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12:02 AM
can someone who understand the system give this a good edit please?
0
Q: DnD 3.5 Undead resurrected , Will i lose all my undead's traits?

SPike86I have a strange question. I have a ghost template in this new horror avventure. If i die and after resurrected ,and i return like human my previous race , i will lost all my Su and undead'triats of my template , isn't it?

 
I can fix the grammar and spelling at least
one sec
 
I wasn't sure what 'Su' meant
so didn't feel I should edit it
 
Supernatural; a mechanical term for a kind of creature quality.
 
Didn't we already have a question about what happens to all your undead progression when you return to being alive?
 
Ah, glad I didn't edit it then
 
12:04 AM
I think that was about undead classes, rather than undead templates?
 
or was that just covered by answers as part of some other question?
@BESW it's not in dnd-3.5e undead unless I've missed it...
 
Done. Mostly makes sense now, and I asked him to link the ghost template he's using
 
There's this, which isn't quite the same...
5
Q: How does resurrecting destroyed undead affect their level progression?

Ben-JaminWhile answering this question it brought up this current situation. I thought I had seen this answered here before but I can't find it anywhere. How does casting "Resurrection" on a destroyed undead affect their level progression? Example: Borris is a level 5 cleric of Wee Jas. He is killed ...

@AgentPaper Grats on 999.
 
IIRC there was a question about a lich resurrecting themselves as being alive again, and at least one of the answers talked about how you'd lose all your levels and go back to how you were before you became a lich (minus one level?)
maybe I'm thinking of that one (which should probably be marked with [undead])
 
@BESW "core class" hunts?
 
12:16 AM
I think you don't lose that level if it was a higher level resurrection spell?
 
(at our contractor's office, so AFK mostly)..
 
like True Resurrection or some such, not sure but I think that spell exists, and it lets you rez someone without costing them a level.
at least in 3.5 if that was indeed the system here
I suppose you could be talking about Pathfinder, in which case I disavow any knowledge of anything
nope, I looked like, a few posts up, looks like it is 3.5
XD
I R Smart
 
@trogdor exceptioooons
 
yes
but you can't quite assume the loss of a level in every case
just in most
 
There is a D&D 5e spell called Shield which states the following: "An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile." (From a quotation in this answer) Note that it calls out Magic Missile explicitly by name.
I am waiting for the day they release another auto-hit spell, like Magic Missile, and someone notices Shield, and asks us here: "Wait... does that apply to this other spell too?"
that was a slightly mean rant but I'm pretty confident it's going to happen and I really wish they'd change their authoring practices so as to make the game not be exception-based ;_;
 
12:32 AM
4 more questions
I should compose a doozey
 
@Tritium21 on some common topic?
 
...actually, no, I would end up writing the most trolling question in the history of trolls
so scratch that
 
@doppelgreener Why would it apply to any other spell?
 
@Miniman is magic missile currently the only auto-hit no-chance-to-miss spell?
 
@doppelgreener That's not what I mean. Even if another spell auto-hits, why would Shield stop it?
If it was a Magic Missile variant, like the Missile Storm spells from the NWN games, I could understand why you might think Shield would block it.
 
12:42 AM
@doppelgreener most of here feel your pain
I think the reasoning is just that magic missile is the only auto hit
and that this spell could have the intention to block all auto hits that exist, but that they did not bother to put the thought to a future where any other auto hit spells are made
 
@trogdor that is exactly it
@miniman ^
 
I thought so
I was so accurate most likely because I have been frustrated by this very same practice
both in 3.5 and 4E
 
Huh. It never occurred to me that Shield stops MM because it auto-hits.
That might even be worth a question, why does Shield stop MM?
 
@Miniman so that trail of logic could lead people to ask: "hey, this Shield spell blocked the only auto-hit spell at the time of writing. Now there's another. Is it supposed to block that too?" (Though hopefully they'll also errata Shield when they release whatever spell that is.)
 
@doppelgreener More hopefully there won't be any more auto-hit spells, they don't really belong in the game.
 
12:47 AM
the thing is, they could have said "no attack that auto hits can damage you"
and simply have given Magic Missile as the example
 
@Miniman i think it's because it's supposed to be a defensive spell, including against the attack that hits you, but MM doesn't care about the mechanisms they use otherwise. (but then again, since spells don't generally target your AC anyway and you wouldn't be defending against them any better even with Shield, it's an odd thing to single out MM)
 
@trogdor The vast majority of spells don't have attack rolls
 
mm true
so my change being auto hit
because most spells still care about spell resist or saves
 
@doppelgreener It goes back editions too. Maybe it's just so that there is one way to stop MM?
 
