Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Module Feedback and Suggestions => Topic started by: Soren / Zarathustra217 on September 20, 2022, 02:23:01 AM

Title: Comments and discussion revolving the roleplay XP change
Post by: Soren / Zarathustra217 on September 20, 2022, 02:23:01 AM
This topic is to discuss the incoming changes and its context as announced here: https://www.nwnravenloft.com/forum/index.php?topic=65115

Please be mindful that this is a topic that people may have very differing and even strong opinions about, so let us all do our best in terms of keeping it civil.

Also, have in mind that this is a experimental change and a compromise, so we acknowledge that it isn't necessarily a perfect solution. But we hope that you will all give it a chance to materialize and prove itself before passing final judgement.

Cheers!
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: remnar on September 20, 2022, 02:24:45 AM
I think this is a very good change.  Rewarding roleplay, even with minor RPXP, in western Barovia (a main roleplay hub) is, I feel, a very good thing.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: softdrink on September 20, 2022, 02:34:12 AM
I think this is a very good change.  Rewarding roleplay, even with minor RPXP, in western Barovia (a main roleplay hub) is, I feel, a very good thing.

Agreed.

I think this change will only benefit the server going forward.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Di Infernis on September 20, 2022, 02:34:48 AM
Quote
However, to balance this change, we will make it a bit less convenient to travel between Western Barovia and the high level zones. What we really want to avoid is high levels that use Western Barovia as their casual hangout while going on intense dungeon runs far away, so by making back-and-forth travel harder, we hope to limit that whilst not impacting high-levelled characters that reside in West Barovia full time.

Firstly, the Vistani at the Tser Pool will now only sell their elixirs during the daytime and you will be required to consume the elixir on the spot. Secondly, the effect of the elixir will only last until dusk. While this deviates a bit from the official canon description, we find that the approach will generally lend itself well to the setting themes and lore.

I'd like to come back to this point specifically.

I don't necessarily feel that it will limit high levelers from just leaving their barovia rp to instantly run to mist camp day or night. It will still be available to them to go there at any time to join their mist camp buddies and help them do an intensive dungeon run . As Sorin mentioned in the Dev chat on the discord, the power gamers are the ones who tend to be in hurry but I have the impression that their only reflex will be to add one more dungeon to their list ''in the meantime'' to be able to go back in the morning in barovia.

This limits those who have events at certain times in barovia and who by misfortune are not already on site, busy with another event at the port for example or having life schedules preventing them from staying connected long enough to get there in advance.

That's why I would like to suggest some modifications on this system to make it, certainly constraining but not totally blocking the access to those who need to go back to barovia and being ready to make the necessary effort to make the night trip. Because at this time it is just plain impossible to go back and this is more or less a message that if it is 4pm(Ic) at the camp you should immediately leave your current rp to run as fast as possible or afk all night in game if by misfortune you find yourself alone.

The ideas I had or saw are the following.

-Either to increase the price of potions or caravans linked to the level of the person who pays for it. For example to sell the potion at the price of 50/100/150/200? X level or to do the same thing with the caravan.

-To make the mist naviaguable with a way which is a little like the are perfidius or the city lost in the mist.

-Or to add difficult monsters the east barovia at night being higher than their indicated level in order to dissuade people to walk there freely. (Like being able to see the invisible.)

I don't know how viable my options are and for example the second one complicates things a bit with the NCE. These are just my suggestions and concerns about the subject.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Skelni on September 20, 2022, 02:39:09 AM
This is coming from someone who's only been around for six months. I got the mechanical reason behind wanting to level-gate the introductory zone for the server. It makes sense on paper. But as I've discovered through the absolute uniqueness of Roleplaying on games like this as a whole (This is my first roleplay server for any videogame at all) I've recognized that things being unorthodox and out of the box are what make the server unique.

I still roleplay in Western Barovia because I love it. I wasn't getting exp, but that only mattered so much. I'm notorious in my circles for absolutely hating high level D&D as a whole. But never do I ever want to feel like someone should be prevented from furthering their character - In numbers as well as personality - by the systems involved. Getting EXP through dungeons is one thing, I think it's healthy that there's a cap to that (that you can also accelerate and mitigate) and getting EXP just by talking with others is amazing, so I'm happy that's emphasized.


My point being yes. Reduced RPXP in West Barovia, is a good healthy change. You are rewarding people for continuing life in these places, but still alerting them that their presence might be more desirable elsewhere. Thank you for this change.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Miuo on September 20, 2022, 02:49:27 AM
I am really happy about the decision, as someone who doesn't really dungeon much at all anymore and rather focuses on rp. I'm happy there is some reward to being more interested in such in one of the most active areas of the server, for even upper levels.

I do like the idea of scaling the cost of things for upper levels as well. If a ferry cost 250, the elixirs should cost that much if not more.  Along with the time limitations i think are a good small effort of consideration rather than the elixirs and vistani being barely even a thought and always reliable to just be there whenever needed. Id think it should be further built upon as well, upping the cost of caravans as well. And the length of time you are in them.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Trygve on September 20, 2022, 02:53:05 AM
I like this change and look forward to seeing more dwarves in Dvergeheim.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: NacreCicatrix on September 20, 2022, 02:59:57 AM
I love this change. It supports my play-style (profession-based PCs who operate in specific locations, often in Barovia).
Never really perceived high level loitering as an issue. I police myself, and keep my nose out of things my character wouldn't pay attention to. My higher level PC avoids 'hot spots' for AMPC encounters, won't go out at night unless hidden, and just... let someone else have the torch in DM encounters. Maybe some people like the ego boost? I don't know. I want people around me to enjoy themselves, first and foremost.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: bloodless on September 20, 2022, 03:06:17 AM
It looks good on paper, and hopefully it pans out to be an overall improvement!

Quote
To make the mist naviaguable with a way which is a little like the are perfidius or the city lost in the mist.
This is already the case, try exploring the other directions than east/west next time you're there. RNG permitting you can go just about anywhere.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Di Infernis on September 20, 2022, 03:11:24 AM
It looks good on paper, and hopefully it pans out to be an overall improvement!

Quote
To make the mist naviaguable with a way which is a little like the are perfidius or the city lost in the mist.
This is already the case, try exploring the other directions than east/west next time you're there. RNG permitting you can go just about anywhere.


But it is impossible to get to the West side of Barovia in this way, which is our subject now. My suggestion was rather to add a new mist area just on the other side of the mist wall, on the map with the door just before the ogres one.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Knight of Rhodes on September 20, 2022, 03:12:33 AM
I am thrilled, after years and years of asking for RP xp back, even in a limited fashion.

That said, I'm not fond of the lack of choice now. It's a hard gate away during times which could very well impact player focused events and some folks don't get to play as often as others and this could be very detrimental in that regard.

It's not like sithicus where a dungeon is gate kept by time- it's a roleplay hub.

 I'd be more personally in favor of making the elixir far more expensive for the higher levels, or opting to pay a small experience fee to cross at night- something recoverable with an hour or so of this reduced RP experience

Keep the choice present is my ultimate suggestion, but praise be to XP.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Avela on September 20, 2022, 03:27:30 AM
To be honest I personally didn't care much about the lack of rp xp in Barovia- if I'm spending a lot of time there, chances are I am not going to care that my characters aren't leveling up as fast or at all. But at the same time, as someone who has a character who is stationed there, and likely will continue being stationed there for the foreseeable future (unless an IC event changes the course of the RP) it's nice to have that RP recognized and accepted as such.

I'm not entirely sold on the limiting back and forth between Barovia and Mist Camp, at least in the way presented, but I'm not against it either. My concern would be that it would kind of become a hindrance  rather than a tool to regulate RP. I see some people suggesting to make the elixir more expensive for higher levels, though I am not entirely sure if that would make much of a difference as (at least in my experience) a lot of the higher levels have quite a bit of money to play around with, especially if they're doing dungeons pretty often. So it really might not matter in that aspect for some character. But I'm still pretty new to the server, so this is just from what I have seen so far and I could be completely off base.

Either way, I'm interested in seeing what effect the new changes are going to have, and I hope it goes the way people want it to. Overall, feeling pretty good about the change so far~
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Anastian on September 20, 2022, 03:35:22 AM
I feel like the change goes in the right direction, however I like infernis suggestion.
As a red vardo, when plots cross domains and interact with Vallaki, I sometimes must head back to lower level zones for RP and it might be an inconvenience to be stopped on my tracks due to the clock (given my limited play time).
A dangerous route through the mists or a pricey alternative for the elixir at night could be an interesting concept. Maybe an option to purchase the "loose" elixir at 200+ coins per level at night as an alternative to drinking it straight away?
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: bloodless on September 20, 2022, 03:56:21 AM
Quote from: Di Infernis

But it is impossible to get to the West side of Barovia in this way, which is our subject now. My suggestion was rather to add a new mist area just on the other side of the mist wall, on the map with the door just before the ogres one.
Entirely correct. That'll teach me to read and post things first thing out of bed in the morning  :mrgreen:
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: pipilanstrum on September 20, 2022, 03:58:34 AM
I don't realy bother for the RP xp in barovia. I like RP my evil necromancer in that zone, i had my best moments in barovia. Tho I amb tied off the multiple warnings from dm about people complaining. I had good RP with some people, those they don't rush to OP you and rather extend the scene. Others OP you with no RP you try to OP out, kick their ass because lvl diference and a few days after mister dm comes to warn you, ban you or whatever. I don't see any problem with high lvl playing in barovia, in time i have learned with Who can you play or not. on the contrarie i prefer high lvls playing in barovia  It makes things more interesting.  Going back to the changes for people with high OCR going by day light to barovia sounds not factible. "We"tend to visit outskirts at night.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Maffa on September 20, 2022, 04:02:48 AM
I understand that whatever decision in this direction, the blanket will always be too short.

A decision need to accommodate those who:

- stay in Vallaki because their character makes sense only in Vallaki even if they are high level (faction/love interest/concept/etc)
- those enjoying dungeoneering, both high and low level
- those low level that are still building their relationship with other characters and the module, including interactions with (A)MPCs
- etc.

Someone will find themselves inconvenienced.

Now, I do understand that in order to respect the module, moving around should not be easy. But as someone mentioned, the problem is time. Doing the "Barovian run" is all time detracted to RP. You will have the numbers to back or roll back on you decision, but it is my opinion that making everyone waste their time will not solve the problem.

The original sin is that there is no high medieval fantasy hub for higher level characters. As everybody knows, Port is a strongly characterized place that simply will not fit every character concept, class, race etc. Since Marcelia started building and re-building the Wreckage by the area in front of the Vardo, there is more people RPing there than in Port at any given time, even if that place should be a weird, eerie, ghastly nonplace at arm's length by the most mysterious entity of the server: this because the Wreckage is a better option than Port to many, many characters. There is no alternative to Vallaki at present, as a place to RP. And hindering movement for everyone is a non solution, as for my own characters all it could do would be forcing myself in a location where i don't want to stay, and high level might bring their own confrontational RP in a low level place.

But maybe i will be wrong and this is what was needed.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Swan on September 20, 2022, 04:28:23 AM
"You can now get minor rp xp in Barovia at all levels, but as a consequence we will now inhibit ease of travel to find more roleplay elsewhere."

We ask for roleplay to be rewarded on a roleplay server for years, get continually denied.
And when the change is finally granted, it has to come with some sort of way to punish roleplay in another way? lmao

I agree with the suggestion of just upping the cost of Elixirs for high level characters instead of this.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Soren / Zarathustra217 on September 20, 2022, 04:37:51 AM
There's absolutely no element of punishment in this, lmao.

Upping the cost of elixirs will have marginal impact on high levels, but hurt the lower levels and those that rarely dungeon the most. Generally, for the same reason, gold cost is rarely a very good way of shaping gameplay.

And in the end, as long as you roleplay along the way, you rarely need to hurry. It's the road, not just the destination. Experiencing the road matters too.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Chadyo on September 20, 2022, 05:00:56 AM
This a good change, and a victory for those who've wanted RP XP everywhere anywhere, I think it's more then worth the added inconvenience (All though the boat not running at night already triggers me) A few of the reasons why I've always stayed in Barovia is first of all it's my favourite setting. And I've never accepted having to stay lower level to remain there I like progressing and working towards something and once that goal is taken away from me I'll just find some other way of achieving it.

I've never been able to find much roleplay in Port during EU hours, and I'm talking when I get home from work around 17:00 GMT+2 (Turns into GMT+1 in October) nor does it suit my character most of the time which is completely fine. We all like different things I do remember quite enjoying it when I'm on holiday can stay up to 3 am my time.

The mist camp roleplay has rarely drawn me in either, all though I do enjoy spending a little time there it's mostly used as hub for me to find some good companions to venture out with. And I found the activity rather variable there's always people there and then sometimes it's randomly completely dead.

I've always felt that being forced to the mist camp and port has been unfair on EU players and then I mean the EU players that can't/won't break their sleep schedule just to be able to enjoy the roleplay. And this is a step towards at least putting a Band-Aid on that so consider me very happy!
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Disorder on September 20, 2022, 05:01:49 AM
*Redacted* I've misread initial post
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: BraveSirRobin on September 20, 2022, 05:31:57 AM
There's absolutely no element of punishment in this, lmao.

Upping the cost of elixirs will have marginal impact on high levels, but hurt the lower levels and those that rarely dungeon the most. Generally, for the same reason, gold cost is rarely a very good way of shaping gameplay.

And in the end, as long as you roleplay along the way, you rarely need to hurry. It's the road, not just the destination. Experiencing the road matters too.

My main problem with this, is that if you're someone who can play in bursts of time, who works and leads a busy scheduled life, a significant portion of your time could be spent waiting for a 45-minute night cycle to pass. The idea of limiting things to day/night cycles is always bad for people with real lives and schedules to keep, because it eats heavily into an already limited timeframe.

On the flip side, this wouldn't actually stop people from coming into Barovia for casual RP and then exiting to a Dungeon. It just means that they'd have to time their return just like anything else in Barovia's Day/Night cycle.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: zDark Shadowz on September 20, 2022, 05:32:35 AM
Thanks for trying something new, best to see how it goes for a bit.

I anticipate there's going to be some depressed folk who miss their timing to pass the wall and then have to wait the 72min until they can try again, but it does seem like an efficient way to stop people from travelling at night, and directionally only dissuades those that are more travelled as it were.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Maffa on September 20, 2022, 05:46:19 AM
I was joking on the discord about mistwalking rather than wait but... could you keep the mistway at tser pool open for those that'd rather walk their way than take the bus?
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Soren / Zarathustra217 on September 20, 2022, 05:48:22 AM

My main problem with this, is that if you're someone who can play in bursts of time, who works and leads a busy scheduled life, a significant portion of your time could be spent waiting for a 45-minute night cycle to pass. The idea of limiting things to day/night cycles is always bad for people with real lives and schedules to keep, because it eats heavily into an already limited timeframe.
...

I can definitely sympathize with the frustrations of having to wait when your time is limited, but the main point here is to make travelling between Western Barovia and the high level areas less trivial to do and something you don't do frequently, but rather with some planning ahead and as the exception. The aim is still to somewhat isolate the low level from the high level zones, but now just better support those that choose to generally stay in Western Barovia even if their levels may have exceeded the target group.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: DM Locust on September 20, 2022, 06:08:20 AM
Great change. I was always of the opinion that RP XP should be given in at least some areas in West Borovia.

However, the concerns mentioned by others above about real-life time limitations and not wanting to waste precious RP time waiting for an NPCS are valid.

I have a suggestion that may seem a bit extreme, but for some reason it works in my head:

Have the Vistani only sell one potion every 24 real life hours (more or less, exact number can be decided by the team). And the PC must drink it at the spot.

Other NPCS, such as Liz in the Morninglord Sanctuary, already have a "real time clock" limit with their services, so I am assuming this shouldn't be too difficult on the dev side.

This solution, in my opinion, makes travel between West Barovia and the rest of the world more difficult and less trivial, but it also allows a player to plan his RP sessions ahead of time and not rely on the game clock and unfortunate log in times.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Death on September 20, 2022, 06:09:57 AM
I don't mind this change. There seems to be some worry of timing and having to wait out the night, but frankly I'm not certain that is as big of an issue. If there are places you want your character to be, or hubs you want to hang around and rp in for a while, I don't see why you couldn't find a time to move them ahead of time to that location and try to keep them there as long as you want them to be there. I certainly wouldn't call this the greatest solution ever, but it is indeed a compromise, and a step in the right direction towards a better implementation potentially.

I don't think we should make things more expensive on a mechanical level. We should /not/ make things take longer for anyone. It's just not enjoyable on a gameplay level, when the focus of this server is both gameplay and RP. This would hurt the quality of life. I do /not/ want to have to sit longer, or grind longer, when I could be having a better time RPing and actually contributing to the game world and people's stories, or potentially participating in far more enjoyable gameplay content. Gold already takes a lot of time to make depending on the class and style of play you're running, contradictory to the concerns of people who are worried about timing for things OOC.


An idea I would offer over making things more expensive or longer, is to provide a potential alternative to a Vistani Elixir that could be used to cross the wall, or an alternative NPC that could sell one that only appears during night hours and might be a bit more difficult or hidden to find, perhaps aimed towards OCR players who are reliant on night travel to get around safely. For example, perhaps there is a shady Darkling somewhere that somehow managed to acquire some elixir and wants to sell them for a certain price (as an example of a random idea I had). Just something that is a work-around and makes things a bit more slightly accessible but also can also comprimise for people with potential gameplay and timing concerns about such things, that doesn't really hurt the quality of life in the server in general.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: myrddraal on September 20, 2022, 06:11:53 AM
I feel like this will have the opposite of the intended effect.  The people who already use Western Barovia as a casual hang out after 14 when it originally stopped giving even minor progression are only going to keep doing so.  Imo if you want to push higher levels to “push themselves” give minor role play regression ticks while in WB.  Barovia natives / factions could easily justify having a chapter in VoB which is a ghost town unless you’re running the vestibule, and isn’t THAT far from Vallaki if they’re ACTUALLY needed to give guidance / solve a problem lower levels can’t.  Giving more high level pcs rpxp will just castrate MPCs that want to provide to the horror of western Barovia further because they now have an influx of new level 15+s hanging out.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Death on September 20, 2022, 06:21:29 AM
I feel like this will have the opposite of the intended effect.  The people who already use Western Barovia as a casual hang out after 14 when it originally stopped giving even minor progression are only going to keep doing so.  Imo if you want to push higher levels to “push themselves” give minor role play regression ticks while in WB.  Barovia natives / factions could easily justify having a chapter in VoB which is a ghost town unless you’re running the vestibule, and isn’t THAT far from Vallaki if they’re ACTUALLY needed to give guidance / solve a problem lower levels can’t.  Giving more high level pcs rpxp will just castrate MPCs that want to provide to the horror of western Barovia further because they now have an influx of new level 15+s hanging out.

I think I am misunderstanding the writing of this post, or you might have misread Soren's statement. The change is, in fact, to give higher levels past 12 going onwards to 20, minor xp ticks, with the addition of extra difficulty being able to cross past the fog wall and into Western Barovia from Eastern Barovia. As far as I can tell, RP XP progression in Eastern Barovia is about the same as it is for the higher level areas of the server compared to Western Barovia (meaning it is uncapped there), but I could be mistaken.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: myrddraal on September 20, 2022, 06:25:38 AM
I feel like this will have the opposite of the intended effect.  The people who already use Western Barovia as a casual hang out after 14 when it originally stopped giving even minor progression are only going to keep doing so.  Imo if you want to push higher levels to “push themselves” give minor role play regression ticks while in WB.  Barovia natives / factions could easily justify having a chapter in VoB which is a ghost town unless you’re running the vestibule, and isn’t THAT far from Vallaki if they’re ACTUALLY needed to give guidance / solve a problem lower levels can’t.  Giving more high level pcs rpxp will just castrate MPCs that want to provide to the horror of western Barovia further because they now have an influx of new level 15+s hanging out.

I think I am misunderstanding the writing of this post, or you might have misread Soren's statement. The change is, in fact, to give higher levels past 12 going onwards to 20, minor xp ticks, with the addition of extra difficulty being able to cross past the fog wall and into Western Barovia from Eastern Barovia. As far as I can tell, RP XP progression in Eastern Barovia is about the same as it is for the higher level areas of the server compared to Western Barovia (meaning it is uncapped there), but I could be mistaken.

Only making it available during the day is hardly making it harder.  It just applies a waiting period.  For the most part you’ll just see more high levels hanging out until they’re at an xp buff / out of diminished and maybe go run dungeons more.  I didn’t miss the point.

I've suggested the same minor RP regression thing before because it does make sense.  If nothing there is a threat to you anymore, your skills would either stagnate at best or diminish at worst from "resting on your laurels" so to speak.  Since there are a handful of mobs you can still get xp on at 14-15, you could reasonably sustain level 14-15 even with minor regression so it really wouldnt be a huge detriment to people who really want to only be in Vallaki for the RP.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: MAB77 on September 20, 2022, 07:04:09 AM
I feel like this will have the opposite of the intended effect.  The people who already use Western Barovia as a casual hang out after 14 when it originally stopped giving even minor progression are only going to keep doing so.  Imo if you want to push higher levels to “push themselves” give minor role play regression ticks while in WB.  Barovia natives / factions could easily justify having a chapter in VoB which is a ghost town unless you’re running the vestibule, and isn’t THAT far from Vallaki if they’re ACTUALLY needed to give guidance / solve a problem lower levels can’t.  Giving more high level pcs rpxp will just castrate MPCs that want to provide to the horror of western Barovia further because they now have an influx of new level 15+s hanging out.

We'll see. A significant amount of players requested this change on the premise that the culture changed within the player base and that we would no longer face the issues that forced us to implement the no RPXP for high levels to begin with. We chose to trust in our player base in this matter, but that can be reverted still if indeed it doesn't have the intended effect.

High levels in Barovia isn't the issue. High levels in Barovia acting disruptively is. With this change, those that wish to continue progress in western Barovia can now do so without need to go abroad to gain XP. Some will continue to do so of course, though that will require them a bit more timing, but we are giving them an option that allows them not to have to do so. I hope they will take it.

As ever my advises to play a high level character responsibly in western Barovia.

- Take it slow and roleplay. We are still first and foremost a roleplay server. Levels, loot, XP, these things are not a requirement to a good story. At 14+ you are already strong enough to survive most of the content of the server when in a balanced party and you really don't need to grind up to level 20. If truly you feel your character belongs to western Barovia, the return of the RPXP ticks should convince you that you do not need to go dungeonning abroad.

- Stay indoors to roleplay at night. Set the example. Tell people loitering in the outskirt at night to get inside. There is no game mechanic we can implant in a satisfactory way that will instill the fear of the night without being overly punishing to lower levels, so it has to be a conscious choice to support the setting lore. This is valid to all levels. Do your part. Stay indoors and roleplay at night. Merchants, use the inn's basement.

- Do not hunt MPCs in western Barovia. This ruins MPC stories. Train people, advise them, equip them, ward them, but let lower levels do the dirty job.

- Leave all dungeons to lower level characters, except for rescue missions. This one should be obvious, but bears repeating.

- Do not collect crafting resources from lower level Barovia yourself. Buy them from players. Lower levels cannot compete fairly with you. Use your fortune to buy them, it's truly the most significant thing to do with your gold at that level, so don,t be a miser and do offer 5k a box of flowers even if its not the sort you need. You can always set yourself up as a patron of apprentice crafters and pass what you don't need to them. Lots of good roleplay was born this way.

In a nutshell, don't be disruptive. If high levels stick to these principles, then its a given we won't have to revert back to the previous no RPXP in low-level areas.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Swan on September 20, 2022, 07:09:08 AM
I understand the desire for your players to experience the road, and I agree- I remember my times as a new player making the journey to Mist Camp very fondly. That doesn't change the fact that I personally don't see any benefit to closing off night time travel to western Barovia.

I am thankful for the change even though I don't have any characters that can benefit from it, regardless.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: dutchy on September 20, 2022, 07:20:26 AM
it never been the issue that higher lvls didn't get rp xp in barovia.
it never been the issue that it was about reward.

the issue was fairness.
if i tell you, you get 1 currancy of something for an hour you didn't swear or wern't acting nice towards another human beeing in life.
but told you yea but it doesn't count when you enter the workplace.
then you'd feel swindled.
and that's how it felt.

we have several faction bases in barovia that cannot be moved elsewhere.
guards
vardo
drain
elves
dwarves.

these are all stuck there, doesn't mean they cannot travel, but they will always come back to the faction bases, so i am glad we are getting the same deal as the rest of the server now. (reduced but still something)



as for mab or the staff in general sticking to this.

- Do not collect crafting resources from lower level Barovia yourself. Buy them from players.

honestly why would i buy a carrot if i can grow it myself or get it with ease?
why would i get said carrot in a dangerous place that takes a lot more time and has a lot more danger?
it makes no sense irl it makes no sense ic.
humans take the easy path, it's what we somehow do.

Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Forte on September 20, 2022, 07:43:12 AM
I understand the desire for your players to experience the road, and I agree- I remember my times as a new player making the journey to Mist Camp very fondly. That doesn't change the fact that I personally don't see any benefit to closing off night time travel to western Barovia.

I am thankful for the change even though I don't have any characters that can benefit from it, regardless.

