Missy wrote:It's not anymore, about helping a place become the most powerful it's about individual desires. No matter how much I grow to accomodate peoples individual desires, it's of no benefit to Siom.
Yes, that is due to the collapse of strategy play. Obviously, if the game now specializes in people whose sole interest is in
psychological roleplay, then of course they have no interest in larger issues of power, clan or nation. But once again I must point out that this process of losing strategy players began at the time the skills and tiredness systems were introduced. People can read what Griogal wrote before leaving (founded Clan MacGregor), or 1959Apache (Jo Jo of Seatown Forest), etc, etc.
By the way, there have of course always been players who specialize in purely psychological roleplay at the individual level, and who tend by nature to be highly individualistic. But this was less noticable in the past because there were
also strategically minded players around. It is the loss of the latter that has hurt the game so much.
Missy wrote:Not only that, I see a lot of this: "Hi, I'm new here. Is there anyone looking for a crew mate?" "Hi. Do you know where the nearest source of wood is so I can build a long-boat?" (Can't you require large rope for those damn long-boats?) Sea travel, has taken a LOT away from what goes on on land. Period.
A very interesting insight, and I agree. The emphasis that GAC placed on sea exploration went way over the top and did a lot of damage. Not only that, but I keep spawning characters in truly hopeless places, one after the other. Aki, Burgeo, now Omaho or some such? If these are the initial experiences of newcomers to the game, small wonder they don't stick around.
Let's just keep it simple, forget all these extra little islands and halt spawning on them, reconcentrate everyone on the main islands, and also fix the skills and combat systems to strengthen the possibility of conflict and speed up the game. Not so very difficult, surely?