - The actual, literal majority of voices in this argument - Like entities and want them to be supported and encouraged. The hilarious complaints that they "keep popping up in houses" and other attempts to frame everything entities do as somehow abusive or wrong is getting tiring, because frankly, other than a couple of minor instances of them using the peace room thing wrongly, nothing untoward has happened.

  • Re: Queue Feedback

    The one thing I really want with the new queue stuff is a way to clear my queued actions but leave the actions that autocuring has pushed to the queue intact.

    As it is, I reset every time I push a new string to the queue, but right now that will mess with how autocuring tries to cure arrows, shots, etc.