Punishing players for simply wanting to travel, if they're lower levels, is a frankly hilarious continued example of PoTM continuing to deign timewasting as a gating mechanic to refuse people from doing... Whatever they actually want to do.

I understand that this is a hot button topic and there are several devs/DMs that fought with spear and tooth to actually even get THIS change alone, which is depressing as it is, but the truth of the matter is that roleplay experience, minor or not, should've been available regardless of zone with no time-wasting mechanics behind it. Imagine, me, as a full time worker, simply wanting to go dungeon with my friends, but I had logged out in the Mist Camp. It's night-time? What's that, I am limited on time and just actually want to dungeon with my friends in my free-time?

No, go to Hell, as a nicer, more PG-13 explicative phrase would state.

I already got exhausted from PoTM with the resting mechanics alone over the wear of a year and a half playing, waiting continual irl half hours for people's timers if one mistake was made to ensure a vital member was not left dead in the water. I've seen that three hour rest timer change to as early as level 8, or wherever it was last at, where buffs don't even last nearly as long as the time before rest.

There must be a better solution than this, simply put. I am not encouraged to return and come online knowing at any point if I come online at the wrong time, I'm simply screwed for possibly an IRL hour plus because of my bad timing with the ingame day and night cycle. Yes, it is a step in the right direction, but that step is still taken into wet cement. Receiving minor experience simply for adding to the setting and trusting players to either report or have DMs handle disruptive player behaviors while working alongside AMPC/MPC's players would be the better alternative (it should be obvious case closed to tell a player to knock off chasing a goddamn Werewolf with ethereal visage and full enchanted gear while screaming goofy phrases, versus a paladin protecting his immediate surroundings, for example), but that's a pipe dream.

Overall, what I expect to end up happening is people criticizing this change not for the right reasons, and for the benefit to go away of FINALLY, people being given what they deserve for adding to the setting, especially in Western Barovia, simply because we do not like the mishandled time-gate mechanic. It should change.

God willing, I hope you are not some poor sod who's like, level 5, and just wanted to travel to the camp and beyond to see what lies otherwise in the module, or did so for IC reasons.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Forte on September 20, 2022, 08:03:23 AM
There's absolutely no element of punishment in this, lmao.

Upping the cost of elixirs will have marginal impact on high levels, but hurt the lower levels and those that rarely dungeon the most. Generally, for the same reason, gold cost is rarely a very good way of shaping gameplay.

And in the end, as long as you roleplay along the way, you rarely need to hurry. It's the road, not just the destination. Experiencing the road matters too.

If I, a lone player, wanted to roleplay at myself, I would simply load a singleplayer instance.

Sometimes people want to meet up with their friends and play the game, just as much as they want to meet up and also enjoy eachother's company in roleplay. There must be a better solution than timegating people. Experienced players have played and seen the same road hundreds of times, and just like Newly Misted roleplay, it becomes obnoxious. Yes, obviously, appeal to whoever you travel with if you aren't alone, and react ICly to things, engage newer players, but sometimes, people are simply focused on getting to a locale to roleplay, which is the purpose of the server, or just play with friends.

Again, it's something that must be considered. Player enjoyment.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Savras on September 20, 2022, 08:09:57 AM
Not sure how i feel about it, high levels are already frequently around outskirts and the atmosphere of the horror aspect will readily die down when they're suddenly getting rp again.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Lion El'Jonson on September 20, 2022, 08:23:58 AM
There's absolutely no element of punishment in this
12 hours a day, travel between eastern and western Barovia will now be closed. This affects more than just high levels; many, many times I have found myself going to the Mist Camp to get xp at levels 4-8 because of difficulties finding groups to travel with in the Vallaki area.

This also negatively affects anyone who resides in Barovia regularly but is a craftsman, as many elements of the crafting system require travel to other domains for materials. I.E. Smithing/Smelting, herbalism, alchemy, enchanting, woodworking, leatherworking.

I do appreciate the addition of RP XP, even minor RP XP for levels 12 and up, but this price seems far too steep for me and my characters rarely get that far above 12 without just leaving Barovia anyways. I also feel concerns about trying to attend player events that may be going on at night, or even just trying to engage in roleplay/dungeons with fellow players and being forced to wait anywhere between 10 - 60 minutes because of the time of day. I just feel like this is added and unnecessary downtime that won't really stop high levels from disrupting the area, it will just inconvenience them (and everyone else) if it happens to be the later hours of night.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Soren / Zarathustra217 on September 20, 2022, 08:30:14 AM
...

Punishing players for simply wanting to travel, if they're lower levels, is a frankly hilarious continued example of PoTM continuing to deign timewasting as a gating mechanic to refuse people from doing... Whatever they actually want to do.

I understand that this is a hot button topic and there are several devs/DMs that fought with spear and tooth to actually even get THIS change alone, which is depressing as it is, but the truth of the matter is that roleplay experience, minor or not, should've been available regardless of zone with no time-wasting mechanics behind it. Imagine, me, as a full time worker, simply wanting to go dungeon with my friends, but I had logged out in the Mist Camp. It's night-time? What's that, I am limited on time and just actually want to dungeon with my friends in my free-time?

No, go to Hell, as a nicer, more PG-13 explicative phrase would state.

I already got exhausted from PoTM with the resting mechanics alone over the wear of a year and a half playing, waiting continual irl half hours for people's timers if one mistake was made to ensure a vital member was not left dead in the water. I've seen that three hour rest timer change to as early as level 8, or wherever it was last at, where buffs don't even last nearly as long as the time before rest.

There must be a better solution than this, simply put. I am not encouraged to return and come online knowing at any point if I come online at the wrong time, I'm simply screwed for possibly an IRL hour plus because of my bad timing with the ingame day and night cycle. Yes, it is a step in the right direction, but that step is still taken into wet cement. Receiving minor experience simply for adding to the setting and trusting players to either report or have DMs handle disruptive player behaviors while working alongside AMPC/MPC's players would be the better alternative (it should be obvious case closed to tell a player to knock off chasing a goddamn Werewolf with ethereal visage and full enchanted gear while screaming goofy phrases, versus a paladin protecting his immediate surroundings, for example), but that's a pipe dream.

Overall, what I expect to end up happening is people criticizing this change not for the right reasons, and for the benefit to go away of FINALLY, people being given what they deserve for adding to the setting, especially in Western Barovia, simply because we do not like the mishandled time-gate mechanic. It should change.

God willing, I hope you are not some poor sod who's like, level 5, and just wanted to travel to the camp and beyond to see what lies otherwise in the module, or did so for IC reasons.

...
If I, a lone player, wanted to roleplay at myself, I would simply load a singleplayer instance.

Sometimes people want to meet up with their friends and play the game, just as much as they want to meet up and also enjoy eachother's company in roleplay. There must be a better solution than timegating people. Experienced players have played and seen the same road hundreds of times, and just like Newly Misted roleplay, it becomes obnoxious. Yes, obviously, appeal to whoever you travel with if you aren't alone, and react ICly to things, engage newer players, but sometimes, people are simply focused on getting to a locale to roleplay, which is the purpose of the server, or just play with friends.

Again, it's something that must be considered. Player enjoyment.

Well, go to Hell too!

But more seriously, it sounds like you are very interested in convenience, which is far from what Ravenloft (or gothic horror) is about. Indeed, you have to constantly accept things not going your way and the entertainment not being lined up whenever you ask for it. But that is not a punishment, and frankly, to use your own phraseology, it's hilarious that you consider it as such.

Now to you and anyone else that find it tedious walking through those same mountains, valleys and open roads and feel that you've seen it all before, well - my friends - that's where the miracle of your own creative roleplay manages to still make it interesting. And to that, everything around here is secondary.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: ladylena on September 20, 2022, 08:37:46 AM
I think this is perfect. But with the new elixir does the effect persist if you rest? It also encourages people to not travel at night
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Soren / Zarathustra217 on September 20, 2022, 08:40:45 AM
I think this is perfect. But with the new elixir does the effect persist if you rest? It also encourages people to not travel at night

Yes, well, at least it should - so if it doesn't, please file it as a bug report.

Also, as a general service message, these changes aren't loaded yet, but should be very soon . just look for the next server update message.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Forte on September 20, 2022, 08:40:53 AM
...

Punishing players for simply wanting to travel, if they're lower levels, is a frankly hilarious continued example of PoTM continuing to deign timewasting as a gating mechanic to refuse people from doing... Whatever they actually want to do.

I understand that this is a hot button topic and there are several devs/DMs that fought with spear and tooth to actually even get THIS change alone, which is depressing as it is, but the truth of the matter is that roleplay experience, minor or not, should've been available regardless of zone with no time-wasting mechanics behind it. Imagine, me, as a full time worker, simply wanting to go dungeon with my friends, but I had logged out in the Mist Camp. It's night-time? What's that, I am limited on time and just actually want to dungeon with my friends in my free-time?

No, go to Hell, as a nicer, more PG-13 explicative phrase would state.

I already got exhausted from PoTM with the resting mechanics alone over the wear of a year and a half playing, waiting continual irl half hours for people's timers if one mistake was made to ensure a vital member was not left dead in the water. I've seen that three hour rest timer change to as early as level 8, or wherever it was last at, where buffs don't even last nearly as long as the time before rest.

There must be a better solution than this, simply put. I am not encouraged to return and come online knowing at any point if I come online at the wrong time, I'm simply screwed for possibly an IRL hour plus because of my bad timing with the ingame day and night cycle. Yes, it is a step in the right direction, but that step is still taken into wet cement. Receiving minor experience simply for adding to the setting and trusting players to either report or have DMs handle disruptive player behaviors while working alongside AMPC/MPC's players would be the better alternative (it should be obvious case closed to tell a player to knock off chasing a goddamn Werewolf with ethereal visage and full enchanted gear while screaming goofy phrases, versus a paladin protecting his immediate surroundings, for example), but that's a pipe dream.

Overall, what I expect to end up happening is people criticizing this change not for the right reasons, and for the benefit to go away of FINALLY, people being given what they deserve for adding to the setting, especially in Western Barovia, simply because we do not like the mishandled time-gate mechanic. It should change.

God willing, I hope you are not some poor sod who's like, level 5, and just wanted to travel to the camp and beyond to see what lies otherwise in the module, or did so for IC reasons.

...
If I, a lone player, wanted to roleplay at myself, I would simply load a singleplayer instance.

Sometimes people want to meet up with their friends and play the game, just as much as they want to meet up and also enjoy eachother's company in roleplay. There must be a better solution than timegating people. Experienced players have played and seen the same road hundreds of times, and just like Newly Misted roleplay, it becomes obnoxious. Yes, obviously, appeal to whoever you travel with if you aren't alone, and react ICly to things, engage newer players, but sometimes, people are simply focused on getting to a locale to roleplay, which is the purpose of the server, or just play with friends.

Again, it's something that must be considered. Player enjoyment.

Well, go to Hell too!

But more seriously, it sounds like you are very interested in convenience, which is far from what Ravenloft (or gothic horror) is about. Indeed, you have to constantly accept things not going your way and the entertainment not being lined up whenever you ask for it. But that is not a punishment, and frankly, to use your own phraseology, it's hilarious that you consider it as such.

Now to you and anyone else that find it tedious walking through those same mountains, valleys and open roads and feel that you've seen it all before, well - my friends - that's where the miracle of your own creative roleplay manages to still make it interesting. And to that, everything around here is secondary.

Based Soren.

Gothic horror is about trials, yes; But is there a trial about awaiting in the Tser hub waiting for daytime when you've a group of people waiting on you for a roleplay? Not particularly. It's the only reason I raise this concern is the odd times it would happen (and perhaps not even odd, considering some people's logout habits). In the end, PoTM is a roleplay orientated server, yes, but it also facilitates a fascinating gameplay loop that several people obsess and enjoy. It's a hobby, and some people come on to play a video game, even if that video game acts as a collab narrative, I just advise that it's thought of that it could easily become people waiting around at this Tser night-time, idle, AFK, jut as many would engage and roleplay with those around them; Simply because they'd only intended to get to a destination and are now forced to wait for up to 30~ish minutes, depending.

The honesty in this reply is way more appreciated than anything else, though, I can tell you that. Good on you.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: William Roberts on September 20, 2022, 08:55:30 AM
An inventive proposal to address a long-standing player complaint (whether justified or not): Will it work? Maybe not, but I can't see any great harm it will cause, even with the caveats raised.

Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Soren / Zarathustra217 on September 20, 2022, 08:58:06 AM
...

Based Soren.

Gothic horror is about trials, yes; But is there a trial about awaiting in the Tser hub waiting for daytime when you've a group of people waiting on you for a roleplay? Not particularly. It's the only reason I raise this concern is the odd times it would happen (and perhaps not even odd, considering some people's logout habits). In the end, PoTM is a roleplay orientated server, yes, but it also facilitates a fascinating gameplay loop that several people obsess and enjoy. It's a hobby, and some people come on to play a video game, even if that video game acts as a collab narrative, I just advise that it's thought of that it could easily become people waiting around at this Tser night-time, idle, AFK, jut as many would engage and roleplay with those around them; Simply because they'd only intended to get to a destination and are now forced to wait for up to 30~ish minutes, depending.

The honesty in this reply is way more appreciated than anything else, though, I can tell you that. Good on you.

Well it's not that I don't see where you are coming from, but as with so much else, it is also a matter of compromise. Sitting on your own staring blindly into the wall is of course rather pointless, but on the other hand, it is often the limits and inconveniences that set you in motion into exploring new paths, coming up with new ideas and discovering things you didn't know was there to discover. As a simple example, if you can't always just get to your friends, it compels you to interact more with those immediately around you. Perhaps you can find someone to share the road with?

Anyway, I think it may be a good idea to get some practical experience with the changes. As noted, it is experimental, meaning it is a work in progress and not final. We are not interested in just frustrating players and if it turns out that that is all it does, there's no point in keeping it. But it deserves - imo - to be experimented with.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: myrddraal on September 20, 2022, 09:21:25 AM
it never been the issue that higher lvls didn't get rp xp in barovia.
it never been the issue that it was about reward.

the issue was fairness.
if i tell you, you get 1 currancy of something for an hour you didn't swear or wern't acting nice towards another human beeing in life.
but told you yea but it doesn't count when you enter the workplace.
then you'd feel swindled.
and that's how it felt.

we have several faction bases in barovia that cannot be moved elsewhere.
guards
vardo
drain
elves
dwarves.

these are all stuck there, doesn't mean they cannot travel, but they will always come back to the faction bases, so i am glad we are getting the same deal as the rest of the server now. (reduced but still something)



as for mab or the staff in general sticking to this.

- Do not collect crafting resources from lower level Barovia yourself. Buy them from players.

honestly why would i buy a carrot if i can grow it myself or get it with ease?
why would i get said carrot in a dangerous place that takes a lot more time and has a lot more danger?
it makes no sense irl it makes no sense ic.
humans take the easy path, it's what we somehow do.

The only groups that are really shafted out of those are dwarves and drain folks.  If elves want to be with elves, there is Sithicus.  Garda could transfer to VoB- when Krezk is open I usually see Vallaki guards there, Vardo..I don’t see why they couldn’t have a branch in vob made?  Granted I have never played RVT so I don’t know their lore intimately.  But if they have a port, krezk, Vallaki branch, idk why VoB is far fetched.  Even Drain folks could go to Ghastria or Blaustein though so really I think it’s more just dwarves who don’t have a different place to go.

Imo all this change will do is further isolate Rp to Vallaki.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: ladylena on September 20, 2022, 09:28:39 AM
I think this is perfect. But with the new elixir does the effect persist if you rest? It also encourages people to not travel at night

Yes, well, at least it should - so if it doesn't, please file it as a bug report.

Also, as a general service message, these changes aren't loaded yet, but should be very soon . just look for the next server update message.
Will do. Hopefully this will work and we wont and up with the mess from before the change was made in the first place.
I think those who are worried about the travelling from tser pool back are forgetting that there is the village near by which you can enter at night, and a slew of  dungeons that people from west barovia can travel east to meet you and a mew dungeon can be picked
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Myrza on September 20, 2022, 09:39:05 AM
The only groups that are really shafted out of those are dwarves and drain folks.  If elves want to be with elves, there is Sithicus.  Garda could transfer to VoB- when Krezk is open I usually see Vallaki guards there, Vardo..I don’t see why they couldn’t have a branch in vob made?  Granted I have never played RVT so I don’t know their lore intimately.  But if they have a port, krezk, Vallaki branch, idk why VoB is far fetched.  Even Drain folks could go to Ghastria or Blaustein though so really I think it’s more just dwarves who don’t have a different place to go.

Imo all this change will do is further isolate Rp to Vallaki.

At this time there is no VoB garda and Krezk was open only for a week, likely won't be open until a DM has such a plot in the future and will be open only for a similar period of time.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Voclain on September 20, 2022, 10:18:32 AM
My main problem with this, is that if you're someone who can play in bursts of time, who works and leads a busy scheduled life, a significant portion of your time could be spent waiting for a 45-minute night cycle to pass. The idea of limiting things to day/night cycles is always bad for people with real lives and schedules to keep, because it eats heavily into an already limited timeframe.

On the flip side, this wouldn't actually stop people from coming into Barovia for casual RP and then exiting to a Dungeon. It just means that they'd have to time their return just like anything else in Barovia's Day/Night cycle.

Absolutely. Travelling between Vallaki/Mist Camp is already an extraordinarily tedious endeavour. People already made a 5m+ trip to the mist wall only to realize they forgot to buy an elixir in the first place, for many, causing them to just log off until they mustered the will to spend another 5m+ trip all the way back to Tser, to then run 5m+ back to the mist wall for their eventual ~20m trip to Vallaki. All of which happens on a frequent basis for some characters, amplified if people don't have their save locations set in the right place when the server resets. I specifically made it a point to drop Vistani elixirs by the mist wall with many of my characters because I sympathized with those people so much.

I said in a previous thread of mine that this server was already time-gated to an almost painful extent. While I very much appreciate the RPXP changes, further increasing the time-gating of any part of the server is a very, very bad change. And to quote a previous user, 'punishing'.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Dhelindria on September 20, 2022, 10:19:15 AM
I am a Port player so this change doesn't really impact me. That said, I feel that what this new Vistani nighttime shut-down addition needs is some sort of a work-around to keep it from impacting players with limited playtime. Having things close down at night is nothing new, but there are work-arounds. Vallaki has ways to get into the city after the gates close if one knows where to look. Taking the ferry at Midway Haven is convenient, but people manage during the nights and the winter. VoB's gate close and lock, but there are guards who will open them - et cetera and so forth.

The previous posters who suggested a Mist Way point on the Vallaki-side of the barrier have the right idea. It doesn't have to be an easy method, but players should not be kept trapped anywhere as part of normal game play.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Chabxxu on September 20, 2022, 10:28:42 AM
I think the RP change is great. Allowing people to continue leveling, even if at a lower rate, is very rewarding.

However the changes to the Mist Gate are a completly different topic/problem. It will only make it less convenient to come back to Vallaki, and means people who want to attend events in Vallaki will need to leave MC/Port earlier than planned, meaning these areas will lose even more RP. As someone who does RP in Vallaki, you'll be punished for leaving the area to go do a dungeon or get RP elsewhere and feel forced to wrap up some scenes to be able to come back to Vallaki during one of the allocated times.

Someone who logs off for the night in MC and comes back the next day at 4 PM IG and wants to go back to Vallaki will be forced to wait over 1h12 IRL to get back to that RP, because of that new mechanic. Is this really something the Dev team wants? I feel like this will kill some RP more than it's going to create any. It is likely going to mean people will not want to leave Vallaki because they will have trouble coming back in the time they have to play POTM.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Famous Seamus on September 20, 2022, 10:31:48 AM
I think those who are worried about the travelling from tser pool back are forgetting that there is the village near by which you can enter at night, and a slew of  dungeons that people from west barovia can travel east to meet you and a mew dungeon can be picked

To begin, I want to highlight and offer a different side to this point of view, but I want to make it clear I'm not aiming all of this at you or trying to tear you (or what you say) down.

Reading through the comments on this thread, this doesn't seem to be the concern at all. The concern isn't, "What if I get stuck on this or that side of the Mist Wall and can't dungeon or get to a shelter?" It's, "Will I be stuck on the side of the Mist Wall where I don't want to be?"

Speaking as a player of a low-end high-level character who's basically permanently stationed in Vallaki and hasn't leveled up in a real-life year and a half, I'm not necessarily in favor of the change, and I would readily give up any RP XP in Western Barovia in exchange for not having to further try to flex my RL schedule around a hobby for the simple sake of making sure my character can make it through the Mist Wall at the appropriate time.

As BSR and others have pointed out above, for those with IRL obligations and limited play times, getting things done can already be a huge logistical challenge. It isn't that we don't want to RP along the road (as Soren recommends); I'm sure we would, because travel RP can be really, really fun. It's that some of us are already limited in what times we can log in or how long we can be logged in for and that trying to log in apart from those times can involve some really arduous RL logistical backflips. It would be really nice not to have to add yet another backflip for a hobby.

Furthermore, I appreciate the spirit intended behind the change, but I'm not sure it's going to mitigate the issue it's seeking to address. It's a short-term means to address a termless situation: if, for instance, a high-level character wants to go from Vallaki to the Mist Camp to dungeon, then return, they're going to do it if they're dedicated enough. Putting a time limit on the Mist Wall doesn't prevent them from returning; it only delays their return. If the idea is to prevent travel for XP grinding and, by extension, the influx of the higher-level characters who've just finished grinding, changing the hours at which they can return doesn't actually stop them from returning.

A high level is going to be in Western Barovia after dungeoning if they want to be. In terms of limiting their presence, what's it matter whether they arrive at 3 p.m. on Tuesday instead of 5 p.m.? On the off chance they miss a scene they could have influenced, sure, it matters. But in the larger picture, I'm not sure it does. They'll be there either way.

And to the point that other things on the server are gatekept by time, sure, they are, but not in the same way as this. If you need to craft, there are locations apart from Vallaki's crafting hall (which closes at night) if you know where to look for them. For nighttime merchants, there's the Night Market (or just a blatant disregard for curfew if that's your style). For nighttime travelers, there's the option to go as a group or get an escort to mitigate the risk of danger. Et cetera, et cetera. There are mechanical obstacles, yes, but there's almost always an option for a workaround.

In any case, I do appreciate the Team's willingness to listen to feedback and give the option for more XP gain. I'm just not confident that this is the best or most effective way to balance it.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Evendur on September 20, 2022, 10:37:13 AM
I think the RP change is great. Allowing people to continue leveling, even if at a lower rate, is very rewarding.

However the changes to the Mist Gate are a completly different topic/problem. It will only make it less convenient to come back to Vallaki, and means people who want to attend events in Vallaki will need to leave MC/Port earlier than planned, meaning these areas will lose even more RP. As someone who does RP in Vallaki, you'll be punished for leaving the area to go do a dungeon or get RP elsewhere and feel forced to wrap up some scenes to be able to come back to Vallaki during one of the allocated times.

Someone who logs off for the night in MC and comes back the next day at 4 PM IG and wants to go back to Vallaki will be forced to wait over 1h12 IRL to get back to that RP, because of that new mechanic. Is this really something the Dev team wants? I feel like this will kill some RP more than it's going to create any. It is likely going to mean people will not want to leave Vallaki because they will have trouble coming back in the time they have to play POTM.

This sums it up perfectly.

Due to the ferry, people were already trying to travel there during the day, but anyone who had to run to Vallaki for an event or to meet up with their IC friends for RP could still so even after dark. Now, this wont be possible anymore and there will certainly be RP that wont be happening with this mechanic in place.

I know the stance from the team is often that things need to be inconvenient for both character and player and perhaps there is some truth to that, but this is a ooc inconvenience most of all and we dont need even more of those.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Cody on September 20, 2022, 10:39:54 AM
I am hesitantly in favor of giving rpxp for all levels, if a change was coming I thought the cap would have just been increased to receiving the xp up to level 16 or so. As much as I would love more rpxp for my own characters making their way up - I don't relish seeing four year old mega wizards, sorcs, druids and what have you congregating and idling in the outskirts with 20 layers of premonition, true seeing stacked, bear form, polymorphs and etc burning.

But I am more worried about the narrower window of opportunity you have to travel past the mist wall.

To start with. Night time from 6pm to 6am is going to be 72 minutes of waiting.

Perhaps longer if you decided to board the caravan at 4pm and the hour ticked over to 5pm as you wait to arrive... then at your arrival you buy an elixir and now it's time to make a frantic dash to the mist wall. Then unfortunately the hour ticks over to 6pm and you're locked out and all you can do now is shake your fist at the nearby castle of ravenloft where Strahd is grinning from the balcony. So the safest window you have to immediately get into the meat of things and not have to twiddle your thumbs too much would be from 5am to 3pm most likely.

The idea of this mechanic seems too much of an OOC inconvenience to players who just want to play on the server, and throwing arbitrary wrenches into how they should schedule their time is poor player experience.

The mechanic is a problem for those below level 14 too trying to get back to Barovia.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: APorg on September 20, 2022, 10:41:39 AM
I understand the logic behind this change and I think it's an interesting compromise and experiment. That being said, I have two concerns.

The point about players with limited playing times resonates with me. I've been there too and having the pass hard-locked at night is definitely one of those things that'll make things difficult for people who may just not have the time OOC to wait night out.

