Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!


Gjarrus ✭✭✭✭


Last Active
Member, Beta Testers
  • Re: Apparitions Event

  • Re: Now Playing

    Forgot one

  • Roleplaying Gameplay Improvements

    Because there was a statement about not knowing what a roleplay council could do (shaaaaaaaaaaade), I thought I would just megadump some mechanical ideas designed to facilitate roleplaying in all its forms. Feel free to add more, cause I probably will be.

    General Roleplaying

    Configure option for look to do ‘quicklook’ person or a full look, full set as default.

    Add items and players referenced in emotes with # or @ to a table that allows future uses to be shortened. Example: emote pleads melodramatically to #Jeremy in the hopes that #1_he will acquiesce to his whining. The item bit isn’t as necessary, but the player one would be pretty helpful.

    Body part descriptions – Aside from the teehee usage, this has a lot of merit in making descriptions more dynamic. For a couple tropey examples, having a weird eye that’s covered by an eyepatch or scars on your back. If covered, the line could default to “His eyes are covered by @item.” Or “Her body is covered by @item.” Crafters should be allowed to flag this off with a default of on.

    Clothing lines – Break the clothing spam into a bulleted list with mxp for looking at it on the person. On top of being more legible, it’ll remove the need to police commas weirdly in short descs. Aetolia does this, and it's great.

    RP Experience. tl;dr Reward people for roleplaying with minute RP experience boosts that are aided by some other systems later. In long:

    Performing or witnessing a custom emote, say, or default emote around other players would add ticks that provide (quest or general) experience. Players in the room will be counted towards an experience multiplier with diminishing returns (eg they give +1 on the first tick they show, which makes their next tick within 60m add .9, down to .5). RP Experience would be granted at the end of every Imperian day, and the player multiplier debuff falls off per tick after 1 hour.
                  Formula – (RP score/25) * 200,000 * [Lesser of 1 and level/100] * (player multiplier)
    RP score would go up to 25, scoring into the RP experience pool every 5 minutes. Performing custom emotes would add 10, say/sing/chant/etc 2, and predefined emotes or witnessing any of the previous three items 1, each with a 30s cooldown.
    With this formula, someone at level 100 roleplaying with one other person for an hour with full scoring and a 180% xp boost would receive 4.2m experience, or 112k per minute. For comparison, I average 1.7m per minute while bashing, which means you’d have to add 15 people with this method and get a full score each tick to match my output without the gold generation (until you start adding in persps, anyway). If the player makes an effort to go RP with different people to maximize their multiplier, it might then start to really compete with bashing as an experience source, but at that point you’ve got 16 people emoting and talking.
    Failsafes - RP Experience gain would be disabled or receive a hefty malus while in combat. A command like SHUN person will remove the user from the person’s player count as well as current and future RP experience ticks for that person.
    By rewarding custom emotes more heavily and tying the bonus to both player count and player frequency, you create an impetus for group RP and widespread interaction.


    One of my favorite parts of Mass Effect and Dragon Age is how small flavor items reward little glomps of xp and can be referenced to later in a collection of lore called the Codex. While likely a large project, something similar would be spectacular in Imperian.

    Get a story from the guild tutor for the first time? Read your city’s oath of loyalty item like Khandava’s redwood? Solve the riddle to get into that one town? Complete quest1245? Slay a mob type for the first time? Wham, a dose of experience, and you get a journal entry that you can refer to later. For the crazy alt people, this would help them tell what knowledge their character has.

     Definitely not a small project.


    RP Experience earned

    RP with X people in Y time

    RP with Z people at once

    Codex entries found

    Codex categories completed


    ----Experience for crafting

    For the effort it takes to both create a design and the material cost, adding an experience gain to crafting seems like it would help incentivize crafting in general more on top of the meager gold gains that will take ages to pay off the buy-in fee. Experience should scale to commodity cost of the design and be reduced for granted designs. I’d expect transmute and duplicate to be removed or nerfed by then to prevent feedback loops of make comms -> craft to gain faith -> make comms. (Credit for this one goes to me being confused about what EXP is on design list)

    ----Cooking and Libations

    With level 80 removing hunger and liquids only ever being mechanically relevant as an alcohol delivery system, these two feel meh. I would create a food and a drink buff slot. Eating and drinking would add the buff for 5-20 minutes, providing a bonus to RP experience depending on the quality. Buffs could be plus player count multiplier, faster frequency falloff, general increase, and other things like that either randomly (to encourage gorging for sicc buffs) or based on the design somehow (choice/ingredients/pattern type).


    Usage per trade - Food items consumed by others, drinks consumed by others, clothing items worn by others, stationary items placed in homes (interior decorator!), layouts applied, etc

    Items created per trade

    Items designed per trade



    Allow the use of ambience orbs

    ----Command improvements

    I think everyone is aware that the shopkeeping commands could be improved, namely by removing shelves and creating single pools for basic, crafting, and pet shelves. Shop Stock item price category is easier than shelf summary – hunt for shelf – put item in shelf – price item price.

    Allow promo items to be listed in shops, as well as allowing them to be listed on market at the same time.


    Gold earned through sales

    Items sold

    Customers served

    Make X gold in a day



    Stage – Allow the use of illusions in the room and potentially the script from the W Nolmine Theater for performances.

    Observatory - Allow viewing of the stars and weather anywhere in Aetherius, up to ? months prior and a month or less forward.

    Card table

    Profession crafting rooms


    Allow orbs to be set per room and some other options like time of day, month, season, etc.


    House size (Put in a 20-room McMansion achievement and watch the tokens fly!)

    People in house at once

    Gold won in your house

    RP Experience earned in your house


    Cityfavours – Add an RP or general experience boost (or malus for disfavours)

    Add the ability for those with culture power to activate an RP experience boost at a location for an hour. Cost could be a generator bar or X shards from the generator.

    Same add-ons as mentioned in houses


    Guildfavours – Add an RP or general experience boost (or malus for disfavours)

    Add-ons: Same as above but with a special guild-only RP experience room

    Allow guild secs and HoN (Is that still a thing?) to take control of some mobs from time to time as their own Docents.


    Rituals for RP experience boosts

    Relics for RP experience boosts

    Possession ritual for controlling sect mobs.

  • Re: Now Playing

    @Sarrius gdi I can't stop playing it every couple of hours

  • Re: Quotes

    17:17:37 (Khandava): Myrcella says, "Any objections to Dregaur joining Khandava?"