That was how I interpreted it.
Basically, magic Missile shoots projectiles of pure magical force, whereas most spells use magic to create something else that deals the damage. Shield, being a wall of pure magical force, happens to negate it perfectly.
It's just a unique interaction of two spells. If any other spells come out that work similar to magic missile, then you can simply note in them that they are blocked by a shield spell.
 
12:52 AM
but then why should there not be a way to stop anything else that shares this category with MM?
that is the thing
 
What category?
 
@AgentPaper better would be to note they're blocked by anything that blocks Magic Missile, lest we wind up with the exact same situation in the inverse when another thing comes out that stops Magic Missile. ;P
 
the category of "this will hit you, get used to it"
 
@doppelgreener @.@
@trogdor His point is that Shield blocking MM is a thematic interaction, not anything to do with MM's auto-hit-ness
 
yes, I saw that
 
12:54 AM
Shield doesn't block magic missile because magic missile auto-hits. Shield blocks magic missile because it's magic missile.
 
the moral being: specifying spells by name is bad for extensibility, specifying spells by property is good for it - it allows your system to remain making sense when new spells sharing those properties are added.
 
and it is a good point
 
So any other spells in the category of 'pure magical force' should be blocked by Shield.
 
XD
oh god, we started this whole thing again
 
@doppelgreener That was what 3.5's descriptor system was for, but they took it out in 5.
 
12:55 AM
lol
 
@Miniman and 4e's, which fitted more naturally into the system's paradigm (because in 3.5e, they were still referring to spells by name very often)
 
But then you're just making it harder to connect the dots between shield and magic missile, and for what, the slight chance that you add a bunch of "pure magical force" spells in the future? Better to simply spell it out and, if need be, spell it out again in the future.
 
@AgentPaper yes, it can help if you specify it again in the future, if you remember to do so.
 
@doppelgreener Yeah, I didn't say they utilised the descriptor system well.
 
if 5e becomes remotely as enormous as 3.5e though, this will be an issue somewhere, and the amount of material would make it fairly likely this will happen - even in 3rd party products.
 
1:00 AM
Well, that might be a problem if they were expecting to release anything close to the number of splat books that 3.5 did, or if they expected everyone to use every single one.
 
3.5e has a lot of spells which inflict ailments (diseases, poisons, being turned to stone, or whatever else someone came up with) which then specify they can only be cured by certain spells (by name). this leaves later-released (and more powerful) spells being weirdly incapable of curing those ailments. unless those spells happen to name "this can cure everything cured by the spells X, Y, Z."
 
@doppelgreener There's plenty of examples of this problem, yeah.
(Still not sure Magic Missile and Shield is a good one, but I can certainly see it.)
 
@Miniman yeah, magic missile vs shield has a decent chance because there might be some guideline that Magic Missile is the only spell that auto-hits and you don't get to make other spells which do the same thing.
if there isn't though, there's a decent chance that after enough volumes, someone will have decided: "hey it'd be cool to have another spell that does that thing Magic Missile does"
 
@doppelgreener Yeah...I still reckon the problem there is when someone makes an enhanced version of Magic Missile, rather than auto-hit spells in general
Mordenkainen's Really Big Magic Missile.
Then someone else makes an enhanced version of Shield, of course.
Otiluke's Particularly Resilient Shield.
 
@Miniman Mordenkainen's Massive Magic Missile
 
1:15 AM
@Adeptus I knew there was something there, I couldn't come up with it.
 
1:34 AM
@Adeptus That is an excellent name.
 
For the record, while I can appreciate the alliteration, I prefer Mordenkainen's Really Big Magic Missile.
I guess I just like the idea of a really skilled wizard coming up with crazy new spells, but he gives them all silly names like that.
 
ooh! ooh! Mordenkainen's Megaton Magic Missile! :D
 
2:10 AM
Mordenkainen's Metaphysical Magic Missile: throw your d20 at the player.
I'ma go copy-paste some notes for next week's adventure in the Spoil-Lair.
 
Mordenkainen's Metaontological Missile: On failing a save, the player must spend d4 minutes explaining the character's reason for existence and fundamental nature. Play continues while this occurs.
 