I also am concerned about events. Most of the time with player events, you get a lot of PCs running in at the last minute, or even late, because they were running all the way from another part of the server. From my understanding, this won't hurt events on the high level side too much, PCs will only have to worry about the return journey (there may still be a dissuasive effect on travel because of this worry, but this I think I understand is precisely the Dev team's goal).

But Vallaki-based events will now face a 50% chance that potential attendees on the wrong side of the pass will have to wait 0 to 72 minutes extra on their journey. That will make scheduling Vallaki-based events a lot harder, because calculating when IC dawn will be OOC weeks ahead of time is not really feasible. Vallaki players were already complaining that it was more difficult to run events there... this will probably make it even harder for them.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: FinalHeaven on September 20, 2022, 10:47:30 AM
RP XP, if available, should be available to all players on an RP server at all times.  With that it mind this is a good change. 

To be honest, I'm not really sure the change to the Vistani Elixir will affect much beyond making certain occasions of travel a bit more tedious, particularly for lower level characters.  That being said if there is a large increase in Higher Level PCs loitering in the outskirts the best philosophy should just be to address the bad apples.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Vissy on September 20, 2022, 10:56:28 AM
A situation that will definitely arise from this change, over and over again, is a character trying to make it back to Vallaki for an event and finds themselves locked out by the mist wall, thereby missing their scheduled RP entirely or mostly, and / or being entirely at the mercy of DMs to port them (if any are even online).
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: William Roberts on September 20, 2022, 10:57:21 AM
But Vallaki-based events will now face a 50% chance that potential attendees on the wrong side of the pass will have to wait 0 to 72 minutes extra on their journey. That will make scheduling Vallaki-based events a lot harder, because calculating when IC dawn will be OOC weeks ahead of time is not really feasible. Vallaki players were already complaining that it was more difficult to run events there... this will probably make it even harder for them.

In my experience DMs are usually gracious about porting people to events, and I would hope that would be so for characters who just missed the last chance to purchase elixir. (Or the DM could even pop an elixir into the inventory of such characters?)

Feedback from DMs about this impact would presumably affect whether this change stuck or was backed out.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Naiad on September 20, 2022, 11:07:56 AM

I'm so happy to get rpxp again! I don't mind if it's not much for the higher levels. For me, it is more of a mechanic that acknowledges effort.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: APorg on September 20, 2022, 11:14:11 AM
In my experience DMs are usually gracious about porting people to events, and I would hope that would be so for characters who just missed the last chance to purchase elixir. (Or the DM could even pop an elixir into the inventory of such characters?)

Feedback from DMs about this impact would presumably affect whether this change stuck or was backed out.

Yes, but increased requirement on the DM team for supporting events is definitely a point in the "con" column. We're blessed right now to have supportive and active DMs, but it's not always so.

Edit note: also I can't help but remark on the irony of the DM team effectively needing to work against this design goal. :P
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: remnar on September 20, 2022, 11:14:40 AM
I don't see the big issue here.
I already travel only during the day, especially between tser pool and vallaki.  The ferry doesn't run during the night or winter anyway, is that suddenly an issue?  If I get delayed going to a Port event from vallaki because the month turned to 12?
I find it arduous to travel during winter because of things, but it isn't so awful that it is somehow destroying my day.
When it comes to events, typically I will place myself near or at the venue hours before it occurs so I can just log in and go in at the time it starts.  It's never been a problem except when I forgot an event was occuring or I mistimed something, but that applies to everyone.

At worst, it delays you for an hour.  Unfortunately, this hour might be the only hour in a day that you have to roleplay, but that's how it is.

If the trade for continual mechanical progression in the namesake domain of the setting is a little bit of tedious waiting, I think I'll take it.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: APorg on September 20, 2022, 11:17:11 AM
It's not the ferry being changed, remnar... it's the elixir. It's the option of doing the 15 minute run at night that is being taken away.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: remnar on September 20, 2022, 11:19:16 AM
It's not the ferry being changed, remnar... it's the elixir. It's the option of doing the 15 minute run at night that is being taken away.
I'm saying that there is already something that slows down travel at night, that being the ferry being unavailable.
You're already slowed down from traveling, be it the need to buff to fight/run past the monsters, the inability to use the ferry, and now the mist wall.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: APorg on September 20, 2022, 11:22:09 AM
OK, but your point isn't proportionate. There is a difference between being 15 minutes late and an hour late.

And I wish all event attendees were like you and planned ahead to manage travel issues on the  server, but the reality of the matter is that a significant chunk of players won't, and will effectively risk being excluded from events by this change.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: remnar on September 20, 2022, 11:26:49 AM
I suppose, but I guess my point is that you can't win 'em all and that you gotta play the cards you got.  I got what I wanted from this and the downside doesn't affect me so much.

I also believe, personally, that the issue is being blown out of proportion beyond what it really is.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: APorg on September 20, 2022, 11:30:31 AM
What is being blown out of proportion? We can have a debate about whether the pros of this change will outweigh the cons. But the effect on events will be a con, and trying to dismiss it because you don't think it will have an effect on you is a little... well... dismissive.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Voclain on September 20, 2022, 11:38:45 AM
I suppose, but I guess my point is that you can't win 'em all and that you gotta play the cards you got.  I got what I wanted from this and the downside doesn't affect me so much.

I also believe, personally, that the issue is being blown out of proportion beyond what it really is.

I'd ask that (and this generally goes for anyone who says the 'changes don't affect you') if you don't share someone else's experiences, you simply don't speak with the assumption that you do have their experiences or can speak for their situation.

For the people who do find the need to travel at night, for whatever reason, this is a very impactful change and to downplay that is a losing battle. I think there's a very good reason people don't prefer to hang around mist camp or even Dementlieu in some cases, and it's because they don't like that style of RP. Forcing people to linger in those locations won't solve the underlying problem.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: remnar on September 20, 2022, 11:42:30 AM
It's a con for sure, but I don't think it's that major of a con.  Maybe I believe too strongly that if someone wishes to do something or go to something, they should prepare as I do and pre-position especially if they think they will not be able to get there on time if they didn't.

I do agree that this change does seem a little quality of life limiting and that perhaps there is a better way around it.  Seems at the moment to be a stop gap while they view how the situation develops both with the mist wall and with RPXP in Barovia.  I'm sure the team had discussed many different solutions.  This is a wait and see type of moment and from my perspective (and yes I did travel quite often between the zones at night) it'll certainly be something to work around.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Zyemeth on September 20, 2022, 11:48:58 AM
If the mist wall is time gated why not just remove the elixir mechanic entirely?
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: myrddraal on September 20, 2022, 11:50:42 AM
The only groups that are really shafted out of those are dwarves and drain folks.  If elves want to be with elves, there is Sithicus.  Garda could transfer to VoB- when Krezk is open I usually see Vallaki guards there, Vardo..I don’t see why they couldn’t have a branch in vob made?  Granted I have never played RVT so I don’t know their lore intimately.  But if they have a port, krezk, Vallaki branch, idk why VoB is far fetched.  Even Drain folks could go to Ghastria or Blaustein though so really I think it’s more just dwarves who don’t have a different place to go.

Imo all this change will do is further isolate Rp to Vallaki.

At this time there is no VoB garda and Krezk was open only for a week, likely won't be open until a DM has such a plot in the future and will be open only for a similar period of time.

Garda specifically are a lot more of a niche example since they’re for the most part low levels anyway, hence the bounty board existing.  There are maybe what like, 2 guards that will even be impacted?

Like the an added RVT base, there isn’t any reason that one of the buildings couldn’t be made into a barracks, there’s plenty of empty / unused space.  If there was an actual incentive for people to go there (like minor regression like I mentioned) people would do it.  Everyone?  No, but enough people to actually spread Rp around more than just vallaki, port and the mist camp.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Skelni on September 20, 2022, 11:53:20 AM
If the mist wall is time gated why not just remove the elixir mechanic entirely?

Sort of what I was thinking in the end.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: APorg on September 20, 2022, 11:59:11 AM
It's a con for sure, but I don't think it's that major of a con.  Maybe I believe too strongly that if someone wishes to do something or go to something, they should prepare as I do and pre-position especially if they think they will not be able to get there on time if they didn't.

I disagree, I think this is the most significant area where this change is in conflict of PotM's philosophy. (And I stress: I am making this particular point about design goals, not player convenience; that's a separate balancing act.)

We want to encourage events. Events are good. They entertain a lot of players, and help both players and DMs employ their time more effectively. Events are a RP force multiplier. Random footfall from new or usually uninvolved PCs is critical to driving that force multiplier. Think of all the new connections you've made in your RP because of events.

This change will discourage people from attending some events. That's an incontestable fact, it's the direct consequence of the object of this change. I'm not being dramatic or out of proportion here. I'm not saying "PotM will be ruined forever". I'm saying, events are a RP force multiplier sweet spot and this is where the change will be felt in terms that the Dev team will or should care about.

So yes. Wait and see. But watch that space in particular.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: EO on September 20, 2022, 12:02:59 PM
What is being blown out of proportion? We can have a debate about whether the pros of this change will outweigh the cons. But the effect on events will be a con, and trying to dismiss it because you don't think it will have an effect on you is a little... well... dismissive.

We are well aware of the impact it will have on part of the player population, but it's very much intentional. We haven't brought back RP XP to encourage high levels who dungeon frequently to set up their base of operations in Western Barovia, rather we've done it to support those who do want to spend all or most of their time there.

It's essentially a compromise to let people who truly are dedicated to Western Barovia and want to spend their time there progress, while at the same time discouraging others from interfering in the affairs of Western Barovia.

And to achieve that, we must make it harder to both adventure in high level areas, where someone gains a distinct advantage over those who stay in Western Barovia, and have a constant steady base of operations in Western Barovia. This change, hopefully, will be enough to achieve that, but if not, others will follow to make it less convenient, not more.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: MAB77 on September 20, 2022, 12:05:27 PM
If the mist wall is time gated why not just remove the elixir mechanic entirely?

Because the fog surrounding the Village of Barovia and the Vistani elixirs are iconic features of Barovia.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: William Roberts on September 20, 2022, 12:33:24 PM
We are well aware of the impact it will have on part of the player population, but it's very much intentional. We haven't brought back RP XP to encourage high levels who dungeon frequently to set up their base of operations in Western Barovia, rather we've done it to support those who do want to spend all or most of their time there.

It's essentially a compromise to let people who truly are dedicated to Western Barovia and want to spend their time there progress, while at the same time discouraging others from interfering in the affairs of Western Barovia.

And to achieve that, we must make it harder to both adventure in high level areas, where someone gains a distinct advantage over those who stay in Western Barovia, and have a constant steady base of operations in Western Barovia. This change, hopefully, will be enough to achieve that, but if not, others will follow to make it less convenient, not more.

Seems entirely reasonable to me--much better than an outright ban of high levels, for example.

I also understand that it is sometimes necessary even for dedicated RPers to have to tear from one side of the server to the other for an event, but much of the time this has also seemed a bit immersion breaking and in cases disruptive of RP. If a PC is essential for a certain event, it's seldom difficult to plan accordingly.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: cheese tornado on September 20, 2022, 12:51:05 PM
Quote
We haven't brought back RP XP to encourage high levels who dungeon frequently to set up their base of operations in Western Barovia, rather we've done it to support those who do want to spend all or most of their time there.
If the goal is to reward and applaud RP and progress to those dedicated to Western Barovia, would it be possible for a system to record how long certain characters remain in Western Barovia, then have them start earning RP Exp after that time has expired? A couple of characters come to mind who are well above the current level cut off, but remain dedicated to the region, for faction reason or otherwise. Could say something like, if your character is active in western Barovia for about a week, you start earning RP Exp again? Of course this might be entirely too difficult to script. I'm mostly in favor of the change, I think I agree with FinalHeaven that the travel situation will just become more tedious, though I suspect it won't have too much impact of who comes or goes in western Barovia. People who attend events should know by now that planning ahead and moving your character into position before events start it somewhat crucial, and now, yes, you may miss out if you're not forward-thinking. Small price to pay IMO.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: APorg on September 20, 2022, 12:59:31 PM
We are well aware of the impact it will have on part of the player population, but it's very much intentional.

Understood, EO. My point there was simply that it shouldn't be dismissed.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Hemolymph on September 20, 2022, 01:16:56 PM
RPXP in Barovia is cool. Good addition, good job devs!

As for the travel restrictions, I have some opinions.
One of the parts of the module that most messes with my immersion is that you can get from the southern peaks of Barovia to the far-off west of Dementlieu in like, 10-15 minutes or less. I don't play characters that travel often because travel feels so weightless, like taking a taxi through the gothic woods. Obviously I get that this is a player convenience thing, and in practice its useful for crafters and all kinds of people that don't wanna waste time. Still though, maybe these changes will bring that aspect for forethought and preparation.

As for the events - yeah, we run events in Barovia we usually start them off at 6 AM to respect the Old Night and all that. Like cheesetornado said...
People who attend events should know by now that planning ahead and moving your character into position before events start it somewhat crucial, and now, yes, you may miss out if you're not forward-thinking. Small price to pay IMO.
If people can't travel to Barovia the night before the event, then they'll either miss it or have to plan out their travels beforehand and save their characters past the mist wall. Maybe not being able to make it to two events in two different parts of the world should be taken as IC?

I like the direction of making it harder; we'll see if it's a meaningful sort of hard or just an inconvenience we're anxious to do away with.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Voclain on September 20, 2022, 01:25:46 PM
Quote
We haven't brought back RP XP to encourage high levels who dungeon frequently to set up their base of operations in Western Barovia, rather we've done it to support those who do want to spend all or most of their time there.
yes, you may miss out if you're not forward-thinking. Small price to pay IMO.

This echoed argument is ill-conceived. Not all events are made known weeks in advance. DM events in particular are almost always spontaneously occurring.

This change may prevent Port players from running all the way to Barovia to investigate random avalanches, which may be a nice side effect atleast.

The server needs to primarily address quality of life regardless. We're a roleplay server where fictional characters suffer, not a real-life movement to make it harder for people to find enjoyment in general. I'm someone who doesn't even have many real-life obligations and I often find my time strained playing on this server even so. So why must we insist on making that unaddressed problem even worse? I absolutely abhor mist camp and Dementlieu roleplay, and being trapped in either place will quite simply be a motivator for me to log off or find an alt that still has friends to play with in Barovia. I'm not alone in that. It's like an extension of curfew which also had a detrimental effect on players due to massively immersion-breaking limitations (e.g. scared Barovians walking out at night to tell other people to be scared, MPCs enforcing curfew so they can't have a meal, etc).

I'd much rather see a mechanic that entirely prevents 14+ characters in western Barovia from resting outside of inn rooms than this change. Wherever it should go, these sorts of changes should start small and grow from there. From my experience, once changes like this are implemented, there's no going back until years down the line. We have tons of precedent by now to know better.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: cooachlyfe on September 20, 2022, 01:30:00 PM
I like the change overall, doesn't really affect me as I just meme around as a level 20 wiz. But! As I mentioned in the discord, I think maybe you should open up midways in Barovia like the one near the dwarf city or the one near the bunkhouse on Mt Baratak so players have some sort of workaround when it is night.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: ThatOneGeneralGuy on September 20, 2022, 01:48:03 PM
I think this is a very good change.  Rewarding roleplay, even with minor RPXP, in western Barovia (a main roleplay hub) is, I feel, a very good thing.

+1, simple as that.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Zyemeth on September 20, 2022, 02:04:29 PM
If it's believed to be an important lore piece then a better change would be to implement the elixirs in some meaningful way except as an item used for one very specific circumstance that only serves as a minor inconvenience. Maybe make it so that mist-walking at all requires a tonic. The elixir has next to no relevance as it stands. It's just a 5gp placeholder for a key that only works to a singular door.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: RedMoney on September 20, 2022, 02:21:32 PM
+1 to the mistways being open Western Barovia.

I don't think this is going to be as big of a deal as people think.  I already wait for daytime for the ferry or just don't go to Vallaki in winter. I also have a 100% success rate for getting DMs to poof me to player run events. 

Massively unpopular opinion on my end: I think adding RP XP back for high level characters is a bad idea.  The CR of the area and social challenges doesn't support growth for high level characters, especially when even hunting down an AMPC is trivial.  Most AMPCs I am aware of build around lvl 16+ characters being a constant threat and that simply shouldn't be the case IMHO.  I'd be more towards all RP XP falling off at higher levels to be honest.

 By level 16 your character is a legend and should be putting themselves to insane trials in order to grow. The fact that people are saying "my rp is devalued" is spot on and how it should be. The monsters that people kill also give diminished returns, so should RP IMHO, even if it means doing minor RP progression across the entire module for high levels across the board.



Ultimately though, with out an alternative to Vallaki MC and Port for an RP hub we won't see the changes to the behavior.  I'd love to play in VoB personally, or Sithicus, but there's no one hanging out there.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: cheese tornado on September 20, 2022, 02:27:23 PM
Quote
We haven't brought back RP XP to encourage high levels who dungeon frequently to set up their base of operations in Western Barovia, rather we've done it to support those who do want to spend all or most of their time there.
yes, you may miss out if you're not forward-thinking. Small price to pay IMO.

This echoed argument is ill-conceived. Not all events are made known weeks in advance. DM events in particular are almost always spontaneously occurring.
It isn't ill-conceived at all. It's entirely well conceived. I was referring more about advertised player events, no character should be running off once they hear about a DM interaction unfolding somewhere. 95% of people miss out on spontaneous DM events so there is zero change to the current circumstance. And you don't need weeks to move your character into position for a poetry class in the White Lily with 4 days notice. Or a night at the Gaping Wound with less. You need less 15 minutes to make the walk to Vallaki from the Tser Pool (11 minutes on haste from Tser Pool to Ladys Rest, no ferry, at least with my load times), if you're unlucky enough to be caught at night time, (lets say hour 18) then you've got 72 minutes to wait until dawn. It's not the end of the world, you'll just have to wait.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Zyemeth on September 20, 2022, 02:27:45 PM
Alternative take. Do like Cormyr and require a percentage of every level as RP XP. Make it so that dungeons and Mist Camp offer zero rp xp and so it requires players to actually travel to places in the module to roleplay and progress the characters instead of macro-emoting or emoting fart noises as they dungeon.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: William Roberts on September 20, 2022, 02:29:19 PM
[Not all events are made known weeks in advance. DM events in particular are almost always spontaneously occurring.

This change may prevent Port players from running all the way to Barovia to investigate random avalanches, which may be nice side effect atleast.

Not just random avalanches but in general I think that this would be a good thing, no? The constraint is on going from the high-level to the low-level area. Making it harder for those who spend a good chunk of time in the high-level area to tear back for spontaneous DM events in the low-level area is desirable IMO. It certainly makes it easier for DMs to balance and manage them.

Quote
I'd much rather see a mechanic that entirely prevents 14+ characters in western Barovia from resting outside of inn rooms than this change. Wherever it should go, these sorts of changes should start small and grow from there. From my experience, once changes like this are implemented, there's no going back until years down the line. We have tons of precedent by now to know better.

This seems like a very small change to me. Players have already had to plan around the ferry stopping, and the awarding of XP for being in the low-level area offsets some of the inconvenience of the change.

It's a solid attempt at solving a player complaint while trying to reinforce the designers' wishes (and, for that matter, some player wishes as well).
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Itikar on September 20, 2022, 02:30:10 PM
My only concern is related to events which will be understandably harder to take part in for interested players.

That said, nothing prevents anybody from using a lower level alt in Western Barovia to attend the event, but that is really not the same as coming with one's established character for whatever reason.

With that exception I think this is indeed a good change. Perhaps something to allow event organizers to set up easier travel for a limited number of hours and/or with DM assistance could minimize these disruptions and keep the overall spirit and benefit of the change.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Voclain on September 20, 2022, 02:53:20 PM
This seems like a very small change to me. Players have already had to plan around the ferry stopping

For all the people saying it's a small change, let's put it this way.

Forcing anybody to wait for an hour and 12 minutes for just about anything in life is NOT a very small change. Consider waiting an hour longer on hold for your calls. An hour longer to get food. An hour longer to get a cab. It's absurd. If you 'already wait until daytime anyways', good for you, but you're not everybody else who's working with constraints. We don't need to make the server harder purely because of people's apathy.

On another note, I personally also don't play characters that have 10 million gold in the bank. Paying for the ferry is a luxury not everyone can afford. Especially for low levels, everyone's committed to running, not taking that boat ride. Especially when you consider you pay 2.5x as much as a Vistani carriage to save 5 minutes of walking.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: DM Brimstone on September 20, 2022, 03:25:31 PM
If it's believed to be an important lore piece then a better change would be to implement the elixirs in some meaningful way except as an item used for one very specific circumstance that only serves as a minor inconvenience. Maybe make it so that mist-walking at all requires a tonic. The elixir has next to no relevance as it stands. It's just a 5gp placeholder for a key that only works to a singular door.

I don’t want to give any spoilers so I’ll try to remain vague: The canon use for the elixir isn’t related to navigating all mists and it has a specific purpose, is useful only for a specific location, and exists within those constructs for lore-related reasons. Could be something cool to discover in-character for PCs at some point possibly!
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Death on September 20, 2022, 04:41:35 PM
I see alot of people seem to also raise concerns about the timing for arrival at player run events and DM events.

The majority of player-run events I have seen, have been announced weeks and weeks in advance before they occur on the forums and in-game. DM events, or events that are being shouted for by DMs, I have been able to receive teleports to many times over. DMs are not unreasonable about this, they're nice and they want people to be able to get to these things, in my experience.

If you're able to see an event you want to do, I don't see why you couldn't plan ahead of time and try to get there a day or two days in advance? I don't have insight into how busy people's schedules are, but there has to be some time available for people to do this. It isn't ideal of course, but it is a way you can work around this until a better implementation is figured out. If it does come.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: FinalHeaven on September 20, 2022, 05:01:17 PM
To be honest while the affect the change might have on events may be tedious it also sort of seems to be promoting the exact sort of behavior the change is meant to be for.  Player Events are almost always advertised far in advance, getting to Barovia and setting yourself up for a few days of RP there before the event as opposed to trying to Haste-run from Tser Pool to Vallaki 5 minutes before seems to be the point of limiting Night Travel, at least tangentially.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Maffa on September 20, 2022, 05:14:04 PM
for events people thing the issue is the gran tournoi, or perfomed presentations, or theatre nights.

If i have a slow day in Mist camp id like to run to the aster if it's open. same for the Lilithu, or Le chat. Id love to be where there is stuff going on.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: strangerinthealps on September 20, 2022, 05:52:25 PM
The majority of player-run events I have seen, have been announced weeks and weeks in advance before they occur on the forums and in-game. DM events, or events that are being shouted for by DMs, I have been able to receive teleports to many times over. DMs are not unreasonable about this, they're nice and they want people to be able to get to these things, in my experience.

So you can request DMs to teleport you to events?

I would have never thought to ask...

Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Death on September 20, 2022, 05:53:55 PM
Yes, they can! I've been teleported a few times to events in Port and one DM event that was a one-shot.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: tanikozo on September 20, 2022, 07:40:59 PM

The only groups that are really shafted out of those are dwarves and drain folks.  If elves want to be with elves, there is Sithicus.  Garda could transfer to VoB- when Krezk is open I usually see Vallaki guards there, Vardo..I don’t see why they couldn’t have a branch in vob made?  Granted I have never played RVT so I don’t know their lore intimately.  But if they have a port, krezk, Vallaki branch, idk why VoB is far fetched.  Even Drain folks could go to Ghastria or Blaustein though so really I think it’s more just dwarves who don’t have a different place to go.

Imo all this change will do is further isolate Rp to Vallaki.

Garda transferring to VoB/Krezk wouldn't make RP sense. Barovia, even if ruled from above by an all-powerful tyrant, is a relatively fractured feudal domain where it is not unheard of Burgomasters feuding between themselves (see: War of the Copper Knives). In essence, the Vallaki Garda PCs and NPCs alike are not Barovia's police, they are Vallaki's police. Garda PCs were seen in Krezk due to certain valid IC reasons for them to be there and it was an exception of a rule, rather than something that is usually allowed. On the OOC side of things, if the Garda faction were to be whisked off to somewhere else - you'd have no one to do law enforcement RP in Vallaki as well as enforce the setting's xenophobia and unjust laws to the new players.

As for the Vardo, VoB is a terrible place canon wise for a criminal syndicate. It is the closest settlement to Castle Ravenloft, under the close scrutiny of the Count. There simply isn't much to do there as well for a merchant/criminal faction, considering VoB is a small and gloomy rundown village. Besides, the Team has made it clear in the past that they do not intend to make VoB viable as a hub for IC reasons.

The Drain is supposed to not only be a hangout for seedy types, it is shelter for outcasts, many of whom are actually Barovian, even though their appearance is shunned by the populace. Ghastria and Blaustein are also not good hubs, the two made in mind to be dungeon domains.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: EarlofEtheria on September 20, 2022, 07:43:58 PM
New meta, logging out just across the mist wall. Log in do whatever you want. I see the purpose of the changes, though I can be cynical sometimes. I see two primary things occuring:

1. Low levels getting trapped away from Vallaki's side of Barovia.
Understandably, there's a reasonable assumption for ignorance from those new to the server who have never seen these mechanics before. Perhaps they had plans with other players, and don't feel independant enough with NWN to find a good time yet.

2. Those preferring to traverse the Road with utmost speed, may feel increased pressure to do so with even more vigour and impatience towards roleplay until at destination.

