To the people I have quoted and responded to in this post: Do not take this quote & point style of post as an argument. I'm simply trying to provide feedback to questions that you all have raised. I'm being open to all of you, since ultimately you are the people who will be playing. This is your mod, not mine.And what does the player do once they've hit that point? Max out to the max level? Then what? The remort system is a very good system: it means there is no 'end game' as the player can constantly improve himself.
It's a novel theory that JI and his collaborators had, but it has proven not to be so clear cut. While in theory you can play forever without winning, functionally you do reach an end-game. You reach a point where there's absolutely no motivation to play a character because there isn't any point to going from RL 400 to RL 405. You aren't that much stronger, you don't get to do new things, etc. You've hit the end of the road. I would take it one step further even and say that the open-ended RL system leaves a person in limbo. Without any end in sight, there is little motivation to start a new character and replay the game where it is actually challenging (low RL). There is also no real signal to stop a character since the pointless RL number can increase forever. That is why I think a RL cap is more of a good idea than a bad one. If it were so simple to ensure everlasting gameplay, I'm sure more MMOs would have adopted a similar construct by now. Sure, we're on a smaller scale but that doesn't mean that they don't have players in the same functional position--maxed out stats wise. I have to agree with the big boys on this one.
If you don't give players that opportunity they will need constant content updates or they will end up quitting.
We're already there. That theory has been shown to be inaccurate. Not only that, but it drives away newcomers since the AFK RL Impossible players block them. They also have no hope of ever catching up to the seasoned players.
We don't need a different map...
True, but I do think that a complete change of scenery will be a welcome change. (Hint: Any talented Tribes mappers out there?) Fortunately, since I'm the primary host of the TRPG download I can slip the updates in for newcomers seamlessly.
It would take about 5 minutes to script around that.
Yes, that is true if I were just to say "AFK Check" and wait for movement. There are more complicated methods that can seriously hinder anti-AFK-kicking counterscripts already on the drawing board. This would give me a chance to implement them.
More admin options. I've been pulling for this for a while, but it can only be a good thing! Giving us more commands to play with will significantly increase the diversity of the quests we can create and entertain the players with.
Will you please elaborate on what exactly you would need as an admin to provide more entertaining quests, etc?
Major class overhaul. As it stands, the only difference between the classes is how quickly they can level up to about RL20 when they all become completely indistinguishable. 90% of noobs choose Mage when they start out, not realizing that it's the hardest class to start out as. Then, by the time they figure it out, they also figure out that the Ranger, Fighter, and Thief is exactly the same as they are. Things that would be nice to see to differentiate the classes: class-only skills and weapons. I've got a few cool ideas I can put up if the decision ultimately comes to make these changes.
I agree completely. The class system was another novel approach by JI and his team, but it has turned out to not be sustainable. I think it might be best to start everyone off the same and at some point (say, level 20 on RL0) allow a player to choose a more specialized class with its own abilities and such.
But it takes way too long to get to the max level. I know it's not supposed to be an easy thing, but, -shannara- has been at it for over a year and he's only just now coming close to getting to level 1500 after mining nearly 24/7.
Actually, being level 1500 wasn't intended to be possible in the first place. The reason that levels stop there is that the function which computes level based on exp is a loop. If it hasn't found a player's level by 1500, it exits to prevent excessive resources (or an infinite loop) from being consumed calculating a person or bot's level. It's only a fluke that you don't auto-remort anymore beyond RL99.
The biggest problem is that Tribes has been dying for years. There just aren't that many new comers to the game, anymore. Maybe this is the time to pick up where we almost started with PCRPG: Source.
Yes, Tribes has been dying. I've said before that I would never invest more time into Tribes development, but I'm in my tri-yearly "Let's fix some things." mood for some reason. Also, it would be infinitely easier to beef up Tribes a little bit than it would be to start a fresh mod for Source. So, even if we end up doing the Source thing, let's do a bit of work on Tribes first. It's unlikely since I can't ever find any devs who are willing to actually commit. They all say they will and then I never hear from them again. I don't have the time or talent to do it all myself. Heck, even game programming is outside of my strong area. I primarily write database and communications software. I can't do modeling at all, and I don't have the time to stay sharp at making prefabs, terrains, or maps. If anything is to happen here, folks, I will need cooperation from people who can and are willing to do these things.
I would go for PCRPG: Source, as I *finally* got myself a copy of HL2...just last weekend >.> (Best game I've ever played, btw)
I agree. HL2 was probably one of the most enjoyable games I've ever played. Portal is also a surprisingly emotional experience.