(@Magician One of your ideas will probably get used in the next adventure.)
@BrianBallsun-Stanton I've played with people who seem to have been hit with a permanent version of that one.
 
2:35 AM
@BESW: lol
 
2:55 AM
so...problem: what do you call behavior that is construable as in-game-universe, but is considered OOC by others because it has a negative OOC impact on the other players, irrespective of the character's ability to perform the action or IC reasoning behind behaving that way?
 
Bad form.
 
17
Q: The Moriarty Sentience Problem - A.K.A. Why isn't the Enterprise computer considered sentient?

Tritium21In Elementary, Dear Data, Geordi instructs the computer to create an opponent to intellectually best Data. The conceit of the episode is that the computer does just that, and creates a sentient hologram that is aware of his nature and the 24th century world. This accidental creation is deemed a...

I have mobilized the nerds.
 
the problem I see there, @BESW, is that it can severely constrain what some PCs can do to the point where they might as well just stand aside and be passive observers -- their action-set is so focused on solving problems that their participation is more likely to "short circuit" the story than to advance it
 
That's a mismatch of PC agency to story, then.
 
3:00 AM
Am I overreacting, or is this just off-topic:
-1
Q: Would time travel also be considered inter dimensional travel as well?

Forrest LeonThis is a very important question to me because it affects my main character. Through his journey's with his party they managed to go back in time but without any knowledge of doing so until the very end. Now what is left of the party has clearly altered the time line; when my character returns t...

 
At first glance, it looks off topic
 
Going off the answer here:
29
A: Are campaign research questions on topic, part two?

doppelgreenerA Summary: What to do Have a meta-discussion to decide on what wording to use for step 2 before amending our FAQ. Add a section to our FAQ defining what is on topic or off topic. My second draft of the wording (that I'm still not completely satisfied with): Question about a general real-wo...

 
@Shalvenay This will depend somewhat on the nature of the game and the style of the players. Games only really work if everybody is on the same page on what is "in the spirit" of the game and what isn't. But there are several potential issues here.
 
@BESW: I'm inclined to agree with you -- I just am not sure what to do about it, given a PC with a certain (high) level of capability, a player with a tendency to engineer solutions for effectiveness vs. writing narratives for effect, and a world that does a very poor job of encouraging cooperation, especially in the areas that classical 'dungeon crawl' formulations expect to be cooperative
@Pixie: nature of the game is a high-fantasy proto-MMO that has had a long history of RP-centric community thinking, but has been short players for a while now
 
Have a chat about whether the paradigm is having a negative impact on play and if so, what to do about it.
 
3:08 AM
@BESW: that's a conversation that I have been trying to have for quite a while now -- I have not found any straightforward or even workable solutions for it, though
I'm either left with "ditch the character", "perma-nerf the character into the ground", or people going all One True Way on me
ditching the character leaves me at a loss as to what sort of classically heroic figure I should play -- my penchant for detail-dependent/detail-driven RP does not confine itself to any one character
perma-nerfing badly aggravates the already-lurking monsters of gameplay/story mismatch that conspire to drive me insane as-is
 
@Shalvenay MMOs are... tricky RP environments sometimes. They function as communication mediums with a setting backdrop that players interpret in order to work with it, and different players interpret the setting differently, with no interpretation being strictly wrong or right.
But you say it's short on players, so I get the impression that this is a very specific community you're working with here, and one that has its own RP culture. Is that right?
 
@Pixie -- I agree; in my case, this was further aggravated by the game being a work-in-progress -- there are places in the lore that don't match the mechanics at all, and also lots of missing lore to go along with unimplemented mechanics or world sections
and yes, @Pixie: there is an extant RP culture there -- albeit one that changed out from under me if you will; it's sort of a "generation gap" even
 
@Shalvenay Game mechanics are unlikely to ever entirely match lore, at least not in my experience with MMOs. The mechanics and the lore are usually trying to accomplish two different things, and the way they interact with each other is something RPers can go back and forth on.
 
@Pixie Game mechanics are unlikely to ever entirely match lore, at least not in my experience with MMOs games of any kind. The mechanics and the lore are usually trying to accomplish two different things, and the way they interact with each other is something RPers can go back and forth on.
 
yeah -- I am of the opinion that it's a sign of bad game design and bad lore writing to be not trying to push them as close together as possible -- game design and lore should interlock and support each other, instead of being at war with each other
 
3:18 AM
@Shalvenay Why?
You often want to do things with lore that can't be modeled well by mechanics, and vice versa.
 