Suggestions and other Critique:

Dusk is a poor time for a cut off mechanically, there will be high levels squeeking through and landing into the dead of the old night during travel, they will have nothing to do but be outside when MPCs are trying to tell stories. 2~3pm is likely a healthier time to limit the sale of elixirs, but perhaps those purchased should still function until dusk for theme?  Elixirs could also be sold earlier than dawn, ~4am, the natural traveling time should help keep people from bumping into night lurkers.

I also think a guaranteed entry portal on login, towards West Barovia's side of the mist wall would alleviate concerns from players with limited play hours and events to attend. The Tzer Pool's saved location could also be moved to the west side of the mist wall. Players logging in could then decide where to spend their time (importantly, making the choice to be locked out during the night, rather than schedule happenstance).
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: KovosDatch on September 20, 2022, 08:52:24 PM
I am happy to see this change. Thank you Devs.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Day Old Bread on September 20, 2022, 08:56:14 PM
I'm intrigued. I can't say whether I fully support or hate the idea. I'm typically of the mind that when I want to go, I want to go, but my travel between realms is infrequent at best.  My gut tells me this will be a positive change and I'm hoping it'll support those Barovian based RPers who aren't frequenting dungeons.

Happy to be the Guinee Pig.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Favee on September 20, 2022, 09:12:45 PM
If you're playing a character that isn't Barovia based and last minute haste rushing to events / DM goings on... Maybe just relax and let it happen?

Let Barovia be Barovia, rather than the front porch of the Mist Camp.  This change is for characters that are established and homebound in Barovia.  Not for the worldwide PCs.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: noah25 on September 20, 2022, 09:50:09 PM
Quote
However, to balance this change, we will make it a bit less convenient to travel between Western Barovia and the high level zones. What we really want to avoid is high levels that use Western Barovia as their casual hangout while going on intense dungeon runs far away, so by making back-and-forth travel harder, we hope to limit that whilst not impacting high-levelled characters that reside in West Barovia full time.

Firstly, the Vistani at the Tser Pool will now only sell their elixirs during the daytime and you will be required to consume the elixir on the spot. Secondly, the effect of the elixir will only last until dusk. While this deviates a bit from the official canon description, we find that the approach will generally lend itself well to the setting themes and lore.

I'd like to come back to this point specifically.

I like this idea. Personally, I dont care if they get rpxp out there but I wouldn't mind the mists being navigated one way only (with the exception of post NCE) where you can go to VOB from valliki freely but the only way is back through the mists and or maybe a caravan option that only appears at random intervals so its not reliable and cant be used for fast transport. You swear up and down your level 20 must be in valliki for their story, fine. Commit to staying out there longer than killing an MPC or flooding the low level area with addy.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Zyemeth on September 20, 2022, 09:53:18 PM
If it's believed to be an important lore piece then a better change would be to implement the elixirs in some meaningful way except as an item used for one very specific circumstance that only serves as a minor inconvenience. Maybe make it so that mist-walking at all requires a tonic. The elixir has next to no relevance as it stands. It's just a 5gp placeholder for a key that only works to a singular door.

I don’t want to give any spoilers so I’ll try to remain vague: The canon use for the elixir isn’t related to navigating all mists and it has a specific purpose, is useful only for a specific location, and exists within those constructs for lore-related reasons. Could be something cool to discover in-character for PCs at some point possibly!
I likely would if it was ever of any consequence or IC interest enough for my character to seek that out is the thing. And maybe make the elixir cost like 500gp and be required going both ways through the wall. Deter high levels sure but also reduce the amount of level 2 characters running straight to MC.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: cheese tornado on September 20, 2022, 10:10:59 PM
Deter high levels sure but also reduce the amount of level 2 characters running straight to MC.
I like this.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: cooachlyfe on September 20, 2022, 10:48:58 PM
Deter high levels sure but also reduce the amount of level 2 characters running straight to MC.
I like this.
+1 as well, unless of course character is going to stay in Dementlieu. But yes, seen way too many level 2 alt hoping to sneak their way into a group in mist camp which is also extremely jarring
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: William Roberts on September 20, 2022, 11:29:43 PM

For all the people saying it's a small change, let's put it this way.

Forcing anybody to wait for an hour and 12 minutes for just about anything in life is NOT a very small change.

I meant small change in the sense of how you appeared to be using it. That is, you wrote:

Quote
these sorts of changes should start small and grow from there.

In other words, we're talking about a change to a single feature of an immensely complex persistent world. The examples you gave in response are things like getting food, which would be more comparable to the Devs boosting the time between allowed rests by a real-life hour.

A PC can do all sorts of other things rather than wait for the caravan and can avoid waiting at all by arriving during the designated time. To use your own example, you do have to wait for food much more than an hour if you show up at a restaurant when it's closed.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Voclain on September 21, 2022, 12:02:07 AM
Quote
To use your own example, you do have to wait for food much more than an hour if you show up at a restaurant when it's closed.

To also use my example, we must now assume the restaraunt will only be open every other hour and closed every hour in-between.  :lol:

In the case of my examples, there are some characters who absolutely do make frequent trips in-between Tser and Vallaki. This is very much the case for lower levels as well. While I gave examples of things where you add an hour to something frequent like eating a meal, I also gave the infrequent example of being put on hold for a phonecall. I'm sure everyone here can agree that even a ten minute hold is aggravating. It all goes to say: there's a lot of variance in this server's playerbase. Some people frequent that mist barrier quite a lot, some not at all. Just because some people don't at all doesn't mean we should disregard the people who do.

In the end, I'll always be a proponent of reducing OOC stress, especially over scheduling. It's why we play games.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Disorder on September 21, 2022, 06:45:46 AM
*Redacted* I've misread the initial post
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Rocket on September 21, 2022, 07:05:14 AM
Make it so that dungeons and Mist Camp offer zero rp xp and so it requires players to actually travel to places in the module to roleplay and progress the characters instead of macro-emoting or emoting fart noises as they dungeon.
This is possibly, a good idea.
Has problems and issues many would not like.
Its more of an extreme solution.
Only siths deal in absolutes.

It won't happen, but it has the goal in mind im in favor of.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Death on September 21, 2022, 01:27:16 PM
I think if you see macro-emoting and fart emotes, this is immersion breaking and should be reported. I don't see a point in having to punish everyone.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: APorg on September 21, 2022, 02:13:25 PM
Yeah, the point about waiting an hour at a restaurant when it's closed is a little off, most restaurants don't operate on 72 minute open/closed cycles. :P And if I showed up at a restaurant and was told I'd have to wait an hour before being seated, I'd probably leave. Or log off, if you will.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Anarcoplayba on September 21, 2022, 02:31:45 PM
I am very late on this, but:

1) I think that the RPXP tick, even minor, is a good change. The main benefit from my point of view is allowing the CP cap to come down faster.

2) The changes in travelling are good. I fear only that they may not be enough to disencourage higher levels to solo and locust-swarm low level content.

Anyway, the initiative is very welcome.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: strangerinthealps on September 21, 2022, 03:19:56 PM
I think if you see macro-emoting and fart emotes, this is immersion breaking and should be reported. I don't see a point in having to punish everyone.

What is wrong with macro-emoting? How is it inherently narrative breaking?

What is wrong with fart emotes, so long as the character is someone who would fart, and is farting in character?
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: FinalHeaven on September 21, 2022, 03:45:26 PM
I think if you see macro-emoting and fart emotes, this is immersion breaking and should be reported. I don't see a point in having to punish everyone.

What is wrong with fart emotes, so long as the character is someone who would fart, and is farting in character?
Absolutely nothing, keep them coming.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: William Roberts on September 21, 2022, 03:53:26 PM
Yeah, the point about waiting an hour at a restaurant when it's closed is a little off, most restaurants don't operate on 72 minute open/closed cycles. :P And if I showed up at a restaurant and was told I'd have to wait an hour before being seated, I'd probably leave. Or log off, if you will.

The point being debated was the scale of the change.

In arguing that this was a big change, the other poster made an analogy to always having to wait over an hour to eat. That would be like having to wait over an hour every time you wanted to log in. (Big change.)

Restricting the in-game hours that the elixir is available, however is akin to a restaurant having a scheduled closing. You can eat elsewhere--do one of the very many other things on the server--or you can time your arrival for when the restaurant opens. (Small change.)

I do think you can see the clear difference.

As for farting emotes, what's wrong with them is the Devs have yet to implement a good visual representation.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Death on September 21, 2022, 06:12:09 PM
I think if you see macro-emoting and fart emotes, this is immersion breaking and should be reported. I don't see a point in having to punish everyone.

What is wrong with macro-emoting? How is it inherently narrative breaking?

What is wrong with fart emotes, so long as the character is someone who would fart, and is farting in character?

So what I think what Zyemeth was talking about, was people just blasting out farts in the middle of a dungeon and doing other random silly stuff that wouldn't make sense for the setting or scene. I think it's pretty easy to tell when this is, especially with how the player might handle this. It's easy to tell the distinction. It's not respectful to the setting when players do this.

For example, lets say someone walks into the mist camp and just decided to fart out the 'barovian national anthem' for the laughs versus a character who legitamately just rps themselves as being really gross and crude. But this isn't about policing people's rp, my point is if you see someone being what you think is immersion breaking and disruptive it should be reported, versus removing an entire portion of rp xp from the module, which is something I certainly wouldn't think fair for the majority.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Haven Dee'pockets on September 21, 2022, 06:50:23 PM
I too think this would be a great change. My highest level as most people know is Haven and shes above XP in Barovia. The only thing I do there is RP with the new Halflings and make little RP deals and add flavor.

If the big bad Vampires come swarming in I make sure that the lower levels are the ones handling it. I do not overly look to interfere. I just like being a little Vistani Camp greeter sometimes for the newly misted!

So I totally think this is a welcome change to many people! And even the Elixer sellers have to sleep sometime! Im surprised Priestess Liz doesnt get more rest then she does, expended all those spells over and over!
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: myrddraal on September 21, 2022, 06:55:40 PM
Make it so that dungeons and Mist Camp offer zero rp xp and so it requires players to actually travel to places in the module to roleplay and progress the characters instead of macro-emoting or emoting fart noises as they dungeon.
This is possibly, a good idea.
Has problems and issues many would not like.
Its more of an extreme solution.
Only siths deal in absolutes.

It won't happen, but it has the goal in mind im in favor of.

I disagree with this being a good idea at all.  People SHOULD be roleplaying in dungeons. "Hey check this out" for lore spots. "Huh, book on X on the shelves.."  "Look out, trap here."  Beyond the pure functionality of the conversation working through a dungeon, formulating plans, spotting traps etc, finding lore dumps for the sake of ooc knowledge, it is also a good chance to RP.  Especially in scenarios where a DM comes in and further highlights the dungeon for those players.  Mist camp is also a place where most people, regardless of their origin, can meet new people, talk about their adventures, etc.  If you're banished from Vallaki and dont want to be a port char, mist camp is your home basically.  It would be better to address the bad apples just "emoting fart noises and spamming marcros."
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: remnar on September 21, 2022, 07:10:49 PM
I feel like talking about REMOVING rpxp from areas is beyond the scope of this thread...

and also pointless and unnecessary.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Death on September 21, 2022, 09:17:11 PM
I feel like talking about REMOVING rpxp from areas is beyond the scope of this thread...

and also pointless and unnecessary.

Yes
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Wu Tang Dan on September 21, 2022, 09:22:58 PM
Great change. I was always of the opinion that RP XP should be given in at least some areas in West Borovia.

However, the concerns mentioned by others above about real-life time limitations and not wanting to waste precious RP time waiting for an NPCS are valid.

I have a suggestion that may seem a bit extreme, but for some reason it works in my head:

Have the Vistani only sell one potion every 24 real life hours (more or less, exact number can be decided by the team). And the PC must drink it at the spot.

Other NPCS, such as Liz in the Morninglord Sanctuary, already have a "real time clock" limit with their services, so I am assuming this shouldn't be too difficult on the dev side.

This solution, in my opinion, makes travel between West Barovia and the rest of the world more difficult and less trivial, but it also allows a player to plan his RP sessions ahead of time and not rely on the game clock and unfortunate log in times.

I think having some form of cooldown would be preferable over only being able to buy it at certain times of in-game day.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Rocket on September 22, 2022, 02:07:58 AM
Make it so that dungeons and Mist Camp offer zero rp xp and so it requires players to actually travel to places in the module to roleplay and progress the characters instead of macro-emoting or emoting fart noises as they dungeon.
This is possibly, a good idea.
Has problems and issues many would not like.
Its more of an extreme solution.
Only siths deal in absolutes.

It won't happen, but it has the goal in mind im in favor of.

I disagree with this being a good idea at all.  People SHOULD be roleplaying in dungeons. "Hey check this out" for lore spots. "Huh, book on X on the shelves.."  "Look out, trap here."  Beyond the pure functionality of the conversation working through a dungeon, formulating plans, spotting traps etc, finding lore dumps for the sake of ooc knowledge, it is also a good chance to RP.  Especially in scenarios where a DM comes in and further highlights the dungeon for those players.  Mist camp is also a place where most people, regardless of their origin, can meet new people, talk about their adventures, etc.  If you're banished from Vallaki and dont want to be a port char, mist camp is your home basically.  It would be better to address the bad apples just "emoting fart noises and spamming marcros."

I would consider a change like this temporary. It would be like a punishment to the playerbase, letting people know we do not appreciate the behavior. We are stunting your XP growth until you make an effort to RP.
Then within like a month or 2, they would revert the changes and say something along the lines we hope you have learned your lesson, we hope not see such behavior again.
(no, this will never happen nor should it really, its more of a dream)
In fact, this could be a singular punishment to individuals caught breaking RP immersion! haha
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: RickDeckard on September 22, 2022, 02:28:04 AM
1. RP XP tick increase is good.

2. I am opposed to the traveling restrictions made as a compromise, I don't see why POTM has to always have some sort of debuff on something. Making people wait IRL time with those who have a time crunch isn't very fair, especially from those who do not live in the dominant timezone of the server and already spend days waiting for their time schedule to align with the active playertimes. I know for me sleeping in by one extra hour can be the difference between accessing peak time roleplay or not, and having an artificial wait time isn't exactly music to my ears as an Australian who works and has other commitments.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Siobhan on September 22, 2022, 02:46:48 AM
RP xp for all is great. Each zone in the server fosters different communities of characters - there is only one Drain. one Degannwy, etc. Very glad to see those areas back on the xp tick cycle.

I wouldn’t mind tying the mist wall passage to the day/night cycle if there was a reliable way for people outside the client to know what time it is. But since it is so unpredictable given server resets and difficult to keep track of given the longer than an hour cycle, that’s not possible. It will be really discouraging to people stuck on the wrong side by accident, and find that they can’t do the RP they planned.

And how often have players accidentally stepped through the wrong spawn point when logging in and been halfway across the server when they have an event or an RP appointment? I know I’ve done it a bunch, and then did the “whoops please wait” pm to the other player. This change would mean I would have to cancel, since having someone wait over an hour is no longer just being late.

I think having an internal cool down for how many elixirs a character can use in a day would be a cleaner solution IC - these elixirs can’t be good for you. Maybe if you take two in a IRL day (24 hour period) then the second one fails? That way, the vendor doesn’t need to change and it’s all about how the elixir is applied.

TL;DR scheduling is the true dark lord of PotM. Anything that makes meeting for RP unpredictably impossible is :(
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Knight of Rhodes on September 22, 2022, 04:22:51 AM
RP xp for all is great. Each zone in the server fosters different communities of characters - there is only one Drain. one Degannwy, etc. Very glad to see those areas back on the xp tick cycle.

I wouldn’t mind tying the mist wall passage to the day/night cycle if there was a reliable way for people outside the client to know what time it is. But since it is so unpredictable given server resets and difficult to keep track of given the longer than an hour cycle, that’s not possible. It will be really discouraging to people stuck on the wrong side by accident, and find that they can’t do the RP they planned.

And how often have players accidentally stepped through the wrong spawn point when logging in and been halfway across the server when they have an event or an RP appointment? I know I’ve done it a bunch, and then did the “whoops please wait” pm to the other player. This change would mean I would have to cancel, since having someone wait over an hour is no longer just being late.

I think having an internal cool down for how many elixirs a character can use in a day would be a cleaner solution IC - these elixirs can’t be good for you. Maybe if you take two in a IRL day (24 hour period) then the second one fails? That way, the vendor doesn’t need to change and it’s all about how the elixir is applied.

TL;DR scheduling is the true dark lord of PotM. Anything that makes meeting for RP unpredictably impossible is :(


I support and echo nearly every sentiment here.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: konssaml on September 22, 2022, 07:47:21 AM
I think if you see macro-emoting and fart emotes, this is immersion breaking and should be reported. I don't see a point in having to punish everyone.

What is wrong with macro-emoting? How is it inherently narrative breaking?

What is wrong with fart emotes, so long as the character is someone who would fart, and is farting in character?

This has been mentioned a few times in this post and now I wonder if there is a rule or something prohibiting it?
I don't mind it as long as it's done properly and it doesn't break my immersion as it's something our body does naturally but people keep mentioning like it's a huge offense.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Holgard on September 22, 2022, 08:18:39 AM
I think if you see macro-emoting and fart emotes, this is immersion breaking and should be reported. I don't see a point in having to punish everyone.

What is wrong with macro-emoting? How is it inherently narrative breaking?

What is wrong with fart emotes, so long as the character is someone who would fart, and is farting in character?

This has been mentioned a few times in this post and now I wonder if there is a rule or something prohibiting it?
I don't mind it as long as it's done properly and it doesn't break my immersion as it's something our body does naturally but people keep mentioning like it's a huge offense.

I'm willing to gamble money that people are not speaking about someone emoting it because it's natural and part of a character. And more about it being a ridiculous gag that detracts from the Gothic horror setting.

There is a significant uncomparable difference between:

a.) *Coughs, accidentally farting* Oops.

And

b.) Gets cut down by a vampire. *farts*

I've experienced this a lot on my AMPCs, where someone attacks me and gets defeated, they write stupid gags that detract from the tension and drama from everyone and ultimately harms the scene.

I also see it a lot from trolls that come on, pretending to be mole men, characters from Disney movies, Shrek, Among Us characters. These are the type of characters I often see role-playing like that, and I'm sure if you saw someone try to roleplay a Mouse and act like that it'd break your immersion too.

Maybe you can role-play flatulence with tact, or you know people who can and it contributes a lot to your experience, but I've never had a single positive experience with it.

This however is highly off topic so we should try to get back to it. I think the change is good, I play mainly characters that remain only in Barovia, I have one that never leaves except once a week so the Vistani change doesn't affect me, I can't talk on that.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: MAB77 on September 22, 2022, 08:26:43 AM
There are no rules against emoting a fart or even to act obnoxiously in-character, but to a limit. Common sense is required here not to be disruptive to the roleplay of others. Holgard 's post is spot on.

There is no punishment involved in this change. So it's nightfall and you can't go to western Barovia? There's plenty to do in Eastern Barovia or other domains regardless if you prefer roleplay or dungeonning. It's really a non-issue. I'd add that, thanks to CosmicRay's efforts, some of the Eastern Barovia content is being revamped to make it more interesting to mid-level players. There are always good reasons not to return to Vallaki.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Rocket on September 22, 2022, 08:39:38 AM
I appreciate the minor RP XP gains all around change. This will hopefully encourage the higher level bringing RP to low level that I have desired myself.

I do myself and like others, hold concern over the night time embargo on travel from East to West barovia.
Yea, when you have a personal real life schedule busy as hell, it can mean making it to events or seeing people you would like difficult.

If this is to stick, then it might mean players will be encourage to stick to an area versus traveling simply out of inconvenience, and less so because of what feels like a choice.

I feel like this change moreso harms the players with less time to play.
While the players that tend towards monotonous dungeon grinding with lots of time on their hands are hardly affected.
They can easily bend their play direction to fit in line with traveling through the pass at day break.
--------
I think a 12 to 24 hour timer on mist elixir use, or increasing the cost by character level could be another consideration.
If the cost increases, then players will be wary to travel East. And it will be more of a commitment if you plan to go East.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: MAB77 on September 22, 2022, 09:28:11 AM
I disagree with your stance. There is nothing you can do in Western Barovia that you can't do elsewhere. "Time constraints" is therefore not a factor at all. Now perhaps you prefer to do things in Western Barovia, but then, you could also have chosen not to leave. That's really on you to assume your own choices.

We are a roleplay server first and foremost, we can and will implement measures that will force players to pause and consider other options to what they may prefer. Not maliciously, but because we feel these measures are most in line with our design philosophy. This is one of them. Soren explained it very well in a previous post too. It's definitively here to stick. We even made it abundantly clear that if this mild measure isn't sufficient we will consider adding more (though we'd prefer not to).

Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Knight of Rhodes on September 22, 2022, 09:46:30 AM
The fact of the matter is that alot of people, myself included, simply do not like the other settings and find nothing that interests them there.   

Some people thrive in the Port setting- or Hazlan- or whathave you.   I am thrilled for them, but I am not one of them-  however, to make money, or experience, I am forced to leave then come back to where I have fun.

I try to be very cognizant that I am a sword in a knife fight, and tend to communicate OOCly, outright avoid the smaller fish, and be a guiding piece, but in the end it is a matter of  where my time feels well spent, and where the events that interest me are.  Alot of people are in a similar boat.

I find the statement of time constraints not being applicable incredibly insensitive and borderline malicious, and if the development team and its design philosophy can't understand that some people simply do not enjoy the other areas-  I think you should take a fairly critical look and self examine.

Mind you, I came from a time where there was endgame content IN EASTERN BAROVIA.

I've played here for fourteen years for Barovia.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Voclain on September 22, 2022, 10:26:13 AM
The fact of the matter is that alot of people, myself included, simply do not like the other settings and find nothing that interests them there.   

Some people thrive in the Port setting- or Hazlan- or whathave you.   I am thrilled for them, but I am not one of them-  however, to make money, or experience, I am forced to leave then come back to where I have fun.

I try to be very cognizant that I am a sword in a knife fight, and tend to communicate OOCly, outright avoid the smaller fish, and be a guiding piece, but in the end it is a matter of  where my time feels well spent, and where the events that interest me are.  Alot of people are in a similar boat.

I find the statement of time constraints not being applicable incredibly insensitive and borderline malicious, and if the development team and its design philosophy can't understand that some people simply do not enjoy the other areas-  I think you should take a fairly critical look and self examine.

Mind you, I came from a time where there was endgame content IN EASTERN BAROVIA.

I've played here for fourteen years for Barovia.

Thanks for reiterating here. A lot of people I know share this opinion but simply don't post on the forums because they prefer to avoid the drama.

As for saying that you just shouldn't leave Barovia, a lot of the game's elements force you to. Some merchants that sell class-specific gear hang out in mist camp only. Claims for gear based in port or mist camp force you to travel to those locations to recover them. If you simply want to travel to East Barovia for whatever reason, you're still going to end up taking that mist wall into consideration. If you want specific crafting materials you're almost guaranteed to be leaving Barovia. If the server resets and you forgot to rest in an inn, you're more than likely running into that wall again.

Quote
I am opposed to the traveling restrictions made as a compromise, I don't see why POTM has to always have some sort of debuff on something.

I also thought this was a very good point to make. For some reason, we have to have something negative to counterbalance the positive done to the community. Instead of simply removing RPXP caps to see if the community 'really has changed', you've given us something new to gripe about for years to come. Is it really that bad if you just make a positive QOL change?
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: myrddraal on September 22, 2022, 11:14:54 AM
The fact of the matter is that alot of people, myself included, simply do not like the other settings and find nothing that interests them there.   

Some people thrive in the Port setting- or Hazlan- or whathave you.   I am thrilled for them, but I am not one of them-  however, to make money, or experience, I am forced to leave then come back to where I have fun.

I try to be very cognizant that I am a sword in a knife fight, and tend to communicate OOCly, outright avoid the smaller fish, and be a guiding piece, but in the end it is a matter of  where my time feels well spent, and where the events that interest me are.  Alot of people are in a similar boat.

I find the statement of time constraints not being applicable incredibly insensitive and borderline malicious, and if the development team and its design philosophy can't understand that some people simply do not enjoy the other areas-  I think you should take a fairly critical look and self examine.

Mind you, I came from a time where there was endgame content IN EASTERN BAROVIA.

I've played here for fourteen years for Barovia.

Thanks for reiterating here. A lot of people I know share this opinion but simply don't post on the forums because they prefer to avoid the drama.

As for saying that you just shouldn't leave Barovia, a lot of the game's elements force you to. Some merchants that sell class-specific gear hang out in mist camp only. Claims for gear based in port or mist camp force you to travel to those locations to recover them. If you simply want to travel to East Barovia for whatever reason, you're still going to end up taking that mist wall into consideration. If you want specific crafting materials you're almost guaranteed to be leaving Barovia. If the server resets and you forgot to rest in an inn, you're more than likely running into that wall again.

