User:Lago: Difference between revisions

483 editsJoined 6 October 2022
No edit summary
No edit summary
Line 10: Line 10:


another possible method could be positive reinforcement of doing unconventional things - positive notes or reinforcement about it from staff at least shows that somebody appreciated it. i also feel this could extend to roleplay - new players and many players want to RP but feel ostracized and similar since it feels like nobody feeds back on them so they don't initiate. positive reinforcement on both of these instances could help to an extent
another possible method could be positive reinforcement of doing unconventional things - positive notes or reinforcement about it from staff at least shows that somebody appreciated it. i also feel this could extend to roleplay - new players and many players want to RP but feel ostracized and similar since it feels like nobody feeds back on them so they don't initiate. positive reinforcement on both of these instances could help to an extent
---
RP is very dependant on who you find. Many people are willing and capable of RP but do not do so because of a fear of being ostracized and partially because they struggle to initiate it; you can get some good roleplay on the dropship for instance from some people who are new, but rarely if ever will they start doing it due to a fear of being ostracized or similar.
One way to possibly improve it is obviously harsher enforcement of the current rules but I don't think that's the only way - finding people that are doing roleplay and encouraging it is another good way. Merit notes are more difficult to use since inherently staff can't watch everyone at the same time and it would likely result in them giving it to people who already roleplay - but giving the occasional merit note to somebody who is new and trying their hardest to roleplay at least shows that somebody appreciates what they're doing and can help overcome that initial hurdle of feeling worried about initiating roleplay or similar. The size of CM as a server also contributes since its harder to form meaningful interactions with 120 - 150 people, and at lowpop its more difficult to balance since the initial engagement rolls over one side.
In terms of events while I do feel they set the tone of the server its somewhat difficult if you're a new player to see an already rare event and have it be LRP then switch back to considering the server an RP server - same as if you see veteran players acting, well, LRP.
From a mechanical standpoint or developmental side it's also difficult - the gmae is overall balanced and in a healthy state but slowing down the pace is hard due to how many variables exist for it. Many people get upset when rounds last even 1 hr 30 now up to 2 hours, which i feel is the 'optimal' round length - but it also sucks when you die early on from getting deleted by a lurker.
I guess overall its -
- Encourage people who are trying to roleplay but maybe not quite there with positive reinforcement more than negative reinforcement (difficult, as staff cannot watch everyone and are likely to be drawn to rule breakers - i know that i was alt tabbed quite a bit but still attempted to give out positive notes if i saw it on previous servers)
- See what staff opinion on current enforcement of roleplay rules are - they matter just as much if not more than players as they are the ones that enforce it. See what they enforce it for, when they're enforcing it and try and pinpoint something they agree on - alongside what the players agree on with that, at a later point.
- Use minor mechanical incentives that well, incentivize roleplay - the spotter PR in my opinion was 'lightning in a bottle' in this way. It doesn't curtail you not wanting a spotter since some people RP that way, however if you take one it encourages you to roleplay with them and also gives you slight mechanical buffs - even if ultimately they are extremely minor and arguably do nothing due to the increased time required to coordinate/the increased warning if the spotter spots everything they see.

Revision as of 15:49, 9 December 2022

difficult question and can't be easily answered by one person or by one method couple of ways to do it exist but i couldn't think of them off the top of my head

core idea would be giving more ways for marines to punish people for disobeying but that's more grief tools, or offering more incentives to do things - adding map objectives and things to secure that aren't as painful as static communications. engineering is one way for instance such as allowing you to maintain power and giving you a passive benefit (lighting)

colony blackbox in its introduction was also a good idea since even though it was just a roleplay item people interacted with it and tried to work around it. IO's are also a good method of this since it encourages exploring more of the map.


for xenomorphs enabling different stratagems to function more by giving them options (it could be interesting for instance to have different hive types that could be selected that are specialized in certain ways but people will find a meta around this) or by reducing their overall building speed (so they don't shit out 30 million walls and shit) but making it harder to easily clear these areas. if you've seen xenos build out of caves, even with proper CAS it still has a proper threat - it offers them more cover that has to be cleared and reduces marines lategame power, but few bother to do it presently

another possible method could be positive reinforcement of doing unconventional things - positive notes or reinforcement about it from staff at least shows that somebody appreciated it. i also feel this could extend to roleplay - new players and many players want to RP but feel ostracized and similar since it feels like nobody feeds back on them so they don't initiate. positive reinforcement on both of these instances could help to an extent

---

RP is very dependant on who you find. Many people are willing and capable of RP but do not do so because of a fear of being ostracized and partially because they struggle to initiate it; you can get some good roleplay on the dropship for instance from some people who are new, but rarely if ever will they start doing it due to a fear of being ostracized or similar.

One way to possibly improve it is obviously harsher enforcement of the current rules but I don't think that's the only way - finding people that are doing roleplay and encouraging it is another good way. Merit notes are more difficult to use since inherently staff can't watch everyone at the same time and it would likely result in them giving it to people who already roleplay - but giving the occasional merit note to somebody who is new and trying their hardest to roleplay at least shows that somebody appreciates what they're doing and can help overcome that initial hurdle of feeling worried about initiating roleplay or similar. The size of CM as a server also contributes since its harder to form meaningful interactions with 120 - 150 people, and at lowpop its more difficult to balance since the initial engagement rolls over one side.

In terms of events while I do feel they set the tone of the server its somewhat difficult if you're a new player to see an already rare event and have it be LRP then switch back to considering the server an RP server - same as if you see veteran players acting, well, LRP.

From a mechanical standpoint or developmental side it's also difficult - the gmae is overall balanced and in a healthy state but slowing down the pace is hard due to how many variables exist for it. Many people get upset when rounds last even 1 hr 30 now up to 2 hours, which i feel is the 'optimal' round length - but it also sucks when you die early on from getting deleted by a lurker.

I guess overall its - - Encourage people who are trying to roleplay but maybe not quite there with positive reinforcement more than negative reinforcement (difficult, as staff cannot watch everyone and are likely to be drawn to rule breakers - i know that i was alt tabbed quite a bit but still attempted to give out positive notes if i saw it on previous servers) - See what staff opinion on current enforcement of roleplay rules are - they matter just as much if not more than players as they are the ones that enforce it. See what they enforce it for, when they're enforcing it and try and pinpoint something they agree on - alongside what the players agree on with that, at a later point. - Use minor mechanical incentives that well, incentivize roleplay - the spotter PR in my opinion was 'lightning in a bottle' in this way. It doesn't curtail you not wanting a spotter since some people RP that way, however if you take one it encourages you to roleplay with them and also gives you slight mechanical buffs - even if ultimately they are extremely minor and arguably do nothing due to the increased time required to coordinate/the increased warning if the spotter spots everything they see.