@Miniman: mechanical actions should be meaningful in a storyline sense, and the storyline should have some sort of mechanical impact
you still want to be able to work beyond the mechanics when you need to, of course
 
A large number of games of various kinds have a 'taunt' mechanic, because it makes for interesting gameplay. But a guy yelling at you is not going to force you to attack him, that gap just can't be made up in lore.
 
but gratuitous differences are a no-no
 
@Miniman I suppose that's true enough. :P
 
@Miniman: taunting can be made to make sense from a lore perspective -- think of it as a spell that makes you the biggest threat the other guy perceives
 
3:20 AM
VTC as unclear, no method of time travel is specified and we need to know it to not receive a bag of opinions for answers.
 
@Shalvenay So how do you give it to the magic-less warrior?
 
@Miniman: the assumption that the warrior has no magic is what is faulty here
or, you can give it to another class that makes sense to have it
 
Lots of people want to play a beefy warrior who fights without magic, and they want him to able to tank for squishier players.
Yes, you can force contrived explanations, but for a game to be fun you can't constrain yourself by trying to come up with realistic reasoning behind every mechanic you want in your game.
You're trying to force 2 entirely separate paradigms together, and they're both likely to suffer for it.
 
@Miniman: you're also making assumptions about party structure that are not axiomatic
 
@Shalvenay But sometimes the taunt is a mechanical interpretation of something that is strictly not magic -- like actually just taunting someone until they come after you. For the sake of smooth play and character effectiveness, it isn't necessary to have the game consider whether the nameless mook is actually feeling angry or not.
 
3:24 AM
you're saying "no, you're wrong!!!111!!!" when someone says "hey, what happens when we remove the Parallel Postulate?"
@Pixie: taunts with saving throws?
 
@Shalvenay That's an option. But it's not the only option.
 
@Shalvenay I think you're missing my point here.
 
I'm still scratching my head as to why you're assuming traditional party structure must hold
 
@Shalvenay It's an example
 
@Miniman: it's an example that assumes an awful lot
 
3:28 AM
@Shalvenay What, that people enjoy playing beefy warriors? There's a fairly strong evidence base for that.
 
What I'm trying to illustrate with my example is that MMO designers make decisions based on the experiences of the players engaging with the game more than simulating lore perfectly.
 
no -- that warriors are the ones chosen to tank, and that healers and other DPS types must stand back
 
Ehh? That's not what I got from Miniman's example at all. He wasn't saying things had to be that way, only that a warrior tank without magic is a viable concept.
 
@Shalvenay I didn't say anything about that. I just gave an example of a character archetype a lot of people enjoy playing
Which doesn't translate well into lore, but shouldn't be invalid solely for that reason.
 
I suppose I overgeneralized there -- I find that very easy to do
 
3:31 AM
AFAICT, your argument consists of: Having a mechanic without being able to explain it in lore is WrongBadFun.
 
and I can understand having some sort of taunt mechanic -- I actually play a MMO which lacks the sort of 'hard taunt' you describe
 
@Shalvenay Again, taunt is just an example. Lots of games don't have taunts.
 
@Miniman: my argument is that having a mechanic that the lore fails to explain means that you either a) need more lore, or b) are saying that the mechanics are part of the lore
 
At any rate, to extend my example, knowing that your taunt always has a specific effect allows you to make decisions about how you're going to deal with mechanical threats. It doesn't need an in-depth lore explanation, because that's not what the players need the taunt for.
 
and many (most?) people who RP explicitly reject option b) I gave
 
3:33 AM
I'll just leave this here.
 
at least, IME.
 
@Shalvenay But that invalidates mechanics that the lore can't explain or include, even if they would add depth/fun/balance to the game
 
I am OK with letting the mechanics stand for themselves as part of the world a character can perceive
but to have a mechanic that the character can't perceive doesn't make sense to me
even if it's as far as "I snarl some words in Orcish and they enrage just about everybody I run into"
 
@Shalvenay Sounds like D&D really isn't the system for you
 
@Miniman: maybe not
but what I am perceiving is that there is not a system that does what I want
@Pixie: indeed -- which is why I proposed the concept that the mechanics should be part of the lore insofar that our characters can observe their effects
 
3:40 AM
So maybe you need to relax some of your requirements?
 