You can have perfectly adequate gear for everything in Vallaki from the Vallaki area.  The only thing you really *need* to leave Vallaki for is enchanting.  Steel performs perfectly fine, you can get varnishes to make your weapons and armor magical and negate the need even to enchant (even though it is still very nice)  Materials and gear can always be imported as well.  Hell, it builds more RP for you to establish consistent trade rather than going and farming everything yourself.  Some merchants make a killing buying stuff in the mist camp off the merchant and reselling it in the outskirts.  You are not *forced* to leave Vallaki.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: MAB77 on September 22, 2022, 11:17:25 AM
I find the statement of time constraints not being applicable incredibly insensitive and borderline malicious, and if the development team and its design philosophy can't understand that some people simply do not enjoy the other areas-  I think you should take a fairly critical look and self examine.

I'm sorry you feel so, nothing could be further than the truth. I rather think it's you that is insensitive to the requirements of running this server and the philosophy behind it. But I at least trust that you are not malicious. This is however not a debate for the public forum and you are free to contact me in private to discuss it. You may be surprised to find a rather down to earth person that absolutely love to discuss these issues and find common grounds.

We have explained our position. We are relaxing the RPXP, at the request of the vast majority of you I might add, but measures must be taken in return not to get back to a time where the presence of higher level characters in Barovia was eminently more disruptive than it is now. We thought long and hard before coming to this new setup. We settled for the least impacting form of it. At the end of the day, this only requires you to better time your travel out of Western Barovia. It does not intrinsically prevents you to do anything you want to do. It's absurd to pretend otherwise. Give it a month and I am certain pretty much everyone will have adjusted to the new reality and found out it's not so bad a change.

Voclain. There is absolutely nothing forcing a player to leave Western Barovia. Nothing whatsoever. Better gear, better loot, better XP may be incentives, sure. That does not make them obligations to leave. I have played many characters that never once crossed the Svalich pass simply because the RP never got me there, I never suffered because of it. It's all your personal choice, and playstyle preference nothing more. But we are, as a fact, and always will be, a server where we encourage players to take it slowly and value roleplay over all else. And that is where this change support this philosophy.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Swan on September 22, 2022, 11:28:53 AM
Everyone will have adjusted in a month, sure- because much like the Invisibility changes, the majority feedback was ignored and the change was implemented anyways. Adjustment doesn't account for much when the people who actually have to play with and deal with the changes don't actually have a say in the matter.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Voclain on September 22, 2022, 11:33:56 AM
But we are, as a fact, and always will be, a server where we encourage players to take it slowly and value roleplay over all else. And that is where this change support this philosophy.

That's exactly been our argument, though. There is no roleplay for people who prefer Barovia if they get stuck on the wrong side of the mist wall. East Barovia has never been a good source of roleplay because it has also been the developer team's vision to not have VoB act as a hub in any fashion. A/MPCs virtually never show up there either for that reason. The only hub to be found around that area is mist camp, and people have already stated their gripes with roleplay preferences there. We may start seeing weird tea parties around the mist wall at certain times of day, but I can't imagine how compelling that will be for people who just wanted to get back to their preferred RP hub during their crunch hours.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: MAB77 on September 22, 2022, 11:37:15 AM
Everyone will have adjusted in a month, sure- because much like the Invisibility changes, the majority feedback was ignored and the change was implemented anyways. Adjustment doesn't account for much when the people who actually have to play with and deal with the changes don't actually have a say in the matter.

A most unfair comment and certainly not substantiated by the end result of the invisibility of change (which precisely reached the mark we wanted). But there will never be any decision made that will please everyone. That's for another debate though. More to the point here. We are a community of several hundred players. None of us, me included, should ever make the mistake of "speaking for the majority". There sure are some very vocal dissensions, but they who yells louder do NOT form a majority.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: MAB77 on September 22, 2022, 11:51:21 AM
That's exactly been our argument, though. There is no roleplay for people who prefer Barovia if they get stuck on the wrong side of the mist wall. East Barovia has never been a good source of roleplay because it has also been the developer team's vision to not have VoB act as a hub in any fashion. A/MPCs virtually never show up there either for that reason. The only hub to be found around that area is mist camp, and people have already stated their gripes with roleplay preferences there. We may start seeing weird tea parties around the mist wall at certain times of day, but I can't imagine how compelling that will be for people who just wanted to get back to their preferred RP hub during their crunch hours.

And my argument is still that you are able to plan ahead if you know you may get "stuck" on the Eastern side. Roleplay can be found wherever 2 players meet. Whether is good or bad is up to our individual efforts. The surrounding environment ultimately have surprisingly little to do about that. Though I must say the Blood o' the Vine can be an excellent spot for RP. While it's true VoB isn't intended as a hub, it already has all the required amenities (except a bank) and we are making VoB more interesting with ongoing changes. A hub is really just that place players are willing to stay at.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Swan on September 22, 2022, 11:56:09 AM
I don't think I said anywhere that I claimed to speak for the majority. It's simply not difficult to read through a thread to ascertain what the majority feedback is, if it centers around a specific idea.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: MAB77 on September 22, 2022, 12:12:47 PM
I don't think I said anywhere that I claimed to speak for the majority. It's simply not difficult to read through a thread to ascertain what the majority feedback is, if it centers around a specific idea.

Sure, but that would require a majority of players to comment. Which is never the case. You can have a thread with only 30 different disgruntled players commenting, that'd still would not be indicative of the majority's will. You cannot manage a server solely on forum polls/posts alone, it's not an effective way to go. We also have our ways to gauge the efficiency of a measure and support or lack thereof of them. As I keep repeating though, nothing is ever done on a whim and we are mostly spot on when it comes to evaluate the impact a measure will have, or even the backlash that we will receive. Everything we do is to improve the server, and most of the time it succeeds. But we have our vision for it as well, and that is where it may not mesh well with some playstyles. The invisibility issue is for another post, but we are certainly happy with its current setup.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: LeafyPete on September 22, 2022, 12:17:35 PM
I don't think I said anywhere that I claimed to speak for the majority. It's simply not difficult to read through a thread to ascertain what the majority feedback is, if it centers around a specific idea.

Sure, but that would require a majority of players to comment. Which is never the case. You can have a thread with only 30 different disgruntled players commenting, that'd still would not be indicative of the majority's will. You cannot manage a server solely on forum polls/posts alone, it's not an effective way to go. We also have our ways to gauge the efficiency of a measure and support or lack thereof of them. As I keep repeating though, nothing is ever done on a whim and we are mostly spot on when it comes to evaluate the impact a measure will have, or even the backlash that we will receive. Everything we do is to improve the server, and most of the time it succeeds. But we have our vision for it as well, and that is where it may not mesh well with some playstyles. The invisibility issue is for another post, but we are certainly happy with its current setup.

So while I would generally agree with this. There are plenty of people who /also/ feel the same way as the disgruntled players that just are not active forum participants as well. Many people are non confrontational in that aspect nor as involved in the discords or forums in general. 30 disgruntled players on just a forum post alone, then account for all the ones that don't share their thoughts both for and against, leaves you with say 50 as just an estimate for argument's sake.

50 people on a server that has probably 200 active players (estimation ,I don't know the exact numbers or claim to.) That is a relatively large chunk of the playerbase. Not just a small minority.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: APorg on September 22, 2022, 12:24:45 PM
And my argument is still that you are able to plan ahead if you know you may get "stuck" on the Eastern side.

I have to comment on this point. It's going to be hard to plan ahead this sort of thing because the day/night cycle is, from the point of view of the average person logging on, random. So unless the Dev team offer some kind of Discord or online tool that tells us the IC day/night cycle and allows us to project it into a few days ahead, I don't really think you can say that players can plan ahead for this sort of thing.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Maffa on September 22, 2022, 12:37:41 PM

I have to comment on this point. It's going to be hard to plan ahead this sort of thing because the day/night cycle is, from the point of view of the average person logging on, random. So unless the Dev team offer some kind of Discord or online tool that tells us the IC day/night cycle and allows us to project it into a few days ahead, I don't really think you can say that players can plan ahead for this sort of thing.

If such a tool existed, as header to this very forum, for example, you'd see an explosion in forum usage.

on the other hand, id expect a large dip in nighttime playerbase.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: APorg on September 22, 2022, 12:47:10 PM
I think it's strange to suggest that giving players better ability to track IC time will result in a dip of players at night, as opposed to the restrictions that apply at night, but OK.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Edward on September 22, 2022, 12:48:43 PM
I think it’s a worthy sacrifice for RP EXP in Western Barovia, but it does feel odd that we have to give anything up. Why not just force characters that enter Western Barovia to drop down to level 12?
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: myrddraal on September 22, 2022, 12:58:36 PM
I think it’s a worthy sacrifice for RP EXP in Western Barovia, but it does feel odd that we have to give anything up. Why not just force characters that enter Western Barovia to drop down to level 12?

I think that would be a far larger impact than restricting night time travel would be.  Moving a character a night before an event or just...the people you typically RP with is pretty simple, even if just to the other side of the mist wall and to midway haven which is like...a 2 minute run from there?  It's basically just making sure you park your character the night before if you are off gallivanting in other domains.  Taking people effectively level 12 for peak strength in west barovia would *also* make higher level players far less disruptive.  You wouldnt see as many going off and farming all the materials, being disruptive to MPCs stories, etc.  It would also make a lot of high levels *very* upset though.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: DM Erebus on September 22, 2022, 01:05:13 PM
I think it’s a worthy sacrifice for RP EXP in Western Barovia, but it does feel odd that we have to give anything up. Why not just force characters that enter Western Barovia to drop down to level 12?

We don't want the problem that nixing rpxp in Vallaki was intended to solve returning along with the reduced rpxp - namely too many high-powered PCs turning up when something goes down intended for lower levels. Making the trip from the high level half of the server to the low level half more restrictive is another way of seeking to ameliorate that problem, so we're trying that.  We're trying to meet in the middle.

We have discussed a level drain on entering West Barovia, but decided in favour of this approach chiefly because this is more easily explained in-world. In the initial announcement where it mentions wanting to avoid 'artificial solutions', that's what is meant. How do you explain everyone getting level drained, other than 'DPs did it'. Also, that's a more technically challenging implementation because of some limitations of Effects within the game engine. Sounds simple, but is harder to make it work robustly and reliably.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: MAB77 on September 22, 2022, 01:15:47 PM
I think it's strange to suggest that giving players better ability to track IC time will result in a dip of players at night, as opposed to the restrictions that apply at night, but OK.

Is it? You are literally suggesting a tool so we can know when it's day or night time, so that one may know if it's the right time to log or not. I don't think Maffa's assessment was that far off the mark. But irrelevant to the new change, it is not possible to have such tool. We would otherwise have had it long ago. You'll have to resort to the next best thing, ask on Discord.

Not that it should matter anyway, if you are "to wait" one way or another (and that's a very big if, because honestly that won't even be an issue everytime you log), why not log anyway an RP with whoever else's waiting for dawn? You'll get RPXP out of it! :mrgreen:
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Voclain on September 22, 2022, 01:26:16 PM
why not log anyway an RP with whoever else's waiting for dawn? You'll get RPXP out of it! :mrgreen:

The problem there is similar to what people faced in curfew- it requires shared knowledge of people's time schedules/availability. If you make the decision to log in and whoever else doesn't, you're left hanging dry for an hour and 12 minutes. Honestly, any determination on the veracity of that can be observed from simply looking at the outskirts, which I believe is the most populous hub in the game. Even so, people still find themselves waiting on empty streets, empty inn rooms, or empty church confines at several different points in a day. That's why I've taken such an adamant stance against the change, because blocking travel only results in more hiccups where RP opportunities won't prevent themselves.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: konssaml on September 22, 2022, 01:35:12 PM
I disagree with your stance. There is nothing you can do in Western Barovia that you can't do elsewhere. "Time constraints" is therefore not a factor at all. Now perhaps you prefer to do things in Western Barovia, but then, you could also have chosen not to leave. That's really on you to assume your own choices.

We are a roleplay server first and foremost, we can and will implement measures that will force players to pause and consider other options to what they may prefer. Not maliciously, but because we feel these measures are most in line with our design philosophy. This is one of them. Soren explained it very well in a previous post too. It's definitively here to stick. We even made it abundantly clear that if this mild measure isn't sufficient we will consider adding more (though we'd prefer not to).

There is one thing you can only do in Western Barovia and that is to visit the one and only Dwarven settlement on the server, the only place were almost any Dwarf would be able to call home.

That being said I am in favour of creating another dwarf settlement anywhere else on the server.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: strangerinthealps on September 22, 2022, 01:36:58 PM
I don't think I said anywhere that I claimed to speak for the majority. It's simply not difficult to read through a thread to ascertain what the majority feedback is, if it centers around a specific idea.

Majority Feedback ≠ Majority Opinion

Great Job Devs, Keep up the good work!!!
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Day Old Bread on September 22, 2022, 01:39:51 PM
Hey Devs,

After hearing some of the discussion, I'm certainly on the side of this being a positive change. I don't think the drawback to daytime only crossing of the mist wall is going to be all that impactful. But, if I could make a single suggestion it would be this.

What about a removal of the cooldown timer between rides at the mist camp caravan.  Currently as it stands, if a party leaves just before you, you're stuck waiting 3 min (lets round down to 1.5 since there are two caravans now) for a caravan to become available. Then you've got a 3 minute ride back to Barovia.  That 1.5-3 minutes could be the difference between waiting another 72 minutes for another day cycle to begin.

I think that would alleviate a lot of concerns as people would be able to make a more reliable plan for their return, but still keeps the spirit of the new implementation in mind. 

I personally make the trip so infrequently as I doubt it'd make much impact for me, but I can certainly relate to some of the concerns mentioned.  In the end, I think it simply changes where people RP a little bit and I don't see a significant problem with that. As has been mentioned, not everyone is going to be happy with the change, but the more I think about it, the more I think it'll be a change for the best. Time will certainly tell in the end.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: APorg on September 22, 2022, 01:58:25 PM
Is it? You are literally suggesting a tool so we can know when it's day or night time, so that one may know if it's the right time to log or not. I don't think Maffa's assessment was that far off the mark.

It's mistaking cause-and-effect. It's blaming this hypothetical tool providing information to players, rather than the actual cause, which is the restrictions that apply at night. If I want to go out and buy ice cream, but I look at the clock and find out it's 3am, so no stores are open, it's not my clock's fault that I can't buy ice cream and so don't bother to go out.

On average, a random player logging on at the Tser Camp will face an 18 minute wait if they want to go to Western Barovia (50% of a 0 to 72 minute wait => 50% chance of ~avg 36 minute wait => mean average of 18 minute wait).

Helping players mitigate this waiting time by providing them with more information is a good thing and a good way to make this change more manageable. Arguing that they should accept the lucky dip of Mist Camp RP is going to be a far more hit-and-miss strategy. Being an European time zone player, I know that if I log into the Mist Camp and find out I have to wait 18 minutes before going to Western Barovia, chances are good that I won't find any RP to distract me and will probably log off.

So in the spirit of being constructive: I'm fairly sure a tool could be written in Javascript to give some rough guesstimates as to when day/night times will be, given an input OOC time and IC time by a player. If I write such a tool, is there a way it could be hosted?
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: FinalHeaven on September 22, 2022, 02:37:13 PM
So in the spirit of being constructive: I'm fairly sure a tool could be written in Javascript to give some rough guesstimates as to when day/night times will be, given an input OOC time and IC time by a player. If I write such a tool, is there a way it could be hosted?

I've played on a server many moons ago that did have a tool to tack in-game time, among a few others things, that you could view on a webpage.  I don't know what code precisely was used to make it but given there are a few systems that rely upon tracking the in-game passage of time on POTM I'd be surprised if it truly wasn't "doable".
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: JayJay on September 22, 2022, 03:16:55 PM
Just don't leave Western Vallaki ever, problem solved.  8) Build the wall.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: MAB77 on September 22, 2022, 03:41:49 PM
Is it? You are literally suggesting a tool so we can know when it's day or night time, so that one may know if it's the right time to log or not. I don't think Maffa's assessment was that far off the mark.

It's mistaking cause-and-effect. It's blaming this hypothetical tool providing information to players, rather than the actual cause, which is the restrictions that apply at night. If I want to go out and buy ice cream, but I look at the clock and find out it's 3am, so no stores are open, it's not my clock's fault that I can't buy ice cream and so don't bother to go out.

On average, a random player logging on at the Tser Camp will face an 18 minute wait if they want to go to Western Barovia (50% of a 0 to 72 minute wait => 50% chance of ~avg 36 minute wait => mean average of 18 minute wait).

Helping players mitigate this waiting time by providing them with more information is a good thing and a good way to make this change more manageable. Arguing that they should accept the lucky dip of Mist Camp RP is going to be a far more hit-and-miss strategy. Being an European time zone player, I know that if I log into the Mist Camp and find out I have to wait 18 minutes before going to Western Barovia, chances are good that I won't find any RP to distract me and will probably log off.

So in the spirit of being constructive: I'm fairly sure a tool could be written in Javascript to give some rough guesstimates as to when day/night times will be, given an input OOC time and IC time by a player. If I write such a tool, is there a way it could be hosted?

I'm sure a script could be done, there are a number of issues here. Most importantly, for security reasons we will not let any third-party software tap on the server. I'm sure you can understand why. As such, your tool would not directly be tied with the server. It would not know when the server resets. In-game time isn't always constant, nor fully consistent from a reset to the next. The tool would have to be re-synchronized manually regularly. That's for the more obvious points, there are other technical considerations, but at the end of the day you need but to log in to know what time it is, or you can just ask on Discord, though that's meta-gaming and should be avoided.

Again, you see a problem where to us it is a solution. We want to slow down the return of high level characters in western Barovia. There is no turning back to what it was before there were RPXP and no counterbalance. This is actually a very mild and good way to go about it. It even makes sense from an in-game perspective as canonically the Vistani do feast at night time. It is proper that they take a break and resume "work" in the morning.

I stick to my guns in that it is something you can easily plan for. You know when you cross in Eastern Barovia that you face the risk of being caught after dark (and the occasional noob will just learn) so whatever follows is a result of your own choices. You decide where you last log off and therefore are perfectly able to place your character in a location where it will not be an issue to log back at night. There is still plenty of meaningful things to do around VoB even being alone at lower levels. Night and day are both to be experienced on this server.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Dardonas on September 22, 2022, 03:50:02 PM
After some thought, I'm actually not against the time gated aspect.  I do agree with what MAB said above, which is that you know where you log out at.  It will inconvenience some people, but I think it is good to pick one area to be an influence in rather than roaming across the Core at the drop of a pen.  This should encourage people to be more interactive with the setting and roleplay because they invest themselves in the area they want to be in.

I think, if anything, the wall will prevent people from rushing over to Barovia from Mist Camp when DMs are doing events, or when MPCs log in.

My only request is that the current formula for MPCs crossing the mist wall stay the same, where they can cross the wall without an elixir.  And, subsequently, I think they should be immune to the time gate.  A notable issue that might crop up for them otherwise is that vampires who hide their coffins east of the Mist Wall will have trouble making their way back because they already exist in a sort of "time gated" situation with their sunlight vulnerability.  It, of course, shouldn't be exploited but we should not worry about MPCs exploiting by the virtue of the privilege they have being able to be taken away.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: APorg on September 22, 2022, 03:51:29 PM
If I start posting the output of my tool to the forums so that people can actually try to plan their days around the IC day/night cycle, is that metagaming too?
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: zDark Shadowz on September 22, 2022, 03:56:11 PM
Though I must say the Blood o' the Vine can be an excellent spot for RP. While it's true VoB isn't intended as a hub, it already has all the required amenities (except a bank) and we are making VoB more interesting with ongoing changes. A hub is really just that place players are willing to stay at.

I think this is a good takeaway, that VoB can be a hub after all, just one that's unintended and not *currently* supported by the overhead. Similar to unsupported player factions, doesn't stop people from subscribing.

AMPCs follow where the people are, and there's been a few ghouls and vampires that've laired out there in the past.

Waiting out in Eastern Barovia at the tavern or doing one of many low and mid-high dungeons while one waits out the night are always options. Even high levels need to collect chitin from the ants there, and ancient dire bear fur, to do easy leatherworking xp, lurid mildew is in the caves. A couple hidden iron and rarely silver mines. An iron seam out there if you're lucky with a particular place.

Maybe its a little small compared to Vallaki, but many people confine themselves to the even smaller section of just the outskirts.

If you get cut off from the west, it's not like there's nothing productive to do while one waits. If its a DM event in west you're going for, ask for a teleport.

Nothing is stopping the specific people you intend to meet from heading to VoB as a middle ground, either.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: MAB77 on September 22, 2022, 04:01:42 PM
If I start posting the output of my tool to the forums so that people can actually try to plan their days around the IC day/night cycle, is that metagaming too?

People already ask on Discord. It's not that much of a deal or find out straight from the OOC room. Knock yourself out.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: APorg on September 22, 2022, 04:02:24 PM
Ok, good!
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: EarlofEtheria on September 22, 2022, 06:46:30 PM
After some thought, I'm actually not against the time gated aspect.  I do agree with what MAB said above, which is that you know where you log out at.  It will inconvenience some people, but I think it is good to pick one area to be an influence in rather than roaming across the Core at the drop of a pen.  This should encourage people to be more interactive with the setting and roleplay because they invest themselves in the area they want to be in.

I think, if anything, the wall will prevent people from rushing over to Barovia from Mist Camp when DMs are doing events, or when MPCs log in.

My only request is that the current formula for MPCs crossing the mist wall stay the same, where they can cross the wall without an elixir.  And, subsequently, I think they should be immune to the time gate.  A notable issue that might crop up for them otherwise is that vampires who hide their coffins east of the Mist Wall will have trouble making their way back because they already exist in a sort of "time gated" situation with their sunlight vulnerability.  It, of course, shouldn't be exploited but we should not worry about MPCs exploiting by the virtue of the privilege they have being able to be taken away.

Great comments, I agree with each point. The RPXP part of these changes hardly holds my interest compared to the boons and cons of stricter travel.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: EO on September 22, 2022, 08:44:09 PM
Quote
My only request is that the current formula for MPCs crossing the mist wall stay the same, where they can cross the wall without an elixir.  And, subsequently, I think they should be immune to the time gate.  A notable issue that might crop up for them otherwise is that vampires who hide their coffins east of the Mist Wall will have trouble making their way back because they already exist in a sort of "time gated" situation with their sunlight vulnerability.  It, of course, shouldn't be exploited but we should not worry about MPCs exploiting by the virtue of the privilege they have being able to be taken away.

Undead and constructs are already immune to the choking fog since it only affects living creatures. We'll look into the possibility of having other MPCs (lycanthropes primarily) be exempt as well.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: PrimetheGrime on September 22, 2022, 10:31:59 PM
Alright so there's been a lot of opinions on both sides on how this change will effect how we all as players play the game. I think considering the patch is live now that we leave this thread be for now and start gathering data on how this change goes. If it really does look to be a detriment to the playerbase it's possible it'll be rescinded but time will tell. I would suggest for the time being, play out the new change and see how it goes. If need be there's always time to post up your feedback.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Rocket on September 23, 2022, 02:56:59 AM
I would like to make a reminder, I understand the reasoning behind the mist wall locking.

To make the BEST of this change, guys please make an effort to seek others when you are locked on the East side instead of simply logging out.
Since it will be night time, you are likely to choose destinations such as Mist Camp, Tser Pool Vistani Camp, The "Bus Stop" benches very close to the crossroads, an interior location of VOB: Church, Blood of the Vine.
(I wish Blood of the Vine was a high traffic tavern and you could expect to find other players there consistently)

The new update revamps some dungeons for VOB. It would be nice if players at least in the VOB level range would err on travel to Mist Camp, and instead choose any option in West Barovia given the area has increased value. However, players always need to fill their gold so dungeon trips bring players back to MC. So the natural tendency of players is still, to fill up in MC.

I encourage you, regardless of this tendency, to travel back to Barovia for other activities not limited to dungeons.

This change is to deter players who RP in West Barovia and then Dungeon in higher level zones. So perhaps accept what it is, and begin RP in higher level zones.
Decrease the frequency you stay in West Barovia. Thankfully, any trips back to Barovia still reward RP with xp!

My point being, high level RP tends to stunt unless you really press to seek it out. It would be nice if it didn't feel so hard to do so.
And I'm not telling players who stay or enjoy West Barovia to leave, even I am one of the players who enjoys returning to connect the lower levels to RP growth and guidance.
I am saying what we all could hope to change - better and more RP in high level areas!
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Disorder on September 23, 2022, 03:53:03 AM
Quote
My only request is that the current formula for MPCs crossing the mist wall stay the same, where they can cross the wall without an elixir.  And, subsequently, I think they should be immune to the time gate.  A notable issue that might crop up for them otherwise is that vampires who hide their coffins east of the Mist Wall will have trouble making their way back because they already exist in a sort of "time gated" situation with their sunlight vulnerability.  It, of course, shouldn't be exploited but we should not worry about MPCs exploiting by the virtue of the privilege they have being able to be taken away.

Undead and constructs are already immune to the choking fog since it only affects living creatures. We'll look into the possibility of having other MPCs (lycanthropes primarily) be exempt as well.

What about lvl 20 monks? They're in their own time/space bauble and generally do not follow the laws of the domain they're in, being outsiders
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: MAB77 on September 23, 2022, 05:33:36 AM
"Generally" but not always. In this particular case, 20th level monks will not be given a free pass. That would be entirely the opposite of what we are trying to achieve.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Disorder on September 23, 2022, 10:03:22 AM
"Generally" but not always. In this particular case, 20th level monks will not be given a free pass. That would be entirely the opposite of what we are trying to achieve.

