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 Post subject: A new take on MPP's
PostPosted: Sat Dec 29, 2007 8:37 am 
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OK,

Here's a thought on the use of MPP's, not sure on whether its workable so please feel free to comment.

As it stands I think MPP's are of little use in terms of levels. Take for example a person on level 95. They would require 64 MPP's to redeem them and gain level 96. MPP's are fairly hard to come by (especially in these quantities) for most as they are awarded randomly.
Also it seems a little unbalanced as your reward for good rp should be the same - regardless of your level.
My idea is:
Make an MPP redeemable for say 20% experience towards your next level (this figure might need to be thought about and tweaked). This will even out the rewards for good rp i think. It will also encourage people to rp more (and better) and allow people to be able to almost perm rp and still level at a decent rate without having to kill.

Just a thought, so let me know what you think and don't flame this post too badly ;)

Peace out,

Bannik.

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 Post subject: Mpp gain could use a change
PostPosted: Sun Dec 30, 2007 10:20 am 
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What ever happened to the 60 minutes of rp gains an mpp. It's a great idea that mpps can be given for a good rp. But how often are those logs really checked? When people roleplay their concerns about Choden becoming a blacksmith so quickly, where is the mpp gain for them. That's a valid rp. When someone rp's an hour to try and gain a God and talks to that person about a God, that's a valid rp... but no mpp gain. I think bringing back the 1 mpp per 60 minutes of rp is a good idea. Not 30 minutes, but 60 consecutive minutes. This will deal with the rp for 30 to gain a level for heros. Most of the time those rp's don't deal with much other than to get a level. Every time I did a 30 minute rp I'd do my best to stay in character and do something roleplaying, but no mpp gains.

Thank you Bannik for bringing this idea back up and the cost of mpp to buy things vs gaining mpp.

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 Post subject: Re: Mpp gain could use a change
PostPosted: Sun Dec 30, 2007 12:57 pm 
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Those logs get reviewed quite regularly, however not instantly as seems to be wished. And MPPs are rewarded for good, valid RP. 99% of the RP I see in logs is 'Soandso get a small pile of gold from a corpse in room #####' sort of thing. That isn't valid RP to me. The return of the Blacksmith RP is new. I have yet to find the time to get to those logs. If I had more staff that would volunteer and actually DO what needs done instead of pay lip service to 'Oh I'm so cool, I have a staff name' then do nothing, it would really help.

I'm sorry, but the auto reward of MPPs for just the RP timer will not be reinstated. They are more a gift or reward rather than something earned and owed. The prior system threw that balance of MPPs off. It is now corrected.

But please feel free to keep coming up with new ideas, if something sounds good and fair about that we'll give it a whirl!

Regards,
Myrrima ~ Distant Lands Administration
Now go vote!!

gideonhalo wrote:
What ever happened to the 60 minutes of rp gains an mpp. It's a great idea that mpps can be given for a good rp. But how often are those logs really checked? When people roleplay their concerns about Choden becoming a blacksmith so quickly, where is the mpp gain for them. That's a valid rp. When someone rp's an hour to try and gain a God and talks to that person about a God, that's a valid rp... but no mpp gain. I think bringing back the 1 mpp per 60 minutes of rp is a good idea. Not 30 minutes, but 60 consecutive minutes. This will deal with the rp for 30 to gain a level for heros. Most of the time those rp's don't deal with much other than to get a level. Every time I did a 30 minute rp I'd do my best to stay in character and do something roleplaying, but no mpp gains.

Thank you Bannik for bringing this idea back up and the cost of mpp to buy things vs gaining mpp.


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 Post subject: Oh
PostPosted: Sun Dec 30, 2007 2:10 pm 
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Oh, nice, thanks for the reply.

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 Post subject: Further to the Level use of MPP's
PostPosted: Tue Jan 08, 2008 1:03 pm 
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OK,

Think this might have got a little side-tracked from my original post ;)

I don't think having auto MPP's reinstated would be a good idea.

What do people think of my original suggestion of making MPP's redeemable for a certain percentage of xp of whichever level you're on? (Rather than the current system of [2 * next level / 3])

Feedback is, as always, appreciated.

Peace,

Bannik.

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 Post subject:
PostPosted: Tue Jan 08, 2008 6:06 pm 
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Speaking of "auto-mpp", I'll go ahead and let this slip... because I *think* I'm actually going to do it... I'll be interested to hear what others think.