@Shalvenay You seem to be looking for something fairly hardcore simulationist. Would that be accurate? (I'm a simulationist too, so I feel your pain.)
 
@IgneusJotunn: simulationist is a large chunk of it, yes -- interestingly enough, the place I have found so far that comes closest to what I'm after is another MMO: Eve Online
 
@Shalvenay Dangit that was exactly what I was going to suggest
 
@Shalvenay I still don't think that's necessary, though. I think you may be overemphasizing the RP aspect of MMORPG. What has to be considered is that people who RP with one another are usually a pretty secondary audience to the rest of an MMO designer's concerns. This varies, of course, but there are almost always decisions being made that are not lore-centric because lore is not the most important part of the game.
 
@Miniman -- is there anything wrong with designing a balanced game and then assuming that characters can perceive the effects of the mechanics on their lives?
@Pixie: what Eve does to handle this is make the mechanics very largely observable in-character
reinforce timer strategies aren't part of the lore per se -- but characters still can perceive what's going on, and make decisions about them that are both in-character and strategically sound
and I am asking "why is that too much to ask of other systems?"
 
3:44 AM
@Shalvenay I don't think there's anything wrong with that. What I'm arguing is that it isn't necessary. Not all games have the same goals and focuses.
 
@Shalvenay Because Mario would be incredibly tiresome if they had tried to explain everything Mario could do?
Alternatively, it would have been incredibly dull if they hadn't included anything that they couldn't explain.
 
@Miniman: Mario wasn't intended from the outset to be a multiplayer, cooperative-story game either
they didn't have to explain anything because their game goals gave them a free pass
 
@Shalvenay Exactly.
 
however, for me, that free pass does not extend fully to a game where you are expected to build your own story, not just follow storyline rails set by someone else
 
@Shalvenay And most MMOs are not intended to be what you're asking them to be, either. That's my point. Their game design is aiming for an entirely different animal.
 
3:46 AM
@Pixie: WoWists? :P
 
@Shalvenay how do you feel about the Exalted approach? Alter the physics of your world to the extent that your mechanics make sense? (Stunts work because the pattern spiders approve of the entertainment kinda thing.)
 
@Shalvenay Er...why not?
 
@IgneusJotunn -- that's a viable approach, Eve's somewhat the same way
@Miniman -- because to me, the story constructs bottom-up, from the details that drive what happens and why
more importantly, I have no mental framework to try to make sense of it from the top-down, human-motivational sense
@Pixie -- the reason why most MMOs aren't even close to what I'm after has a lot to do with the rampant success of WoW more than anything else :P -- everyone wanted to clone the cash cow
also, @Miniman re: balance -- I see balance as a Player vs. Player phenomenon, and from that standpoint -- it's very easy to rationalize ICly as a "rabbits and stoats"/"arms race" situation -- nerfs are things like SALT and START, while buffs are new tech or expansionistic leadership
 
@Shalvenay When I say balance, I'm not talking about explaining buffs and nerfs. For example, in Diablo 3 melee characters take 30% less damage - this is vital for them to remain viable. But it's a pretty difficult thing to explain in lore.
 
@Miniman -- I don't see why that's not subsumed into "melee fighters would naturally grab better-made/better-engineered armor than a caster or ranged fighter"
either that or "they know more about how to deflect/absorb/dodge blows, for that matter"
 
3:57 AM
@Shalvenay I won't deny the commonness of WoW duplication, but I disagree that games don't meet your expectations because of this "more than anything else." These games are profitable because their approaches attract and retain certain types of players. But even beyond that, there are so many design goals that don't fit with a "lore = mechanics" approach.
 
@Shalvenay If armour like that exists, why would people deliberately have worse armour?
 
@Pixie -- if you are designing mechanics to fit a lore straitjacket, then I agree with you wholeheartedly
but the lore can bend to fit the mechanics, too
@Miniman: direct and opportunity costs
 
@Shalvenay It can, and sometimes that's acceptable. But sometimes that also means you're not able to tell the story you want to tell at the same time you're not able to make a game that plays the way you want it to play.
 
@Shalvenay ...have you played Diablo?
 
@Miniman: admittedly, no
@Pixie: in my mind, a singleplayer game has much more liberty in this regard. a MMO isn't in the business of telling One Big Story though
 
4:00 AM
@Shalvenay Maybe I should rephrase my question. If armour like that exists, why would people incredibly powerful heroes with millions of gold lying around spare who spend all their time in incredibly dangerous situations deliberately have worse armour?
@Shalvenay Some are.
 
