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#31 Wind

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Posted 08 April 2008 - 09:48 AM

Nightmist is not a democracy, and never has been.

The only democratic decisions that have been made have been on the whim of the staff involved.

This is how it has always been, if staff want to make changes without voting that is their decision.

Was there a vote when the exp limit was imposed? No because the player base hated the idea as it left us basically screwed over, but it improved the game.

Were we consulted when the exp and gold was altered in the zeum? No because every one would have voted no as its beneficial to us to leave it be.

There can't be votes for every thing, if staff feel it should be lifted they will.


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#32 Orgy

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Posted 08 April 2008 - 10:58 AM

Consumed, the reason most of the peopl are dnd on main is because thats their alts, they go dnd /scroll and than train that way so its less lag.. that has nothing to do with how many people are on.


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There are 4 characters online, (4 users).


Ahem, main ftw. :ph34r:

Edited by Orgy, 08 April 2008 - 11:01 AM.

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#33 Shera

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Posted 08 April 2008 - 02:33 PM

reset multi, set 4 alt limit.
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#34 Trevayne

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Posted 08 April 2008 - 04:12 PM

I have an idea why dont staff have a vote from every active main player whether or not it should be pk or not. This will tell you what the playerbase wants. Unless if of course you dont care. If you do then this is the right thing to do. I dont remember a vote being made on it being nopk and there should have been. Let the votes speak for themselves.


We had one of the longest threads in this forum from the past year devoted to talking about the no-PK change before it was put in game. [link] We solicited opinions for weeks before this was put in place and the vast majority of the active main players were in favor of it. You even posted on it, so stop whining that staff didn't ask what players want.

Nobody cares if 1a or multi has more players at any specific point in time. What I (and the rest of the staff) have commented on repeatedly is that the no-PK change took the multi server from 3-9 people logged on and sitting at NGH in the months before it went into place to 15-20 active players logged on with very few of them gate sitting. It let us start releasing new areas, new bosses, and new equipment. It let us put two new player-suggested areas into game (with one more under construction). It took a server that was dead and brought some life back to it.
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#35 Autek

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Posted 08 April 2008 - 05:08 PM

pwnt
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#36 Consumed

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Posted 08 April 2008 - 05:39 PM

Nobody cares if 1a or multi has more players at any specific point in time. What I (and the rest of the staff) have commented on repeatedly is that the no-PK change took the multi server from 3-9 people logged on and sitting at NGH in the months before it went into place to 15-20 active players logged on with very few of them gate sitting. It let us start releasing new areas, new bosses, and new equipment. It let us put two new player-suggested areas into game (with one more under construction). It took a server that was dead and brought some life back to it.


ya that makes sense... except thats not what you said in previous posts.. when i said 1a player base increased you said "also not true" , when in fact it was true... i didnt deny that multi activity increased, i said i didnt think it was based on NOPK.. then you come out of left field and deny that 1a player base increased when i saw it with my own eyes :ph34r: ...anyways i care if 1a or multi has more players, because more players=more interaction... therefore i play 1a...
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#37 Trevayne

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Posted 08 April 2008 - 05:51 PM

The numbers on 1a started increasing after Oracle was appointed admin and Tecton was promoted to staff, which both happened on Feb. 15.

The no-PK change over for multi was on November 4th, more than 3 months before the numbers on 1a started to increase.

The numbers on multi have been constant since about the middle of November. These numbers are 2-4 times larger than they were in the 3 months before the no-PK change was implemented. There has been no decrease on multi while the numbers on 1a increased.

The numbers on 1a did not increase for three months after the no-PK decision was implemented. The numbers on 1a did increase with the increased staffing on 1a.

Is that simple enough to understand, or do I have to use bold text again?
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#38 Crane

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Posted 08 April 2008 - 09:34 PM

PKing never helped to solve arguments. Nightmist never was "You and me, right now", but one player ambushing another and collecting the resultant spoils. As for arguments and disagreements, players tend to just throw insults at each other from the safety of the Northern Gatehouse and the like.