We've been thinking about creating a "strict" RP mode (which does not allow use of any commands that have OOC content -- most everything that is not a local action). Potentially users of this new strict mode could have auto-mpp on.

Best regards,

--Nezmar


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 Post subject:
PostPosted: Wed Jan 09, 2008 11:56 am 
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By strict, do you mean just changing what the flag does now, making a new one all together, or reinstating permanent RP for those that wish it?

Thanks in advance for the clarification,
Jorlain

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 Post subject:
PostPosted: Wed Jan 09, 2008 2:02 pm 
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By what I describe above, I mean...

A player would be able to use:

> rp 30 strict

At this point they would go into "strict" RP mode for 30 minutes and would be (potentially) awarded MPPs automatically for time roleplayed in this mode.

Optionally you could still use:

> rp 30

For the 30 minutes of "normal" mode RP; users of this mode would continue to be manually awarded MPPs based upon (RP) merit.

Hope this clarifies.

Best regards,

--Nezmar


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 Post subject: Strict RP - 'Affects' command
PostPosted: Fri Jan 11, 2008 1:17 pm 
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I've actually thought of this a few times already but never got around to posting it for some reason, so I'll go ahead and do it as it fits in with this topic.

'Affects' or 'aff' is listed as an OOC command. I've always thought it was a bit strange that it was. A magic user / spell caster who cast a spell on themself would surely know what spells were currently affecting them (having an in depth knowledge of the magic)? Take for example a cleric who casts true sight, detect align and detect invis on themself - the spell fade message will merely state 'your vision flickers and you feel less aware' in RP mode you would have no idea of what just wore off and that doesn't seem quite right.

Just a small point, and feel free to correct me if I'm way off the mark with this.

If anyone does agree, then maybe when we have a strict RP mode we could make 'aff' a useable command.

Peace,

Bannik.

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 Post subject:
PostPosted: Fri Jan 11, 2008 5:56 pm 
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Clearly more time needs to be spent working on this concept. I don't know precisely what the command break down would be in the end -- some commands may even just show less (or maybe even different) information.

That said, I don't know of anything that precludes that you should automatically intrinsically know what spells are currently active upon you, even if you've cast them. There are some spells which should be fairly obvious as they have physical manifestations (stoneskin for example). Additionally, you only approach it from the spell caster's point of view... what of those who know nothing of magic but have a spell cast upon them by using an item?

I'd love for everybody who has an interest in a strict RP mode to help define what you think it should consist of and what the differences should be.

Thanks for the thoughts, I fully intend to continue to pursue this before too long unless people seem uninterested.

Best regards to all,

--Nezmar


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 Post subject:
PostPosted: Fri Jan 11, 2008 6:18 pm 
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My two cents on the spell affect list. A way that Bannik's idea could be put to use is....those who have detect magic would have the ability to see what the affects they have on them. Perhaps you could make it so in strict RP, you wouldn't be able to see detrimental spells?

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 Post subject:
PostPosted: Thu Jan 24, 2008 8:24 pm 
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Well, I came here to post something about leveling through mpp's, but I see the point has already been raised. Cool beans.

So I took a look at the redeemeing mpps help file thinking I had enough mpps to get a few levels. Wrong. It would take me 88 for one level, that cant be right. When was the last time the scale for mpps was revised, before the player wipe? Why would anyone pay 25 mpps for a restring when they could just pay 50k gold? I remember paying 600k for one restring pre p-wipe, that might have been worth 25 mpps.

I think revising the value of mpps in combination with a strict rp mode would be awesome. If it was so I wouldn't consider leveling any other way. Wouldn't it be slick if there was some avatar running around who doesn't even know how to use a weapon? It would be possible.

As far as the strict RP mode goes...
When the auto earing of mpp's was removed I was rather ****. It took away an entire avenue of character progression away from me. Since then I only seem to get mpp's from helping newbies or staff, not from actual role playing. But a strict rp mode could change that.

I guess its just a matter of how strict you want it to be.. The help file for ooc commands seems pretty solid. There are just a few commands that could go either way, like 'affects' but that could be solved by changing the emotes of a few spells, mainly the vision ones.

How would it work? Hmmm. Loose ideas:
First use of an ooc command triggers a warning.
Second use of an ooc command sets your timer back X amount of time.
Require a certain amount of emotes and/or thinks commands to be awarded an mpp.

I guess I'm not sure about the details but the idea as a whole is awesome.


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