@Miniman: re: the armor business -- they may gain a greater benefit to their other abilities from downgrading their armor that a melee fighter doesn't -- the cost-benefit equation tallies differently when range is a defensive option
@Miniman: re -- MMOs trying to tell a One Big Story -- that's bad game design in my book, as it rather well defeats the point of building a MMO to begin with. a singleplayer or small-scale multiplayer RPG can tell a One Big Story quite nicely
 
@Shalvenay That's where I disagree. Simply being an MMO doesn't have to change anything except, you know... the game becomes multiplayer via the internet. You seem to have some expectations of what an MMO should be philosophically that don't necessarily correspond to their core concept (a way for a bunch of people to play a game at the same time).
 
@Pixie: interestingly enough, from what I can tell -- the philosophical expectations you mention were largely espoused early on in the genesis of the MMO
 
I reiterate that you may need to relax your requirements.
 
@Shalvenay I just feel like you're painting MMO design with a pretty broad stroke. You mentioned people getting One True Way on you about your expectations, but your line of thought regarding what MMOs should be seems similarly One True Way-ish.
 
4:12 AM
you're right, @Pixie -- I suspect much of that is "I simply don't get the point of a PvE MMO"
what does a PvE MMO provide that a small-scale multiplayer RPG doesn't?
@miniman: are you saying "I'm asking for something too close to perfection?"
 
@Shalvenay No problems with lag causing your character frustrating deaths?
@Shalvenay I'm saying that if you can't find anything matching your requirements, it usually means your requirements are too specific.
@Shalvenay Not getting constantly beaten by people who are better at the game than you?
 
@Shalvenay The vastly increased ability to have someone else to play with, but also the ability to entertain yourself as much as you want without specifically needing other players all the time. Keep in mind that many MMOs support multiple types of play simultaneously.
 
@Miniman: re lag -- Eve ICish explanation -- "darn it, my ship's computer was acting up again"
 
@Shalvenay I don't give a crap about explanation. It's the fact that I can lose several hours of work due to a minor disruption in my Internet that bothers me.
 
@Shalvenay It's kinda like drinking in a bar watching the match. I don't want to talk to anyone really, but I don't want to be alone.
 
4:19 AM
@Miniman: what I like to do is push that sort of reasoning into the IC sphere as far as I can -- imagine what it's like for the character to have the world start misbehaving on him in a seemingly illogical way! hence the explanation :)
 
@Shalvenay I'm not saying an explanation is a bad thing, but you asked what PvE offers that PvP doesn't. Lag not being a crippling issue is one such thing.
 
@IgneusJotunn -- I suppose I'll never understand that -- I'm a dry, and also someone who prefers to be a content creator much of the time any longer
 
Whether or not you can explain it is irrelevant to it being a problem in MMOs.
 
@Miniman: I see -- your first example threw me for a bit of a loop there
 
I'll use GW2 as an example because it's what I generally play these days. I really, really like playing multi-player events, particularly festivals, and I like to run dungeons. Sometimes I just want to run around and solo. As I run around and solo, I also engage in multi-player events and randomly heal people and help them kill things (and vice versa). And then, sometimes, I RP.
 
4:22 AM
@Pixie: interesting. I find that in Eve -- there are things that I will do that are technically solo, but I'm always considering the possibility that I'll run into somebody else
"where's my backup? what escape routes do I have? where could threats be coming from?"
"what tools do I have at the point of attack?"
 
@Shalvenay Well, yes, there's always that possibility. In GW2, people just jump in and start helping you without a word and then move on (it encourages this because it's impossible to killsteal). But there are many things I can do without having to consider whether that's going to happen or not.
 
@Pixie: aah -- Eve is the polar opposite -- if I suddenly decloak in your site, it likely means that I'm after you
not that I'm a total sociopath, though -- I'll gladly accept an explicit request for help, but that's not something that's implied by me turning up!
 
@Shalvenay See, GW2 isn't that type of game. PVP is segregated (I usually don't participate in PVP except in mini-games, although that may change in the future). On the normal maps, PVP doesn't happen. People help each other because they benefit from doing it.
 
@Shalvenay Fair- mostly trying to get across the idea of not being alone as a goal, even if you're not with anyone in particular. I'm about 30/70 creation to passive, but I go stir crazy if I don't have people around for three weeks straight. (I'm an introvert, but I also just moved half a continent away from anyone I know. The desire to have physical people around me is an unexpected but powerful one.)
 