Fair enough, makes sense. Asked only because that for area is perhaps the only one where Reality wrinkle ability can be played without DM involvment, should it be scripted in a different way. Thanks.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: PrimetheGrime on September 26, 2022, 10:33:35 PM
Quote
My only request is that the current formula for MPCs crossing the mist wall stay the same, where they can cross the wall without an elixir.  And, subsequently, I think they should be immune to the time gate.  A notable issue that might crop up for them otherwise is that vampires who hide their coffins east of the Mist Wall will have trouble making their way back because they already exist in a sort of "time gated" situation with their sunlight vulnerability.  It, of course, shouldn't be exploited but we should not worry about MPCs exploiting by the virtue of the privilege they have being able to be taken away.

Undead and constructs are already immune to the choking fog since it only affects living creatures. We'll look into the possibility of having other MPCs (lycanthropes primarily) be exempt as well.

What about lvl 20 monks? They're in their own time/space bauble and generally do not follow the laws of the domain they're in, being outsiders

Considering this measure is to make it harder for higher levels to slip in and out of the mists I'd say no. Reality wrinkle powers aside, it still needa to mechanically keep people from circumventing the wall
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Knight of Rhodes on September 27, 2022, 07:40:29 AM
This change has harmed me more than helped me, however much I appreciate the roleplay XP gain.  The script either misbehaving or my ignorance of a mechanical aspect ruined a prearranged roleplay meetup because i didnt have time to run all the way back and trigger it again.


I still fail to see the necessity to impose this timelock, rather than decisively dealing with people that are disrupting the setting and perpetuating whatever issue has constantly led to more stick than carrot. 

Treat the cause, not the symptom. 
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: MAB77 on September 27, 2022, 08:54:14 AM
This change has harmed me more than helped me, however much I appreciate the roleplay XP gain.  The script either misbehaving or my ignorance of a mechanical aspect ruined a prearranged roleplay meetup because i didnt have time to run all the way back and trigger it again.


I still fail to see the necessity to impose this timelock, rather than decisively dealing with people that are disrupting the setting and perpetuating whatever issue has constantly led to more stick than carrot. 

Treat the cause, not the symptom.

Treating the cause is exactly what we are doing, even though you disagree with the treatment. It is what you propose that is not feasible nor desirable. For one thing DMs are not numerous enough to deal with each instances of people being disruptive as they occur. Secondly this would only lead to more accusations of favoritism as some incidents are treated and others not. This mechanical solution has the advantage of being fair to all.

The necessity for the timelock was well explained in Soren's original post. The intent is to slow down the return of high level players to western Barovia when they leave the area, so that we do not reproduce the conditions that led us to cut RPXP for high levels in the first place. You actually just confirmed this part is working as intended. Be well aware too that his is only a first step. We hope this will be enough, but it not we will introduce other measures to further slow down returns to western Barovia.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: myrddraal on September 27, 2022, 08:59:48 AM
Is the mist locked both ways?  Or is one able to LEAVE western Barovia during the night to go RP with others on the other side of the wall?  If the latter is true, peoples “scheduled meet up’s” just need relocation.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: MAB77 on September 27, 2022, 09:07:08 AM
Is the mist locked both ways?  Or is one able to LEAVE western Barovia during the night to go RP with others on the other side of the wall?  If the latter is true, peoples “scheduled meet up’s” just need relocation.

As per setting canon, no one is ever prevented from entering the fog surrounding the village. The elixir is required only to leave it.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Knight of Rhodes on September 27, 2022, 10:08:05 AM
This change has harmed me more than helped me, however much I appreciate the roleplay XP gain.  The script either misbehaving or my ignorance of a mechanical aspect ruined a prearranged roleplay meetup because i didnt have time to run all the way back and trigger it again.


I still fail to see the necessity to impose this timelock, rather than decisively dealing with people that are disrupting the setting and perpetuating whatever issue has constantly led to more stick than carrot. 

Treat the cause, not the symptom.

Treating the cause is exactly what we are doing, even though you disagree with the treatment. It is what you propose that is not feasible nor desirable. For one thing DMs are not numerous enough to deal with each instances of people being disruptive as they occur. Secondly this would only lead to more accusations of favoritism as some incidents are treated and others not. This mechanical solution has the advantage of being fair to all.

The necessity for the timelock was well explained in Soren's original post. The intent is to slow down the return of high level players to western Barovia when they leave the area, so that we do not reproduce the conditions that led us to cut RPXP for high levels in the first place. You actually just confirmed this part is working as intended. Be well aware too that his is only a first step. We hope this will be enough, but it not we will introduce other measures to further slow down returns to western Barovia.

This sentiment is alarming and contrary to what a vast majority of players want or are looking for. 

I didnt confirm much beyond the script not persisting through rests screwed me out of my focus- Roleplay. 

I had been out of Barovia for well over twenty four RL hours, so my 'return' was specifically to meet up with another- and this prevented me from being able to do that. 
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: MAB77 on September 27, 2022, 10:24:00 AM
This sentiment is alarming and contrary to what a vast majority of players want or are looking for. 

Are you so sure you speak for the majority? Don't ever be. No one can claim such thing with certainty. Protesting loudly on the forum doesn't make it the wish of the majority.
It is also our role to balance the requests of the players with the focus and philosophy of the server. That should not be a cause to be offended, nor is it disrespectful to players in any way.

I didnt confirm much beyond the script not persisting through rests screwed me out of my focus- Roleplay. 

I had been out of Barovia for well over twenty four RL hours, so my 'return' was specifically to meet up with another- and this prevented me from being able to do that.

The bug is one thing, and is being looked at. You are still 100% at fault for attempting to make it back to your meeting at the very last minute. Of your own account, you went up clearing monsters in between drinking the potions and trying to pass the fog. That clearly does not suggests a focus on roleplay however you wish to spin it. But this isn't a discussion for this thread reach out to me personally if you wish to discuss this further.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: tylernwn on September 27, 2022, 10:27:16 AM
I think this could be further revised, by allowing full roleplay xp in specific locations, in Wester Barovia. This could further drive roleplay to appropriate hubs (where you would expect to find high level characters).

For example, Full Roleplay XP in:
- Dvergheim
- **and other appropriate places.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Knight of Rhodes on September 27, 2022, 10:53:20 AM
The gaslighting is a nice touch. 

I went in for plants, and I left with two hours (12 minutes) to spare, and figured I had plenty of time.

I wonder what a poll would reveal, but It doesnt matter if I speak for the majority, or do not-  you rather pointedly said that it's irrelevant and the only way future change is more disruptive restrictions, not less.

My 'loud' protesting is actually in regards to your 'warnings', and now it's in how you deal with people and address them publicly.

Title: Re: Comments and discussion revolving the roleplay XP change
Post by: MAB77 on September 27, 2022, 11:03:33 AM
I feel you greatly exaggerate both my points and goals here. I will reach out to you privately though, it is clear we are now both a distraction to this thread.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: TedFromDebate on September 27, 2022, 11:51:24 AM
I think that this change seems to have a good intended effect for those who want to rp in Barovia but have to go to the mist camp in order to adventure/dungeon- it makes it to where there is actual purpose in being in once place or the other. Now it feels like there's actual purpose to blind drive yourself in the Mist Camp and then come home and talk and conversate- before it felt like I was just kicking myself for doing it because (unless I misunderstood how blind drive gets reduced) if I wasn't getting rpxp I was actively wasting my time here.

I feel like this change not only makes it more meaningful to want to come home- and to not treat the nightly jaunt as a casual affair, but rather a bit more stressful as you have to make sure you get to Barovia soon enough- but also serves to, in a way, make the rp in Barovia more appealing for the somewhat higher level characters- I don't feel like I perhaps have to justify my time by thinking about going to try an obscure dungeon in a low pop time for gold and thinking it won't be /that/ bad, right?

I do understand how that might seem unappealing to the extremely higher level characters that likely dont have much of a use for gold anymore besides possible rp (is gold even used in rp? IDK) Or buying consumables/ sinking into crafting. But I think that those characters already have alot of privileges in terms of their ability to walk about Western Barovia- the threat of the old road at night is basically meaningless to someone completely enchanted or even moderately so- you /maybe/ have to worry about an MPC at level 16- but more likely than not, you could easily smoke em.

I bring that up because I think there is some valid understanding of this to say, to me, that if the running of  the old road at night has no impact to your rp, as I would say it does for 99% of players- then maybe there is something to gating it off if people are just going to zoom past it- which lets be honest, people do. At least for Raine, even though she isn't the perma enchanted lvl 16 I mentioned previously, has some want to clear the roads due to her following Shaundakul, whose entire vibe is keeping the routes of travel clear- but even then, I don't think that rp is make or break for my character.

It's easy to say that they should give us RPXP anyways- and I certainly think my earlier comment aludes to that as well- when you give people who's characters belong in Barovia more incentive to rp, they do it- but at the same time, I think it has some purpose to it in order to stop the rampant disprespecting of the module that people going from Mist Camp do.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: TedFromDebate on September 27, 2022, 11:58:13 AM
I do wanna say, I don't think there'd be any harm in making the potions available at 4am instead of 6-7. 10 hours of sleep for our boy selling the potions still, and by the time you get to the mist wall it's basically morning anyhow- also I don't see the 4am time giving any meaningful difference to the dealings with MPCs, unless someone is hardcore metagaming and knows exactly where to run to. I think that this change makes it feel like I don't have to burn the morning and have it already be noon when I get to Vallaki (though admittedly I don't know exactly how long it takes me, that might be a bit of an exaggeration) and it doesn't feel like too much of a concession.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: cooachlyfe on September 27, 2022, 01:20:20 PM
This change has harmed me more than helped me, however much I appreciate the roleplay XP gain.  The script either misbehaving or my ignorance of a mechanical aspect ruined a prearranged roleplay meetup because i didnt have time to run all the way back and trigger it again.


I still fail to see the necessity to impose this timelock, rather than decisively dealing with people that are disrupting the setting and perpetuating whatever issue has constantly led to more stick than carrot. 

Treat the cause, not the symptom.

Treating the cause is exactly what we are doing, even though you disagree with the treatment. It is what you propose that is not feasible nor desirable. For one thing DMs are not numerous enough to deal with each instances of people being disruptive as they occur. Secondly this would only lead to more accusations of favoritism as some incidents are treated and others not. This mechanical solution has the advantage of being fair to all.

The necessity for the timelock was well explained in Soren's original post. The intent is to slow down the return of high level players to western Barovia when they leave the area, so that we do not reproduce the conditions that led us to cut RPXP for high levels in the first place. You actually just confirmed this part is working as intended. Be well aware too that his is only a first step. We hope this will be enough, but it not we will introduce other measures to further slow down returns to western Barovia.

Personally, I missed an event in Vallaki that I really wanted to go to but unfortunately logged on rather late due to real-life circumstances. It was 7pm ingame when I logged on and when I tried to get a DM to port me, unfortunately, one was not available. Honestly, the whole experience made me quite frustrated and I have not logged in since.  While I still think it is a decent idea to restrict the flow of high-level players to storm the outskirts, I will say again, it would be nice to open up the mists ways either near the dwarf city or in Baratak as another option to get to Vallaki at night. Just posting my recent experience and offering my own un-informed solution.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Duayne on September 27, 2022, 01:38:49 PM
I've skimmed this thread and can't see it's been mentioned, but was it considered/possible for this lockout to function similarly to how the rest cooldown works instead of a world time based lockout?

This would eliminate the problem of people logging in at an unfortunate time and missing something due to it, but would still have other inconveniences.

It could even still have the 72~ minute lockout from last use, functioning as the same duration lockout and causing people to think ahead and decide if making the trip is worthwhile.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: myrddraal on September 27, 2022, 03:57:06 PM
I mean honestly it SEEMS like it’s working as intended.  If you decide dungeoning is super important and don’t make the trip back to at least like  midway haven in case there’s a reset, you decided that whatever meeting you have the next day isn’t as important as gathering herbs, dungeoning or whatever else you chose to do.  If your RP in vallaki is that important, you will cut your other activities shorter to be able to make sure you can park back on that side of the mist wall.

 I honestly think there should be a sort of exhaustion system for people who run all over the entire core in the span of a single day without ever stopping and resting.  If you think about it, it’s ABSURD to have your character go (potentially if you played for a whole day straight) nearly a WEEK without any rest and travel all over the world.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: cooachlyfe on September 27, 2022, 04:06:07 PM
People don't only go to mist camp to dungeon though, there are like two or three domains other people rp in. Even rp in mist camp sometimes. People also have items and gold stored in the Keep. Also what if someone needs to log out and it is already past 6pm? These are issues I have ran into since the change to the point it's stressed me out.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: myrddraal on September 27, 2022, 04:23:03 PM
People don't only go to mist camp to dungeon though, there are like two or three domains other people rp in. Even rp in mist camp sometimes. People also have items and gold stored in the Keep. Also what if someone needs to log out and it is already past 6pm? These are issues I have ran into since the change to the point it's stressed me out.

the entire point is to make it a choice to actually consider leaving the West Barovia.  Items and gold can be moved, all be it a pain in the butt and probably slowly if you have 10,000 things stored because that ish will be heavy.  For the people who are exclusive to vallaki, unaffected entirely.  I personally run back and forth a lot between the two, but like specifically timed spawns, if thats what I want to go for, thats what I go for.  If it means I RP somewhere else while I wait, thats what I do.  The other day I missed the night cycle and RP'd with people at the Tser pool who were also stuck.  Unless its an event, whoever you are arranged to meet with can always come to you if it ticks over to night.  The entire server outside of like 4 places seems completely dead.  Use the space lol.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: FinalHeaven on September 27, 2022, 04:24:23 PM
I honestly think there should be a sort of exhaustion system for people who run all over the entire core in the span of a single day without ever stopping and resting.  If you think about it, it’s ABSURD to have your character go (potentially if you played for a whole day straight) nearly a WEEK without any rest and travel all over the world.

One day in real life is equal to one day in game, so someone playing for a full IRL 24 hours isn't actually going a week without rest.  Similarly, there's no time dilation in the Mist - time flows exactly the same inside or outside the Mist, barring (I think) the Shadow Rift.

Admittedly that doesn't really make the appearance of running from one side of the Core to the other in the span of 5 minutes any less absurd, but it does seem like an important point to clarify.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Avela on September 27, 2022, 04:33:56 PM
At this point I am a little "meh" with the new update. I've already found it to be a inconvenience for meet up twice now, fortunately I was still able to make those meet ups, just having to wait a little, as well as just inconvenient in general (though admittedly that is my fault for forgetting about the update) but I can see how there would be other issues that are more frustrating than what I've encountered so far.

So yeah it seems to be working as intended, though I'd be lying if I said I didn't find it disruptive. That doesn't mean I wish for there to be no restrictions... It may just be a thing we have to learn to adjust to and to keep in mind when planning meet ups and events. It may call for a little tweaking in the future, we'll see.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Maverick on September 27, 2022, 04:51:08 PM
Going to say something that'll probably make a few people mad.

New update means new ways of working around it. Just like with the lake freezing over and preventing ferry passage, this too will require roleplaying around. Have meetups? Try to get to the area early. IRL can be a big influencer in this, trust me I know for sure, but other players you meet with know the passage restriction too. They should, in interest of RP, make adjustments to you being "late".

I've played enough Alts to see the high leveler issues in Western Barovia and the hazard they can be not only to low level RP and advancement but to (A)MPC storytelling and DM plots. It's never a good feeling struggling through an interesting investigation and then suddenly seeing a lvl 14+ character pop up out of no where, flash their badge, tell you that it's in their jurisdiction now, and then you are forced to be the sidekick/spectator. Yes it does happen and more often than I like.

This change may not be optimal. It may be down right frustrating (and I'll experience all that once I get my character out of western Barovia). I'll take what I can get though and am happy to see Minor RP XP for not only the Garda but for those that have taken the role of retired shopkeepers as well.

This has been my TED talk.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: cooachlyfe on September 27, 2022, 04:56:55 PM
People don't only go to mist camp to dungeon though, there are like two or three domains other people rp in. Even rp in mist camp sometimes. People also have items and gold stored in the Keep. Also what if someone needs to log out and it is already past 6pm? These are issues I have ran into since the change to the point it's stressed me out.

the entire point is to make it a choice to actually consider leaving the West Barovia.  Items and gold can be moved, all be it a pain in the butt and probably slowly if you have 10,000 things stored because that ish will be heavy.  For the people who are exclusive to vallaki, unaffected entirely.  I personally run back and forth a lot between the two, but like specifically timed spawns, if thats what I want to go for, thats what I go for.  If it means I RP somewhere else while I wait, thats what I do.  The other day I missed the night cycle and RP'd with people at the Tser pool who were also stuck.  Unless its an event, whoever you are arranged to meet with can always come to you if it ticks over to night.  The entire server outside of like 4 places seems completely dead.  Use the space lol.

Perhaps it's something I will just adjust to when I feel like coming back. But I am glad you and others aren't bothered by it. To clarify, I am not speaking toward people who run back and forth to like dungeon in mc then run back to the outskirts for RP. I am glad the change has tempered that. I am talking about missing or waiting an hour to go to an event, or meeting up with someone specifically in Vallaki at an agreed-upon time OOC wise. Sure, you can be a little metagamey and have a person walkthrough the mist wall and rp in VoB or something but some characters are tied down to Vallaki for IC reasons, or wouldn't brave the night alone for IC reasons, or perhaps not even know how to get to the mist wall. It's not about a lack of space, it's about being inconvenienced with time. I mostly play a level 20 character so I do not care about exp, what I do care about is my time and how it is spent, both ingame and in real life.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Maffa on September 28, 2022, 02:54:31 AM
So far I haven't encountered many inconveniences, if not minor, but I'd be lying if i said that I like it nor that it make any sense to me.
The wait time is absolutely disproportionate, the only thing comparable which is the frozen lake only lengthens the trip by mere minutes, even less if you have ext ret potions (common loot and the cheapest potion to craft and sell). This barrier makes you waste hours.

Can I plan around it? I could.
Should I have plan this much for a videogame? It depends, honestly.

If anything im trying to make the game have less impact on my daily life, I'm already thinking and planning and fantasising about it as it is already, and this is yet another chore conflicting with my RL schedule.

If there were a vote for it, Id vote to take it down.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Rocket on September 28, 2022, 04:21:13 AM
I think too many in this thread are expecting things to stay like they were previously and you enjoy the delights of RP around Vallaki with the added bonus of rp xp.
No no, I believe the intent is to usher you into focused RP in a given area/group. Which was similar of the intent previously, to usher high levels out of the vallaki area.

The whole notion of dungeoning and then running back to Vallaki for RP is NOT what this change is trying to push you towards. I personally find that behavior abhorrent.
People that opt to blind drive themselves in mist camp and then return to Vallaki are one of the biggest detriments to mist camp RP.
The mist wall stubbornness is meant to push you towards committment. Commitment to RP in the location you habituate.

There is lots of RP waiting to be filled in the high levels. Its hard to get into it because not many people do it to begin with.
Make the effort.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Maffa on September 28, 2022, 04:30:07 AM
I am afraid you are assuming a bit too much, and i can feel a accusatory finger wiggling at me.

I do heavy RP in Mist camp, and I do heavy RP in Vallaki as well.

In order to do both, yesterday I had to log in beforehands during work in order to bring my character past the wall, so that when i logged in I had enough time to rush to Vallaki and meet with the person I planned to meet. Beforehands, this was a non issue. RPXP to me has never been an issue, I belong to those group of people that'd be content not to get any, Rp being its own reward.

I do not want to decide either one or the other group. I dont want to be forced to commit to one group. I like being with my group in Mist camp, I like to stay with my group in Vallaki. Im not even involved in plots. I just like being around them people.

This is my input, do of this what you will.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Rocket on September 28, 2022, 05:41:52 AM
It wasn't at you specfically, if anyone its someone in the thread who said they come to MC to blind drive and then leave. Yea, they openly admitted to it.
But there is a general trend of players disgruntled and who want to keep their ease of access vallaki/mist camp flip flopping going.

The mist camp is placed very far away from Vallaki because as I believe, it was intended to create 2 different dedicated hubs with dedicated players to their hubs. If the gap: distance, and time to travel did not exist between these hubs, what would be the point? It would be one hub, all the same.

The devs goal appears they wish to keep that gap very clear and present.

Then its upto the players if they choose to play against the obstacle that is the gap.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Maffa on September 28, 2022, 05:49:16 AM
The gap is arbitrary and has been, as it can be, modulated. I understand the rationale behind it, I feel the penalty is too much. Besides if people in blind drive wants to chill out somewhere, they better go anywhere else but Vallaki since the XP penalty gets doused out by RPXP and you get a diminished amount in Vallaki whereas anywhere else you'd get the full amount and you'd get out of the red faster, if that was the goal.

Using the Mist wall to keep people out of Vallaki for half the time is a deterrent to roleplay. I do not want to commit to one place. Characters are irreplaceable and unique, and I dont want to pick some rather than others.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: bloodless on September 28, 2022, 06:19:52 AM
Quote
I do not want to commit to one place.

You don't have to. But you will have to take the extra steps to make sure you can chase both rabbits efficiently. Complaining that you will have to do that is, I think, that convenience thing Soren mentioned way earlier in the thread as something we shouldn't expect. And that's what it really is - inconvenient. If that's the bar for deterring roleplay, then perhaps that rp wasn't all that desirable in the first place when weighed against the alternative. Seems to me that this is proof of the design achieving at least partially what it set out to do.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Maffa on September 28, 2022, 06:38:28 AM
i thought the goal was preventing people disrupting other people's objectives, not to prevent people RPing.

If that was the goal then yeah objective reached.

I dont feel like that was the goal though, so maybe either you misunderstood it, or i did.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: bloodless on September 28, 2022, 07:04:35 AM
There's no functional difference between the two activities. Both require that a character be present in an area. How they spend their time there is entirely up to their whim. Making it less convenient to be present in the first place does put a bit of pressure on people's willingness to do these sorts of trips. If you're dead set and hungry to be in the area, you will almost certainly make it there with a bit of preparation.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Maffa on September 28, 2022, 07:12:03 AM
Or Id like to do both but I have a real life.

For what it is my availability, for what my goals in game are, this change affects me in a negative way, hindering my roleplay and my fun. This is not something that is debatable.

Im casting my vote in a void, and I say I dont like it.

The Powers That Be make of it what they will.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: myrddraal on September 28, 2022, 08:18:51 AM
i thought the goal was preventing people disrupting other people's objectives, not to prevent people RPing.

If that was the goal then yeah objective reached.

I dont feel like that was the goal though, so maybe either you misunderstood it, or i did.

Until very high levels you can still get *some* xp even in western Barovia.  You can get xp off of werebat lords at like, 15, maybe 16?  The only reason for people that high to leave is materials and better trinkets to either use or peddle.  Neither are really necessary at that level though, you can slaughter everything, including most MPCs on a whim.  The mist wall being inconvenient to work around for doing both separates the people like morning lords, vallaki garda, dwarves, ezrites, RVT, etc who are glued there for good reason from the rest who want to go slay Malthor and remove all threat from west Barovia aside from Strahd himself deciding he wants to square up with you.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: strangerinthealps on September 28, 2022, 08:48:41 AM
People don't only go to mist camp to dungeon though, there are like two or three domains other people rp in. Even rp in mist camp sometimes. People also have items and gold stored in the Keep. Also what if someone needs to log out and it is already past 6pm? These are issues I have ran into since the change to the point it's stressed me out.

the entire point is to make it a choice to actually consider leaving the West Barovia.  Items and gold can be moved, all be it a pain in the butt and probably slowly if you have 10,000 things stored because that ish will be heavy.  For the people who are exclusive to vallaki, unaffected entirely.  I personally run back and forth a lot between the two, but like specifically timed spawns, if thats what I want to go for, thats what I go for.  If it means I RP somewhere else while I wait, thats what I do.  The other day I missed the night cycle and RP'd with people at the Tser pool who were also stuck.  Unless its an event, whoever you are arranged to meet with can always come to you if it ticks over to night.  The entire server outside of like 4 places seems completely dead.  Use the space lol.

I could see Tser Pool becoming a bit of a hub...
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: TedFromDebate on September 28, 2022, 09:50:16 AM
It wasn't at you specfically, if anyone its someone in the thread who said they come to MC to blind drive and then leave. Yea, they openly admitted to it.
But there is a general trend of players disgruntled and who want to keep their ease of access vallaki/mist camp flip flopping going.

The mist camp is placed very far away from Vallaki because as I believe, it was intended to create 2 different dedicated hubs with dedicated players to their hubs. If the gap: distance, and time to travel did not exist between these hubs, what would be the point? It would be one hub, all the same.

The devs goal appears they wish to keep that gap very clear and present.

Then its upto the players if they choose to play against the obstacle that is the gap.

I think that rp is just as meaningful as anything else- I don't really do it (I can't be bothered to dungeon that much before I want to do some rp) but I think it's entirely valid for people to have their characters, specifically do gooders whose entire bits are feeling like they need to get stronger in order to help others, to not fight in Vallaki and go fight in foreign lands, meeting people that stay in Mist Camp and talking with them, and then by accident meeting people with a new world view and having also found some new insights there.