Just prior to the multi server becoming noPK, most players co-existed fairly peacefully and there was very little PKing going on, especially of the kind seen on 1-alt and on the multi-server in the past. I was able to train in places like the museum without too much risk, although I was still cautious to keep away from main thoroughfares and not hang around places like the Large Forest for too long. I confess that now the server is noPK, I have been getting a little careless in how I train, like hanging around the Large Forest for long periods!

In terms of how players interact on the game, the server becoming noPK hasn't changed much in that respect, but the way politics are dictated, new areas and creations are a lot less restricted now. For example, Shifting Sands has opened again and a few extra Ashen Talismans have made it into the game (although a few more Cerulean Periapts and Veridian Charms would be very nice... and maybe the mysterious fifth amulet that has a picture but whose name is still unknown).
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#39 Trevayne

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Posted 08 April 2008 - 10:32 PM

Actually, since no-PK was implemented we've had the following major releases on multi:
  • re-opening of Shifting Sands
  • opening of the Dvergar Stronghold
  • an Xmas quest (Necro Claus and the Bone Garden area)
  • re-opening of the Bone Garden
  • release of the NM rooftops area (player suggestion)
  • release of the low-level crafting quests (player suggestion)
  • restoration of Capture the Flag
... and a few more that should be coming out shortly.

We could not have released many of these under the old rules, and we never could have released this many in five months under the old rules.
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#40 Wind

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Posted 08 April 2008 - 11:12 PM

[*]opening of the Dvergar Stronghold


If you could give us more hints on that mumble would be great
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#41 Gaddy

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Posted 09 April 2008 - 06:50 AM

<3 Trevayne
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#42 Perfection

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Posted 09 April 2008 - 10:26 AM

i think pk'ing should be allowed in certain places, so next time a certian jackass blocks the cappy spawn i can send them straight to boars tusk in :ph34r:
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#43 Orgy

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Posted 09 April 2008 - 11:17 AM

And that jackass would turn right back around and own you daily :ph34r:
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#44 Raylen

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Posted 09 April 2008 - 03:24 PM

joe will secretly log on his staff crit and banzor you good
+1 post count ggpwnedkthxbai

it's plausible that the SOB hasn't spawned


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#45 Terrier

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Posted 09 April 2008 - 11:41 PM

Nightmist was 1alt when started,was designed that way.All was great till multi alt..if som1 wants to do anything on multi (start from zero) with pk on?he wont stand a chance! if u cant leave town or train u will quit...keep nopk help tha newbies,not everyone start with 20 archs..u guys forgoth the notion of new players.So i vote for them (i play 1a now )
I will be open for any boss partyes pm if u need me,i play for quest only

#46 Consumed

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Posted 09 April 2008 - 11:52 PM

nopk in nub areas (such as large forest,rax, illuminati tunnels, ect.).. pk in higher lvl areas such as zuem, dessy.. maybe?
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#47 Gaddy

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Posted 10 April 2008 - 12:53 AM

That would be more work than is reasonable.
It also doesn't really make sense.


The current game is not NOPK to keep low levels from being harassed---or at least that never occured to me. Everyone is too high level to hit level 19 and under characters anyway.

The game being NOPK allows for things like level 31+ and level 31+ equipment not to overpower players.
It also allows new areas to be released because players have been far more active on the game since it went NOPK. That might not be extremely logical, but I've observed it....as some of you know, I sit and TP to players to see what is going on pretty much anytime I'm not planning on playing mortals.
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#48 Consumed

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Posted 10 April 2008 - 02:55 AM

ok makes sense... maybe make a designated area with good gold that is pk..just so people have a chance to go back to the good ol days..lol..idk.. just seems like a big part of the game to take completely out... (last post by me..since i dont play main anyways lol...)
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#49 Peacemaker

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Posted 10 April 2008 - 03:25 AM

Yes a good gold area would be nice to have with the pk option on. Then you have to risk your arse if you go in to get the gold. For instance make rose garden and hedge maze pk areas. Or maybe the entire zeum. Or just make a new place.
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#50 Consumed

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Posted 10 April 2008 - 03:32 AM

i changed my mind...one more post for clarification...i was thinking a new area entirely...that could be a good addition for this summer...

Edited by Consumed, 10 April 2008 - 03:32 AM.

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