Ah, GW2. Been playing it since launch.
 
4:27 AM
Or, at the very least, they don't suffer for doing it. Nobody's going to lose treasure or miss out on experience (and, indeed, you get a tiny bit of experience for resurrecting people, though the prevailing reason to do it is "because it's nice and you'd want someone else to do it for you").
 
@Pixie: I find that the benefits from encounters in Eve are more...meta, if you will -- regardless of whether you win or lose, you've put a mark in the book, so to speak, and have gained more knowledge and awareness of what's going on
doing the same thing over and over again like a robot will sooner or later get you punished
 
@Shalvenay Ahh. I haven't played Eve, and it doesn't really seem like my type of game, so I don't know a lot about its inner workings. But, on the flipside, don't get the idea that there's no other reason to play with people in GW2. There are a lot of things you can't solo (or which you can, but it's slow and hard and unfun). But there's always something you can do, whether or not you're actively playing with someone else.
 
there's a fair bit of non-soloable content in Eve as well
but the solo activity in Eve is "oh, I'm by myself right now"
it's not designed to be a game where you can just sit there and do your own thing forevermore
 
@Shalvenay Oh yeah, that wasn't intended as a counterpoint to anything that Eve does, just an expansion on the benefits of encounters in GW2 (in which you certainly could do things on your own forevermore, but you'd miss out on a whooole lot of stuff if you did).
 
the big thing for PvE for me is that it becomes rote/nearly-trivial fast
 
4:34 AM
@Magician I've been playing for over a year now, I think. It's pretty fun.
 
@Pixie I'm loving the new zone. It's got lots of emphasis on this solo group play you're talking about. You need all the other people to do their part for the greater good.
 
the other thing that Eve gets right is that it decouples class from character, if you will
I can play a high-versatility bench player character without turning them into a total OMGWTFBBQ machine at any given moment in time
 
@Magician Which zone are you talking about? I haven't played it very much recently. The last new zone I was aware of was the desert in Maguuma, but I think I've heard my guild talking about... some other thing lately.
 
because their role in the job at hand is set by the ship they're flying
instead of being baked into the character, or left completely open
 
To be honest, all I did for all of October in GW2 was Mad King stuff. I didn't even think about anything else. I am big on the festivals. >w>;;
 
4:37 AM
@Pixie You're probably talking about Dry Top, they've added Silverwastes to the north of it - also Maguuma, also desert. It's what Orr wanted to be - the Pact is trying to hold camps across the map, with constant war against mordrem.
 
@Magician Ooh, neat. I'll have to head there sometime, then. I like Maguuma a lot (because I like Asura a lot), and Dry Top was pretty fun.
@Shalvenay That is one thing I enjoy in games. I wish more games were classless.
 
@Pixie: sidenote: mind if I drop you a link to the latest Eve trailer? it's...well-done, even if you aren't that much of a PvP person
 
@Shalvenay Oh, sure. I'm always willing to check things out.
 
@Pixie: youtube.com/watch?v=AdfFnTt2UT0 < warning -mildly strong language
 
@Shalvenay There are things about EVE that appeal to me, but on the other hand, it seems ooooverwhelming.
 
4:46 AM
you wind up learning the game like eating an elephant -- one bite at a time
there's also the advantage that there is not only a tutorial/NPE to get you on your feet -- you can actually go and sign up for classes ingame
 
Obligatory:
 
@Magician: Eve's learning curve has gotten a fair bit smoother over the years
 
Yeah. I'm just not sure it would be worth it in my case. It seems like something that could be really fun at times, but on the other hand, it might just be a whole lot of time and money invested into something I ultimately don't enjoy.
 
I decided the same thing about WoW after a while
 
I will admit that Eve can be very hard work at times -- but the payoff is immense all the same
 
4:53 AM
the only huge difference I imagine there being is that I actually played WoW for a while before that
 
being able to point at something truly one-of-a-kind and say "I was there" -- that's something that other MMO's, as a rule, don't provide
 
@Shalvenay On the other hand, tabletop rpgs do, as a rule, provide that.
:D
 
Yeah... I play MMOs for different reasons than I RP with people. Although I RP with people in MMOs if I can, too. :P It's just a side thing.
 