To be honest, I think this sentiment of Mist Camp RP as anything more than a stage/ passing part of a person's rp in the grand scheme of things seems silly ( though I admit that to the extent of how much it ends up being a passing place for an individual could and should be different, I find the idea of a character saying Mist Camp/ the keep is there home to feel a bit against the point- but I haven't played many outcast characters, so I concede I might not get it)- the entire point of the place is that it's a place to travel between (and personally the entire point of rp there to me should be around the idea that some people stay there longer than others, and then some meaningful rp should come out of the fact that everyone is there for different reasons and for different amounts of time), and to bring it back on topic I think that the bit here is supposed to make sure you aren't making the choice to rp and dungeon just because it's night and you feel like ganking an npc.

Personally this feels out of nowhere, and I feel like if you think Mist Camp RP for some reason means that it's not at it's base level very transient as it's litterally a travel hub, I have to say this entire bit probably isn't aimed at you or the characters you play that feel Mist Camp as a solid zone rather than a small but meaningful part of RP- it's aimed at the people that do have to go do dungeons in other places because they don't get alot of xp/ they don't want to burn through dungeons that lower levels could do in Vallaki.

Apologies if my tone is overly rude here- text has a way of making things seem more rude than intended.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Vissy on September 28, 2022, 10:46:12 AM
There's no other way to quickly get to high levels than 'going to mist camp and blind driving'. And quickly in this context means "within a year".
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: SardineTheAncestor on September 28, 2022, 07:02:18 PM
I would like to make a reminder, I understand the reasoning behind the mist wall locking.

To make the BEST of this change, guys please make an effort to seek others when you are locked on the East side instead of simply logging out.
Since it will be night time, you are likely to choose destinations such as Mist Camp, Tser Pool Vistani Camp, The "Bus Stop" benches very close to the crossroads, an interior location of VOB: Church, Blood of the Vine.
(I wish Blood of the Vine was a high traffic tavern and you could expect to find other players there consistently)

The new update revamps some dungeons for VOB. It would be nice if players at least in the VOB level range would err on travel to Mist Camp, and instead choose any option in West Barovia given the area has increased value. However, players always need to fill their gold so dungeon trips bring players back to MC. So the natural tendency of players is still, to fill up in MC.

I encourage you, regardless of this tendency, to travel back to Barovia for other activities not limited to dungeons.

This change is to deter players who RP in West Barovia and then Dungeon in higher level zones. So perhaps accept what it is, and begin RP in higher level zones.
Decrease the frequency you stay in West Barovia. Thankfully, any trips back to Barovia still reward RP with xp!

My point being, high level RP tends to stunt unless you really press to seek it out. It would be nice if it didn't feel so hard to do so.
And I'm not telling players who stay or enjoy West Barovia to leave, even I am one of the players who enjoys returning to connect the lower levels to RP growth and guidance.
I am saying what we all could hope to change - better and more RP in high level areas!

The idea is nice and it has been tried before by players in and out of factions, but the VOB will never be a hub. It is against the developers' intentions and most of the places you listed remain uninhabitable for a reason. They might be close to hot dungeons for loot and XP but that does not define a hub alone. You need more than just nearby dungeons to get people to stick around for roleplay.

You can look at the VOB's surrounding area as a dungeon domain. It's connected to the mist camp, has a few crafting workbenches, and leads to a couple dungeons.

If people wanted to hang out there and make it a roleplay area, they would, but just imagine why they don't. The mist camp is an obvious choice, why not the tser pool camp? It has nothing there and it is flooded with Vistani NPCs. Your character is a stranger to them. That camp is their home on the road. The situation in the mist camp is very different. So why not the bus stop? No one actually meets up there organically. That object is a bona fide vanilla WoW meeting stone for the dungeons behind it. VOB's church? Again, there may be a priest here, but the village itself is very light on amenities. BotV is just massive and inconvenient to hang around in.

Think about the people passing through these locations and what their goals are. They want herbs, they want to kill hags, they want to go to an inn room they think is out of the way since Dementlieu's skyscraper is always sold out. I pass people on the eastern Barovian roads all the time. Even before the change, they're heading east. All of them are heading east for XP and loot and there's no time to waste. They kill a few worgs or wisps harassing the unbuffed caster in their party, then flee and bait a mist spawn to a transition for some unfortunate lowbie to run into, and they're on the way to the mist camp or to craft/dungeon in the VOB. I want to reiterate if this turned you around that their goal is to get crafting reagents, loot, or XP. Hanging out in the Blood of the Vine whether it's totally empty or not does not facilitate their goals, and no one really checks inside a building for activity when it's so out of the way as it is.

People stay in Vallaki for the legacy it has. A little prodding can get you into a faction there, and no matter what direction you go, you can find dungeons that even high level players want for loot/reagents. VoB doesn't have factions or a legacy of supporting them for very long. It is meant to be desolate. I think even if you took 10 of your pals there and ran an event weekly, you would struggle to magnetise other players to this location. The VOB will always be out of the way until several official factions have shop set up for them there (it's really not their choice; when they go, no one comes with them) and more amenities are added. But circling back to the start of this post, it's not something the devs want for the VOB. You can bring your people there and run some events but be aware of the atmosphere it's supposed to project, too. It's not some lively town like Port. It's more comparable to Ramulai in that it is basically a ghost town IC.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Day Old Bread on September 28, 2022, 09:16:17 PM
Haven't had a lot of interaction with the mist wall since the new changes, but I did recently get stuck behind it. I found it a good opportunity to explore some areas that I might not have otherwise.

All in all, I think the change is having the intended effect and I think that it's worth the change. That said, I tend to kind of marry my characters to a single domain and work within that almost exclusively. I do occasionally step outside of said domain, but when the journey is over, I return.  So for me, it's just nice to be able to gain some RPXP at those later levels.

I think part of the reason it works well for me is simply because I'm extra flexible with my play and what I'm going to do when I log in. I exist wherever I am in the world at that particular moment and log in, more often than not, with little agenda aside from continuing the story, wherever that might be.

To those that are particularly unhappy with the changes I would say that transition is always difficult. We scream and cry for change, but when it comes, it's often unwelcomed. Give it a few more days, weeks, or even months and I think you'll adjust. It may be inconvenient, but I'd be willing to bet it'll open up new RP opportunities for you.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Maffa on September 29, 2022, 02:15:11 AM
Maybe it's better making a few clarifications.

A "hub" is a place where people converge to go elsewhere. Atlanta Airport is a "hub", because it's conveniently in the middle of US. Other airports are made to be hubs even if they arent physically in the middle because policies, but that's what hubs are. Places where people go to go elsewhere. And due to the high traffic, they end up attracting services, and people linger.

The outskirts are a natural hub because of the morninglordian temple&crypts, lady's rest, and sits smack in the middle to paths going west, northwest, north, south and east.

Another hub, which is a natural hub, is Mist camp. It is literally a hub. You call it bus stop, but it's a hub. It has been designed to be THE Hub for the whole server. It used to be people aligned along the pathway waiting for someone to say "perf?" or creating impromptu duels because of boredom, but as it is now there's people more bent to roleplay, and it is a RP hub. I regularly roleplay there with a number variable between 5 and 10 people at all times whenever i log in, and the experience is probably linked to time zones but this is my experience. The experience is totally comparable to the outskirts. Sometimes I/we leave the place to go RP somewhere else, or we go dungeoneering somewhere else, exactly like in the outskirts. All it takes is for a character to craft a few benches and we recreate the lady's rest beer garden in the middle of the mists. I do not need to trek to vallaki in order to shed all the blind drive with some minor RPXP, i can do the same in MC at full RPXP, if I am seeking a mechanical advantage. if I go to vallaki is because I look for specific people to RP with.

Tser pool is not a hub. VOB is not a hub. Muhar is not a hub. Those are terminus, places you go to, and then come back from. If you are stuck in tser pool, that doesnt make it a hub, but a weird bus stop (yes, in this case) where you are stuck at for unforeseen reasons. And maybe it's me, but i never met more than two other people in Tser waiting for the morning to come. Thats because it's more logical waiting in -right!- the hub which is MC before taking the carriage to Tser.

I see no reason to wait in Tser and Rp there. it's an awkward place where everyone is looking nervously at their lower right corner to see how many more minutes they are to wait to get to seven oclock. Ive yet to meet people with an RP attitude "Oh what a fortuitous event! since we are all stuck here why dont we go somewhere nearby and smash things?" People dont leave MC to go raiding west barovia caves, and people that come from vallaki need to plan well ahead, they cant impromptu the Well just because they are bored.

Again, i dont like this change. it isnt working as intended, for what is my experience.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: TedFromDebate on September 29, 2022, 02:29:44 AM
Maybe it's better making a few clarifications.

A "hub" is a place where people converge to go elsewhere. Atlanta Airport is a "hub", because it's conveniently in the middle of US. Other airports are made to be hubs even if they arent physically in the middle because policies, but that's what hubs are. Places where people go to go elsewhere. And due to the high traffic, they end up attracting services, and people linger.

The outskirts are a natural hub because of the morninglordian temple&crypts, lady's rest, and sits smack in the middle to paths going west, northwest, north, south and east.

Another hub, which is a natural hub, is Mist camp. It is literally a hub. You call it bus stop, but it's a hub. It has been designed to be THE Hub for the whole server. It used to be people aligned along the pathway waiting for someone to say "perf?" or creating impromptu duels because of boredom, but as it is now there's people more bent to roleplay, and it is a RP hub. I regularly roleplay there with a number variable between 5 and 10 people at all times whenever i log in, and the experience is probably linked to time zones but this is my experience. The experience is totally comparable to the outskirts. Sometimes I/we leave the place to go RP somewhere else, or we go dungeoneering somewhere else, exactly like in the outskirts. All it takes is for a character to craft a few benches and we recreate the lady's rest beer garden in the middle of the mists. I do not need to trek to vallaki in order to shed all the blind drive with some minor RPXP, i can do the same in MC at full RPXP, if I am seeking a mechanical advantage. if I go to vallaki is because I look for specific people to RP with.

Tser pool is not a hub. VOB is not a hub. Muhar is not a hub. Those are terminus, places you go to, and then come back from. If you are stuck in tser pool, that doesnt make it a hub, but a weird bus stop (yes, in this case) where you are stuck at for unforeseen reasons. And maybe it's me, but i never met more than two other people in Tser waiting for the morning to come. Thats because it's more logical waiting in -right!- the hub which is MC before taking the carriage to Tser.

I see no reason to wait in Tser and Rp there. it's an awkward place where everyone is looking nervously at their lower right corner to see how many more minutes they are to wait to get to seven oclock. Ive yet to meet people with an RP attitude "Oh what a fortuitous event! since we are all stuck here why dont we go somewhere nearby and smash things?" People dont leave MC to go raiding west barovia caves, and people that come from vallaki need to plan well ahead, they cant impromptu the Well just because they are bored.

Again, i dont like this change. it isnt working as intended, for what is my experience.

If your character is one that views the Mist Camp as more than a bus stop, or perhaps a glorified inn, then I just don't think this change is something you should care about- but if you feel like that, and you want to rp with your friend(here I am assuming you two are simular level/ability) what about Vallaki makes you need to go back?

I guess like, my characters have felt fairly at home at times in the Mist Camp- but they had to go back usually because of Kinship affairs/ a general want to go actually help some people rather than bash skulls. Assuming you'd mention faction play if you were doing it (which IMO is the real possible loss of benefit- there are people, though not persay just the kinship, that might need to be to meetings and the like like the dwarves, who I'd say overall I don't hear alot of disrupting RP from any dwarf PC) why can't your friend just come to Mist Camp if you two need to talk? It's just as natural either way, from the way you make it sound- but, I'd argue that the reason you want to go to Vallaki is because there's alot more meaningful RP there- sure you can drink, but it doesn't feel the same- it fits a different type of RP- that you or your friend probably prefer to deal with/ your character or their character prefers to be a part of. And I think that's fine- and it's why xp in Barovia feels nice- because it feels bad to be punishing people for doing the point of the server.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Maffa on September 29, 2022, 02:49:32 AM

If your character is one that views the Mist Camp as more than a bus stop, or perhaps a glorified inn, then I just don't think this change is something you should care about- but if you feel like that, and you want to rp with your friend(here I am assuming you two are simular level/ability) what about Vallaki makes you need to go back?

We are not.
Vallaki is also a place where people decide to play Rp characters, people that dont level up (with a purpose i mean). Vallaki is a place where slice of life Rp happen, which cant be done in mist camp because it's a "non place" -it's me and my friends and all that come and join us from time to time that make it a "place" (if we were the kind of people that would whisper only in huddles there would be none of it)- so in Vallaki you have the factions, the aster, the white lily, the clinic, the lounge, etc.

So I feel the need to go back and enjoy staying with specific people that I can only find where I want them to, i.e. Vallaki.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: SardineTheAncestor on September 29, 2022, 03:32:57 AM
Just to clarify, the bus stop Rocket and I were referring to is that little overhang that sits on the road just outside the tser pool, not colloquial for the mist camp/keep of the dyad area. The MC is obviously hub viable because it has direct and indirect access routes to literally every place on the server except the "NCE zone" and anything not in it is a quick wagon ride away. Vallaki can survive even being cut off from it because of everything else it has going for it.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Rocket on September 29, 2022, 03:35:08 AM
Outskirts is a hub that is enmeshed with the surrounding setting(Barovia).
The mist camp is a hub that is disjoint from the surrounding setting(other domains).

There are clear effects on RP because of this.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: MAB77 on September 29, 2022, 05:03:38 AM
Again, i dont like this change. it isnt working as intended, for what is my experience.

"Not working as intended" may go both ways. It could not be working by not reaching its mark, but truth is that it is too soon to say if it worked or not. We first need to collect actual data about it, then we'll reevaluate.

But lets say "it doesn't" and we need to revise it further. What alternative would you propose then under these three variables?

- One that reaches the intended goal of slowing down the return of those that leave Western Barovia.
- One that can be reasonably explained in-game.
- One that is fair for all.

The Vistani deciding to conduct business by day only and having the elixir to be potent by day only being the current explanations. We considered other avenues such as increasing the prices of the elixir, but that would only hurt lower level characters. We considered limiting buying the elixir to once a day or once a week (both IG or real-life), but that'd made it even more difficult and annoying then now where it is only unavailable every other 72 minutes.

I'm not just asking Maffa here. I'm asking everyone, if you don't like the current what would you have it be? "No restriction" is not an option. We remember what it was when there was none, and it was bad Soren explained why there is a need for one and we will not return to that state.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: bloodless on September 29, 2022, 05:09:18 AM
One elixir per rl day might be a smoother option in the immediate but it has its obvious downside. I suppose if the metrics exist for how often a character does the trip per day, it would be worth looking at it. And if it exists and if the majority fall in line with the once a day, then make that change. Someone will always be unhappy, but we're trying to maximise the benefits here. Something-something omelette and eggs.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Maffa on September 29, 2022, 05:33:38 AM
even if it were two per RL day it wouldnt hurt honestly.
or one per day plu one mistway open on the western side
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Knight of Rhodes on September 29, 2022, 05:47:34 AM
Twice per 24 IRL Hours.

It is universally restrictive, but doesnt hammer the people that log in at oddball unpredictable hours. It gives everyone a fighting chance and still limits flippant travel.

I dont like the time slot excuse. If the NPC is out and about, his excellence can provide a potion >:|
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: SardineTheAncestor on September 29, 2022, 05:58:54 AM
I was joking with a friend that after level 12 your OCR would start increasing by 1 per level which would make it impossible for most high levels to use the ferry, besides a lucky few Charisma classes and anyone who makes room for influence in their builds. The old dragon disciple fix, which of course eventually got changed. Wouldn't exactly be bulletproof, but the ferry letting high levels easily (and quite cheaply) get back to Vallaki is obviously a problem since the mist spawns even now are rarely a problem for characters at 14+.

I don't play enough to have a horse in this race, but here are some of my more serious ideas.

I am still very much in support of the idea that characters in the "NCE zone" are level drained irrevocably to level 14 and the only way to remove this debuff is to leave. It can absolutely be explained via IC superstitions from many different angles. Is it a curse? Have the Barovians "willed away" high level magic with their own fear? Is it Strahd's oppression made manifest? Something more sinister still? Who knows.

One elixir per 18 hours seems like it would be fine (supporting those who cannot log on at the same time every night). Say it's something to do with the elixir having side effects if taken too often. Perhaps if you make it so a second one can be used, it gives you a debuff if you do it twice in a 24 hour period (with a warning beforehand that just looking at the potion makes you feel queasy). I think you could combo this with the above.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Zyemeth on September 29, 2022, 06:29:02 AM
Once per 12 hours being able to enter WB sounds like a good solution to me.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Maffa on September 29, 2022, 06:29:52 AM
I was joking with a friend that after level 12 your OCR would start increasing by 1 per level which would make it impossible for most high levels to use the ferry, besides a lucky few Charisma classes and anyone who makes room for influence in their builds. The old dragon disciple fix, which of course eventually got changed. Wouldn't exactly be bulletproof, but the ferry letting high levels easily (and quite cheaply) get back to Vallaki is obviously a problem since the mist spawns even now are rarely a problem for characters at 14+.

I don't play enough to have a horse in this race, but here are some of my more serious ideas.

I am still very much in support of the idea that characters in the "NCE zone" are level drained irrevocably to level 14 and the only way to remove this debuff is to leave. It can absolutely be explained via IC superstitions from many different angles. Is it a curse? Have the Barovians "willed away" high level magic with their own fear? Is it Strahd's oppression made manifest? Something more sinister still? Who knows.

One elixir per 18 hours seems like it would be fine (supporting those who cannot log on at the same time every night). Say it's something to do with the elixir having side effects if taken too often. Perhaps if you make it so a second one can be used, it gives you a debuff if you do it twice in a 24 hour period (with a warning beforehand that just looking at the potion makes you feel queasy). I think you could combo this with the above.

I still think that keeping people out from the only real SoL hub in the server is a mistake. Higher levels either need a higher stakes area in Vallaki (like the nobles and residential districts) with higher stakes interaction, there are noble families i never had the chance to interact with until last month when for the first time i met a Romulich. there are other three noble families plus the Burgomaster which we know nothing about. Or, there is a need of a middle age/no later than renaissance themed, all classes/rp type inclusive SoL hub for high levels, which Port is not.

The way the server is built now is you go dungeoneering outside vallaki and you come back, or loiter in MC when you miss from vallaki for to long and you lose touch with the new faces. It's a commuter life that the server force on people the way it is designed, and for lack of alternatives.

This said, one potion every 12 hours RL could do the trick, if thats the way it needs to be done.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Death on September 29, 2022, 06:31:38 AM
Again, i dont like this change. it isnt working as intended, for what is my experience.

"Not working as intended" may go both ways. It could not be working by not reaching its mark, but truth is that it is too soon to say if it worked or not. We first need to collect actual data about it, then we'll reevaluate.

But lets say "it doesn't" and we need to revise it further. What alternative would you propose then under these three variables?

- One that reaches the intended goal of slowing down the return of those that leave Western Barovia.
- One that can be reasonably explained in-game.
- One that is fair for all.

The Vistani deciding to conduct business by day only and having the elixir to be potent by day only being the current explanations. We considered other avenues such as increasing the prices of the elixir, but that would only hurt lower level characters. We considered limiting buying the elixir to once a day or once a week (both IG or real-life), but that'd made it even more difficult and annoying then now where it is only unavailable every other 72 minutes.

I'm not just asking Maffa here. I'm asking everyone, if you don't like the current what would you have it be? "No restriction" is not an option. We remember what it was when there was none, and it was bad Soren explained why there is a need for one and we will not return to that state.

The one suggestion I'm gonna offer for the variables is that, perhaps there could be a time limit of use on the Vistani elixir of at least 5 minutes (as an example number). You get the potion, and then you have to actually commit to getting towards the mist wall in time, once you drink the potion after it's served to you, the timing is urgent and you shouldn't be messing around. Once that time is up, there should be a cooldown on purchasing the elixir while they... brew another one to be used, I guess. This would slow down players and force them to prepare and commit for their destination (like avoiding being over-encumbered, getting distracted, making sure the path is clear of monsters and obstacles ahead of time etc) and if they miss the small window of time they have to wait a few ticks again or however time is deemed best, instead of being time gated by day/night cycles.

I've always been under the impression the elixir operates like a short lasted potion, and the Vistani, of course, would not have an unlimited number of litres of the potion, but would likely keep it brewing if they thought it profitable at all hours of the day to adventurers and foolhardy giorgios who really want to leave the safety of their camp to risk the old noapte. I don't think they care enough about the well being of adventurers to actively stop them from purchasing their elixir during the night time. I think this would make sense perfectly, at least to me.

This would also remain fair for all, because you'd need to operate still under cooldowns and the passing of Irl time, but it would not be as tedious or oocly disruptive as players have been reporting. It's a rough idea, but I think it's a better implemention if the edges are smoothed out properly, and wouldn't take as much time as having to be forced to wait through the long night cycles.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Miuo on September 29, 2022, 07:48:01 AM
One of the things im not seeing discussed very much for suggested changes, debates on where people should rp. Or dislike of those of upper levels being in certain zones. Are timezones/play times.

As someone who works nights full time, most of my activity time is very early EST mornings and afternoons. Of which i rarely see much more than between 20-40 people on. Most of these are spread across the server or in groups off elsewhere leaving very people to rp with or do things with. Vastly fewer on the other side of the mist wall. Outside of days off when i can be active during peak times to even try in engage in zones i could get full rp xp, the fact 5-6 days of the week im around in the mornings means iv very little attachment or place in the rp and groups there who are more invested in things they have all been pouring time into.

PoTM is first and foremost an RP server, being able to get even a little rp xp in the most active area in the game with the few players around has been a blessing. Nowhere is ever going to be as active or as transient as the outskirts when it comes to RP. Not as long as thats going to be the prime and defunct starting zone for just about every character.  If i was to go where i "belong" i barely ever get to enjoy any measure of rp, this is a rp server, im here to rp. So im going to go and be where I can actually get that out of the server.

If i wanted to solo stuff, and play by my self, id play a single player game.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: William Roberts on September 29, 2022, 09:12:06 AM
What alternative would you propose then under these three variables?

- One that reaches the intended goal of slowing down the return of those that leave Western Barovia.
- One that can be reasonably explained in-game.
- One that is fair for all.

The Vistani deciding to conduct business by day only and having the elixir to be potent by day only being the current explanations. We considered other avenues such as increasing the prices of the elixir, but that would only hurt lower level characters. We considered limiting buying the elixir to once a day or once a week (both IG or real-life), but that'd made it even more difficult and annoying then now where it is only unavailable every other 72 minutes.

Perhaps put the two choices (current or using the elixir once per IG/RL day/week) to vote and decide by majority. Universal fairness is an elusive goal, but this would at least eliminate arguments against the result that are based on the majority of players agreeing with X because one would know which X the majority preferred. Allowing the community to have a voice in the decision should also increase by-in to the result.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: QDS on September 29, 2022, 10:57:37 AM
Spoiler: show
I'm late to the party since I cannot play here for now but I have another idea that kind of sprang up from my first experience on this server. Firstly, the idea comes up from the fact that this is Barovia. Being outside means to die, be you level two or twenty. So, here I go:

1. RP XP is set to max. Bonus XP during the night (since people will probably cry inside inns/temples/houses)
2. During the night, all mobs will be in large numbers and boosted to very high levels including 20; if possible, no XP from them so they cannot be farmed (probably an OnDeath script for specific mobs that removes the xp?)
3. No resting during the nights outside. You cannot rest in a land that wants you dead. Or, allowed to rest but with an ambush mechanic with high level monsters.
4. All AMPCs and MPCs are boosted immediately to lvl 20 by default when they roll their new "form". If they got there, they deserve it. Also they have tools to deal with the night since it is their playground.
5. This applies to all areas on the server, not only Barovia.
6. For new players, a message will be shown before they enter then mists from ooc character setup area to tell them that night means death.

I know this is a dream setup but I do believe the night in the Ravenloft setting should be feared not only by low levels or mids. But by max levels too.
Also Strahd should walk the land. Literally. Whomever meets him should have a bad night.


  Now, I know my ideas are impossible to implement (Aurora allows such implementation. I just mean from the point of view of players in general), but the idea proposed by the team seems good. Gives the ones that have to stay in Vallaki/Barovia a chance at some extra xp that is desperately needed, since most do not dungeon and if they do, they have to trample on some faction limitations (e.g. Garda or even MLers)... or wait for DM events where of course, their shine is stolen by high levels.
  Anyway, my two cents. I look forward to returning here.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Rocket on September 29, 2022, 01:10:13 PM
1. RP XP is set to max. Bonus XP during the night (since people will probably cry inside inns/temples/houses)
2. During the night, all mobs will be in large numbers and boosted to very high levels including 20; if possible, no XP from them so they cannot be farmed (probably an OnDeath script for specific mobs that removes the xp?)
3. No resting during the nights outside. You cannot rest in a land that wants you dead. Or, allowed to rest but with an ambush mechanic with high level monsters.
4. All AMPCs and MPCs are boosted immediately to lvl 20 by default when they roll their new "form". If they got there, they deserve it. Also they have tools to deal with the night since it is their playground.
5. This applies to all areas on the server, not only Barovia.
6. For new players, a message will be shown before they enter then mists from ooc character setup area to tell them that night means death.

This is so far out there, it has to be good. :lol:

But seriously, if we were actually OOC fearful of the night, because we worry about our character dying, yea that would change things up.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: myrddraal on September 29, 2022, 01:45:43 PM
One mist potion per ooc day would also stop people from galavanting back and forth too.  At least haphazardly.  It doesn’t really stop high levels from running off and dungeoning to blind drive and then just coming back after for a week though.  One way that people would loathe, but be effective at stopping people from crossing willy nilly would make it one way per ooc day and deciding if your dungeoning is worth missing any event or RP that *might* happen.  Would be an actual deterrent to power leveling and put more focus on RPing too.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Lion El'Jonson on September 29, 2022, 02:48:39 PM
  Anyway, my two cents. I look forward to returning here.

Unironically +1 most of these changes, though I know they would NEVER happen. Intense difficulty is something I love in games (even if I'm not good at them). But from what I understand, we're in the minority and changes like this would bring an ocean of complaints.

One mist potion per ooc day would also stop people from galavanting back and forth too.

As a crafter I would absolutely hate this. ;(
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Death on September 29, 2022, 03:06:47 PM
One mist potion per ooc day would also stop people from galavanting back and forth too.  At least haphazardly.  It doesn’t really stop high levels from running off and dungeoning to blind drive and then just coming back after for a week though.  One way that people would loathe, but be effective at stopping people from crossing willy nilly would make it one way per ooc day and deciding if your dungeoning is worth missing any event or RP that *might* happen.  Would be an actual deterrent to power leveling and put more focus on RPing too.

I'm not certain this is much better of a solution. There are players who appear to already be leaving and quitting playing because they're finding it difficult to get to the places they want to or need to be for their RP and gameplay, and as a member of this community I find this deeply saddening and concerning. We need to work on making this more accessible within the variables that MAB has posted, instead of more outlandish and difficult. People do not have the time to wait 24 hours and be trapped in Eastern Barovia or the Mist Camp, or anywhere else. The issue at play here is not people galavanting back and forth willy nilly, it's the concern that high level PCs who spend a great deal of time past Eastern Barovia and beyond, will arrive to Barovia to disrupt normal low level dungeons, RP, XP, and AMPC experiences.

Ideally you want something to /slow/ down their arrival, but not to such a degree where you'd need to commit IRL days to decide whether you want to stay on one side or the other.

Title: Re: Comments and discussion revolving the roleplay XP change
Post by: myrddraal on September 29, 2022, 04:01:19 PM
One mist potion per ooc day would also stop people from galavanting back and forth too.  At least haphazardly.  It doesn’t really stop high levels from running off and dungeoning to blind drive and then just coming back after for a week though.  One way that people would loathe, but be effective at stopping people from crossing willy nilly would make it one way per ooc day and deciding if your dungeoning is worth missing any event or RP that *might* happen.  Would be an actual deterrent to power leveling and put more focus on RPing too.

I'm not certain this is much better of a solution. There are players who appear to already be leaving and quitting playing because they're finding it difficult to get to the places they want to or need to be for their RP and gameplay, and as a member of this community I find this deeply saddening and concerning. We need to work on making this more accessible within the variables that MAB has posted, instead of more outlandish and difficult. People do not have the time to wait 24 hours and be trapped in Eastern Barovia or the Mist Camp, or anywhere else. The issue at play here is not people galavanting back and forth willy nilly, it's the concern that high level PCs who spend a great deal of time past Eastern Barovia and beyond, will arrive to Barovia to disrupt normal low level dungeons, RP, XP, and AMPC experiences.

Ideally you want something to /slow/ down their arrival, but not to such a degree where you'd need to commit IRL days to decide whether you want to stay on one side or the other.

There are a LOT of reasons people are quitting that I wont get into.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: TedFromDebate on September 29, 2022, 05:16:40 PM
Again, i dont like this change. it isnt working as intended, for what is my experience.

"Not working as intended" may go both ways. It could not be working by not reaching its mark, but truth is that it is too soon to say if it worked or not. We first need to collect actual data about it, then we'll reevaluate.

But lets say "it doesn't" and we need to revise it further. What alternative would you propose then under these three variables?

- One that reaches the intended goal of slowing down the return of those that leave Western Barovia.
- One that can be reasonably explained in-game.
- One that is fair for all.

The Vistani deciding to conduct business by day only and having the elixir to be potent by day only being the current explanations. We considered other avenues such as increasing the prices of the elixir, but that would only hurt lower level characters. We considered limiting buying the elixir to once a day or once a week (both IG or real-life), but that'd made it even more difficult and annoying then now where it is only unavailable every other 72 minutes.

I'm not just asking Maffa here. I'm asking everyone, if you don't like the current what would you have it be? "No restriction" is not an option. We remember what it was when there was none, and it was bad Soren explained why there is a need for one and we will not return to that state.

I am curious if you guys are willing to adjust the time- if the point is just to stop high levels from ruining MPC rp, would having our potion seller sleep till 4am (or even just 2? I feel like you can't really do alot to affect MPC rp if you don't get back till like 4-5am).

I think this has the intended effect while reducing the penalty it can have on those that just need to get over there for the morning. And you know- our poor potion boy still gets his needed rest he's missed out on for so long.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: SardineTheAncestor on September 29, 2022, 06:36:54 PM
One mist potion per ooc day would also stop people from galavanting back and forth too.  At least haphazardly.  It doesn’t really stop high levels from running off and dungeoning to blind drive and then just coming back after for a week though.  One way that people would loathe, but be effective at stopping people from crossing willy nilly would make it one way per ooc day and deciding if your dungeoning is worth missing any event or RP that *might* happen.  Would be an actual deterrent to power leveling and put more focus on RPing too.

I'm not certain this is much better of a solution. There are players who appear to already be leaving and quitting playing because they're finding it difficult to get to the places they want to or need to be for their RP and gameplay, and as a member of this community I find this deeply saddening and concerning. We need to work on making this more accessible within the variables that MAB has posted, instead of more outlandish and difficult. People do not have the time to wait 24 hours and be trapped in Eastern Barovia or the Mist Camp, or anywhere else. The issue at play here is not people galavanting back and forth willy nilly, it's the concern that high level PCs who spend a great deal of time past Eastern Barovia and beyond, will arrive to Barovia to disrupt normal low level dungeons, RP, XP, and AMPC experiences.

Ideally you want something to /slow/ down their arrival, but not to such a degree where you'd need to commit IRL days to decide whether you want to stay on one side or the other.

I am in agreement. I think the only way you'll see people choose to not return to Barovia is if there is some consequence to returning. A literal wall with no way around it is just going to annoy people. This is not a feature where the excuse "trimming the fat" comes into play IMO.

As far as IC changes go, the potion being limited to 1-2 times per 12-18 hours is really easy to apply IC logic to (potion sickness), and the level drain mechanic makes so much sense it would be an alright provision for even a domain like Darkon's "dread amnesia" if it could be implemented fairly. I would prefer a hard level cap of 14 across the entire server but this would be the next best thing.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: PrimetheGrime on September 29, 2022, 10:41:39 PM
1. RP XP is set to max. Bonus XP during the night (since people will probably cry inside inns/temples/houses)
2. During the night, all mobs will be in large numbers and boosted to very high levels including 20; if possible, no XP from them so they cannot be farmed (probably an OnDeath script for specific mobs that removes the xp?)
3. No resting during the nights outside. You cannot rest in a land that wants you dead. Or, allowed to rest but with an ambush mechanic with high level monsters.
4. All AMPCs and MPCs are boosted immediately to lvl 20 by default when they roll their new "form". If they got there, they deserve it. Also they have tools to deal with the night since it is their playground.
5. This applies to all areas on the server, not only Barovia.
6. For new players, a message will be shown before they enter then mists from ooc character setup area to tell them that night means death.

This is so far out there, it has to be good. :lol:

But seriously, if we were actually OOC fearful of the night, because we worry about our character dying, yea that would change things up.

The issue that comes to play with this suggestion is as a rp server, we want players to rp, even outside in the night when it makes rp sense. Keeping everyone boxed in at night shouldn't be the intent, but we also dont want a night market in the outskirts where the terrors of the night are ignored because they aren't a threat to levels 12 and up.

I'd love for tougher enemies in the night, but they would need to be strategically placed so as to not prevent people actually rping in the dark from doing their thing mechanically unmolested

Title: Re: Comments and discussion revolving the roleplay XP change
Post by: stefan pall on October 04, 2022, 06:18:25 AM
I feel this is a mostly welcome change - especially for players that love Barovia and like to RP there 90% of the time.

From my perspective, the minor RPXP isnt likely to make me stay in Western Barovia on a high level more than I'd do otherwise anyway.

But for anyone, literally, who loves that place it's an amazing change not to get forever stuck on a char around 13-14 just because they value RP in the area more than hunting XP and treasure in MC.

Thanks.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: TedFromDebate on November 22, 2022, 11:41:31 PM
I don't know if this is intentional, and apoligies if this should instead be a bug report, but the current post patch way of getting to the mist wall with a potion feels far less intuitive than the previous. very good way of doing it

Now, you have to bring a potion there, because, as it seems to be, the potion lasts for only a short time before going through (Or you have to just bring it there and do the prompt like old?) needs to somehow be messaged through what the Vistani says to you, because as of now it still says drink it next to him, which I did, then I had an unpleasant surprise of (even though I got to Barovia at 4pm) getting to the mist wall on time and realizing that I had not used the potion as I was supposed to, of which nowhere says it.

I haven't minded it up to this point, but I suppose it's good to mention that obnoxious OOC stuff like this needs to be explcitly said OOC (But, as I'll say again, I don't mind it overall, just now I get the anger it can produce when you miss the cutoff after making a good faith effort to get there), and not making people guess and then be fairly pissed when they lose out on a night of rping because no one is in the Mist Camp as of now post NCE.

Edit: Apparently it hasn't changed besides being able to be poppable later. Maybe I'm just having a chicanary moment, but I swear I never missed the mist wall under the pre patch system. (1 after Magna Carta. As if I could ever make such a mistake). But, it might be good to not mention dusk, since I think there's some confusion that I see on it on the discord. Or, as someone told me, changing it to 6 would also be a welcome change to make sense.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Day Old Bread on November 23, 2022, 12:17:51 AM
I don't know if this is intentional, and apoligies if this should instead be a bug report, but the current post patch way of getting to the mist wall with a potion feels far less intuitive than the previous. very good way of doing it

Now, you have to bring a potion there, because, as it seems to be, the potion lasts for only a short time before going through (Or you have to just bring it there and do the prompt like old?) needs to somehow be messaged through what the Vistani says to you, because as of now it still says drink it next to him, which I did, then I had an unpleasant surprise of (even though I got to Barovia at 4pm) getting to the mist wall on time and realizing that I had not used the potion as I was supposed to, of which nowhere says it.

I haven't minded it up to this point, but I suppose it's good to mention that obnoxious OOC stuff like this needs to be explcitly said OOC (But, as I'll say again, I don't mind it overall, just now I get the anger it can produce when you miss the cutoff after making a good faith effort to get there), and not making people guess and then be fairly pissed when they lose out on a night of rping because no one is in the Mist Camp as of now post NCE.

Edit: Apparently it hasn't changed besides being able to be poppable later. Maybe I'm just having a chicanary moment, but I swear I never missed the mist wall under the pre patch system. (1 after Magna Carta. As if I could ever make such a mistake). But, it might be good to not mention dusk, since I think there's some confusion that I see on it on the discord. Or, as someone told me, changing it to 6 would also be a welcome change to make sense.

Well, there's a benefit to the consumable potion vs. the "purchased drinking" in that characters who might not be on good terms with the vistani can now get through the mist wall where they wouldn't have been able to prior. The new iterations means their friend, or patsy, can buy them a potion and trade it far away from the tser pool. That's a good thing.

I think the issue you had is related to time of day. They still function the same way as they did prior, the only difference is that now you can carry it with you can consume it. It'll still become inert at the prescribed time. The buff will still go away at that time too. If it's not working like that, you should screen and report the buggy.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Evendur on November 24, 2022, 07:47:40 AM
While it has been said before, I would like to add to the point of blocking the mist path to Barovia.

We do have a very active community of players that spend a significant time of the day ingame and those are the once most visible when it comes to feedback.

As someone who currently does not have much time to spare for gaming due to work, I would like to point out once more how devastating the mist blockage is to anyone who only has an hour a day to play.
Logging in to find the wrong time of the day to go through the mist for an event or meet up with others for some scheduled RP will just break the game for you. And frankly it will make me think twice about even trying to play on Potm when I dont have the luxury of plenty spare time.

This does not really become apparent when you have the time to spare and I hardly noticed the change myself when I did, which is why I wanted to point out once more how this change destroys RP opportunities, especially for those who are not the most visible part of the server community.   
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Anarcoplayba on November 24, 2022, 08:41:50 AM
I'll risk being flaied alive for saying this, but I'll risk anyway.

I usually like to play around the level 7~15. I believe is is easier to do game content, prepare parties and stuff. Recently a friend joined the server and me and another friend decided to "greet" him and start new lvl 2 pcs and climb the whole ladder.

My surprise was the population of high levels in Vallaki farming the low level content (the REALLY low level content). Now, I feel bad for making this as a critic because I know that those players are high levels because I do like them a lot, but I would like to bring this issue to the radar so the CC and the developers evaluate or re-evaluate this question, even to point out that I am wrong and that this is just my biased opinion, but I do believe that the population of higher levels in Vallaki increased and I felt extremely hard to put on a group and find level 2~7 content.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: myrddraal on November 24, 2022, 01:29:27 PM
I'll risk being flaied alive for saying this, but I'll risk anyway.

I usually like to play around the level 7~15. I believe is is easier to do game content, prepare parties and stuff. Recently a friend joined the server and me and another friend decided to "greet" him and start new lvl 2 pcs and climb the whole ladder.

My surprise was the population of high levels in Vallaki farming the low level content (the REALLY low level content). Now, I feel bad for making this as a critic because I know that those players are high levels because I do like them a lot, but I would like to bring this issue to the radar so the CC and the developers evaluate or re-evaluate this question, even to point out that I am wrong and that this is just my biased opinion, but I do believe that the population of higher levels in Vallaki increased and I felt extremely hard to put on a group and find level 2~7 content.

One of the biggest reasons for this is the mindset I hear a lot of people having of "wait to do crafting until 10+ because its easier."  Which typically means they're going to be farming those dungeons over and over and over again for things like fire beetle mandibles, chitins, spider silks, shadow essences, etc for the "introductory" level of crafting.  Since it takes longer to get out of blind drive later, it means they are forced into more "down time" either RPing (which is good dont get me wrong) or crafting if nobody is around.  Which leads to people farming aforementioned low level content.  Or people will do something like the burned Gremishka filled house for "a quick 1k+" if theyre low on cash.  The obvious solution is for disruptive high level players to fork over gold to people just starting but theres no mechanical way to force that to happen without also punishing low levels.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Anarcoplayba on November 24, 2022, 01:37:11 PM
I'll risk being flaied alive for saying this, but I'll risk anyway.

I usually like to play around the level 7~15. I believe is is easier to do game content, prepare parties and stuff. Recently a friend joined the server and me and another friend decided to "greet" him and start new lvl 2 pcs and climb the whole ladder.

My surprise was the population of high levels in Vallaki farming the low level content (the REALLY low level content). Now, I feel bad for making this as a critic because I know that those players are high levels because I do like them a lot, but I would like to bring this issue to the radar so the CC and the developers evaluate or re-evaluate this question, even to point out that I am wrong and that this is just my biased opinion, but I do believe that the population of higher levels in Vallaki increased and I felt extremely hard to put on a group and find level 2~7 content.

One of the biggest reasons for this is the mindset I hear a lot of people having of "wait to do crafting until 10+ because its easier."  Which typically means they're going to be farming those dungeons over and over and over again for things like fire beetle mandibles, chitins, spider silks, shadow essences, etc for the "introductory" level of crafting.  Since it takes longer to get out of blind drive later, it means they are forced into more "down time" either RPing (which is good dont get me wrong) or crafting if nobody is around.  Which leads to people farming aforementioned low level content.  Or people will do something like the burned Gremishka filled house for "a quick 1k+" if theyre low on cash.  The obvious solution is for disruptive high level players to fork over gold to people just starting but theres no mechanical way to force that to happen without also punishing low levels.

A friend gave a polemic suggestion that I'll repeat here:

Create a script that makes killing enemies too weak for your level in certain areas to push the cap up, making harder to get of the xp cap or even putting you in sd.

This seemed extreme to me, but would help to avoid a level 12 destroying low level content casually while claiming to be in vallaki "for the rp".
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: myrddraal on November 24, 2022, 01:46:56 PM
I'll risk being flaied alive for saying this, but I'll risk anyway.

I usually like to play around the level 7~15. I believe is is easier to do game content, prepare parties and stuff. Recently a friend joined the server and me and another friend decided to "greet" him and start new lvl 2 pcs and climb the whole ladder.

My surprise was the population of high levels in Vallaki farming the low level content (the REALLY low level content). Now, I feel bad for making this as a critic because I know that those players are high levels because I do like them a lot, but I would like to bring this issue to the radar so the CC and the developers evaluate or re-evaluate this question, even to point out that I am wrong and that this is just my biased opinion, but I do believe that the population of higher levels in Vallaki increased and I felt extremely hard to put on a group and find level 2~7 content.

One of the biggest reasons for this is the mindset I hear a lot of people having of "wait to do crafting until 10+ because its easier."  Which typically means they're going to be farming those dungeons over and over and over again for things like fire beetle mandibles, chitins, spider silks, shadow essences, etc for the "introductory" level of crafting.  Since it takes longer to get out of blind drive later, it means they are forced into more "down time" either RPing (which is good dont get me wrong) or crafting if nobody is around.  Which leads to people farming aforementioned low level content.  Or people will do something like the burned Gremishka filled house for "a quick 1k+" if theyre low on cash.  The obvious solution is for disruptive high level players to fork over gold to people just starting but theres no mechanical way to force that to happen without also punishing low levels.

A friend gave a polemic suggestion that I'll repeat here:

Create a script that makes killing enemies too weak for your level in certain areas to push the cap up, making harder to get of the xp cap or even putting you in sd.

This seemed extreme to me, but would help to avoid a level 12 destroying low level content casually while claiming to be in vallaki "for the rp".

Wouldnt another script be hard on server resources?  I mean there is still tons of content around Vallaki for a level 12.  You can get XP from the werebat lords and the alhoon lair until like 15, maybe 16.  Ice Palace is probably similar on a high spawn.  The problem is entirely people wanting to save their gold instead of giving it to low levels to buy gear for the introductory crafts they felt they didnt have the gold to keep up on at low levels which is total BS and it can be done relatively easily.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: zDark Shadowz on November 24, 2022, 02:42:05 PM
Some may not be high levels, just good at what they do, and some may be level 14+ wizards buffing a dual-kama wielding monk to hunt shadows. (Yes I saw you both, ruined my shadow xp grind DX)

Each person will have their own reasons, like "I cant do brothel so I do spider cave instead of roaming fields for a single grass spider nest that maybe sometimes appears" or "I'll kill sixty constructs I know are there rather than one of the four hags that may already be farmed out" or "why kill myself on firestorming ghosts when I can kill child vampires under Raduta, or go to tergs and get both teeth and bone golem skulls."

The only reason to pick the harder options are "loot and XP" which doesn't fly well with roleplayers, who will pick the easier option because it makes sense, and for those with too much loot, combat capped XP, or already hit the dungeon recently so cant get good loot for another couple weeks if they open the chest (ninjalooting or flagging scripts or otherwise), the incentive to "stay" away is lost.

It's not necessarily their fault. If it's quicker to do it themselves than hire people who could get themselves killed and never return with the resources while one waits for them why would one wait? And if they hunt for them as well as buy what was collected when they were offline, that's even quicker still.

There are some natural behaviours that result in both the low and high level populace that sets people on their own paths and preference, and there is a unique dynamic to it. Some may hate it, and are vocal, most ignore it and play anyway, the rest take every advantage that makes sense IC and OOC.

In my own opinion, the roleplay change promotes high end merchants with their high end stock to want to stick around in Vallaki. They get rewarded for sticking around and they're closer to players that can grind for it, since they don't enjoy MC RP and its rare they can offsell their goods in high player times there unless they have really expensive things for MC goers.

~~

Personally I feel bad with my lv 10 when I go back to (west) Barovia to look for herbs or roleplay with friends because there is content I can do east of it with people. I have my own issues with people not buying potions when I do market them, so I dont get the funds to buy herbs, so I have to go look for them myself and offload the potion weight off to members of my player faction.

Maybe level 10 is too high or too low for west Barovia, I don't know. There's still content I *can* do there but whether I should is a question that is debated between people that think I'm too high to be there and people that think I'm too low to travel with them and I'm just caught in the precarious middle just doing what I can do.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Anarcoplayba on November 24, 2022, 03:00:08 PM
Wouldnt another script be hard on server resources?  I mean there is still tons of content around Vallaki for a level 12.  You can get XP from the werebat lords and the alhoon lair until like 15, maybe 16.  Ice Palace is probably similar on a high spawn.  The problem is entirely people wanting to save their gold instead of giving it to low levels to buy gear for the introductory crafts they felt they didnt have the gold to keep up on at low levels which is total BS and it can be done relatively easily.

Technically speaking: I have no idea if this would hurt the server in processing power.

Mechanichally speaking: The problem is not the level 12, or even 15, running the alhoon. The problem is the level 8 running gremishkas for boredom or beetles for resources.

"My" suggestion in this would be tackling the "No XP kill". Did you kill a creature whose CR is too low compared to you, you gain cap or lose it less slow. This would not hurt the players who earn combat XP, just the ones TOO ABOVE the challenge they are facing. Let's imagine my lvl 15 goes to the Gremishka Cave just for the lulz. I can imagine a rest message like "the senseless killing clouds your mind, you have been lacking purpose or meaning and feel that in this way you may end losing your grasp on reality".

Quote
It's not necessarily their fault. If it's quicker to do it themselves than hire people who could get themselves killed and never return with the resources while one waits for them why would one wait? And if they hunt for them as well as buy what was collected when they were offline, that's even quicker still.

Well, here we get back to the server design and the message players receive. I do agree that it is faster to run low level content than waiting for low level to gather the resources and sell to you (including because low levels need parties to do content high levels don't). IF the server wants to send the message that low level content should not be done by high levels there is no problem in punishing their XP. If you are doing thatfor the RP, the RP is it own prize (or the resources).

My point is very specific: I would like to see a system that punishes high levels that farm content too below their power, for they suck the possibility of lower levels to have fun.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: zDark Shadowz on November 24, 2022, 03:10:51 PM
It's only a minor inconvenience with the respawn timers, though it can become consecutive inconveniences from sheer volume of players, sure. Not just from repeat content runners but also equal competition and other people cycling in after they had waited out of courtesy themselves.

If there was an XP punishment, they dont get XP or cant be punished if they're already capped, they'd just get RP XP until it goes away, and any "punishments" would be split across many people.

When is it okay for someones "turn" if they arent capable of other content, even if they were perceived as too high for the area, but don't have a meta-build to do higher content? Then multiply that across 20 other people that want to do that crafting or collection for resale in their own time and not someone elses schedule, regardless of their level.

The conflict becomes not between levels but the server design to "not have too many master crafters." This kind of thing is, by deliberate server design, meant to bottleneck other players against each other, and exists outside the RP change debate. Resource dungeons will always be contested over but the fingers aren't to be pointed at other players, its the intent they are contested, and its more about who gets there first than level range of who is there specifically.

If anything, higher levels are done with it quicker so it can respawn quicker.
Title: Re: Comments and discussion revolving the roleplay XP change
Post by: Day Old Bread on November 24, 2022, 11:16:26 PM
I've got characters based in Vallaki and I do not typically find the higher level characters that hang there to be disruptive. It happens on occasion, but not frequently.  That said, if you notice someone who is grossly higher level farming an area repeatedly, just report it to a DM. Those characters could probably be supporting lower level characters by encouraging them to go and farm materials to be purchased.

While it has been said before, I would like to add to the point of blocking the mist path to Barovia.

We do have a very active community of players that spend a significant time of the day ingame and those are the once most visible when it comes to feedback.

As someone who currently does not have much time to spare for gaming due to work, I would like to point out once more how devastating the mist blockage is to anyone who only has an hour a day to play.
Logging in to find the wrong time of the day to go through the mist for an event or meet up with others for some scheduled RP will just break the game for you. And frankly it will make me think twice about even trying to play on Potm when I dont have the luxury of plenty spare time.

This does not really become apparent when you have the time to spare and I hardly noticed the change myself when I did, which is why I wanted to point out once more how this change destroys RP opportunities, especially for those who are not the most visible part of the server community.   

I believe this speaks to the intent of the change which is to encourage players to commit to an area. I could be wrong in this interpretation, but it seems very much the case. If you're a Port based character, you shouldn't be hopping back and forth to western barovia and back every day. If you're a vallaki based character, you shouldn't be leaving travelling beyond the mist wall and back on a daily basis.

If you're an MC based character, you've got tons of other places you can hang out and probably don't need to be jogging back into western barovia.

It does suck getting stuck beyond the wall after dark, but if you know you're not going to have much time to play, then I would suggest finding an area that is particularly interesting to you and stick to it. Also, consider that if there are RP events going on, often times there are DM's around to support that and if you've only a limited amount of time to play, you can always ask for a port to somewhere more suitable for yourself.  Won't always work, but it's an option on occasion.