@IgneusJotunn -- in a sense, yes -- but not on the scale of Eve
 
Woo! 10,000 questions!
8
 
4:58 AM
I have only played the occasional free MMO, but when I do, my RP basically ends with character creation...
 
Haha, not me, the site.
 
@AgentPaper Even better, it's not a D&D or PF question! Hooray for diversity.
 
@AgentPaper Excuse me while I facepalm. :v
 
We've only got 16 questions on that system tag.
 
5:02 AM
That's pretty cool.
@Adeptus GW2's the first game I've really done that much RP in, though it should be noted that GW2's the game I've been playing consistently for the longest. I actually like it. :v But I think about my characters from an RP perspective when I start any MMO. I wish I could do more in The Secret World (though I haven't played that in ages).
It strikes me as amusing that I see more people RPing in the wild in GW2, with no official RP server (and not even an unofficial RP server now that they've blended everything into the megaserver), than I ever do on TSW's official RP server. Unless you're in the pub in London.
 
@Pixie -- so GW2 has gone single-shard?
glad to see they have some sense in them
sharding is a hack :P
 
@Shalvenay It's... bad in every way for RP, but otherwise not a bad decision, no. xD
 
How's GW2 doing in the subscriber base?
 
@AgentPaper Subscriber base? What do you mean?
 
@Pixie Active player numbers, I'd assume.
 
5:09 AM
Yeah, that.
 
@Pixie: I'd rather have single-shard for RP
 
@AgentPaper It's stable, if not growing. Having no subscription fee and regular content updates helps.
 
unlike most folks -- I'm not concerned with the types who feel it is their God-given right to troll roleplayers simply for being roleplayers
 
@Shalvenay It's now hard to find other RPers and trolling is much more frequent. You never know who you're going to wind up with and have to do some witchery to have a decent chance of winding up with other RPers.
 
besides, those types find out quickly in Eve that the "RPers can't PvP" stereotype doesn't hold
 
5:11 AM
I usually only get into the right maps if I'm representing an RP guild and am in a party with my boyfriend (who's also repping an RP guild) and guesting to Tarnished Coast (which is not a technical server anymore, but it takes your home "server" into account when it sorts you; TC is where most of the RPers are).
 
Eh, I want to like Eve, but I just can't get over how stupid it is that the only way to level up is to just wait.
 
interestingly enough -- even though I do RP in Eve, my corp isn't a RP corp
 
@Miniman Ooh, I see. Briefly confused because GW2 is subscription free. But yeah, it's doing pretty well thus far, and expanding into other markets.
 
and our alliance consists of a RP corp and a couple of non-RP corps, who actually get along A-OK together
@AgentPaper: I find that to be one of Eve's virtues -- it takes a major grind out of the game, and also makes you think of "what can I do with what I have?" instead of a constant "bigger = better"
 
@Pixie Yeah, I've thought about getting it now that I have decent netz.
 
5:13 AM
esp. nowadays -- there's a lot to be said for Tech One frigates and cruisers
 
But yeah, my problem in GW2 now is usually not trolling but just not finding anybody to RP with in the first place (except on small maps not likely to have multiple overflows). That was not a problem when we had fixed servers.
 
Except that "what can I do" is almost universally "nothing". Yes, I've seen the video of some guy taking out a big ship with 1 weeks training and a cheap starter ship, but I don't want to be an annoying fly, I want to do cool things with other people.
 
@Pixie Would cities be RP hubs? I'd imagine that's their main purpose.
 
No corp will take you seriously, at best they'll let you join and then you'll follow them around being useless because they took pity on you.
I'm OK with it taking a few weeks or even a few months to get up there with the big boys, I mean I've got a handful of max level characters in WoW, but what I hate is that there's no feeling of progression. I can't log in, kill some mobs for a few hours, and then leave knowing I've made progress towards the next level or whatever.
 
@Magician Yes, but the biggest spots wind up with multiple overflow maps, and I am never in the right one. :v
 
5:17 AM
Instead any time I spend feels like I'm just wasting it because I'll be so much better at everything a few weeks from now when my skills are actually decent.
 
I also really enjoyed non-city RP more, especially non-Divinity's Reach RP. It was hard enough to locate before.
None of my characters have much specific reason to be in Divinity's Reach, and one has specific reasons not to be. >w>;;
 
@AgentPaper -- small ships play a surprisingly large role in major K-space fleets -- a Tech One frig and a week or two of training+practice puts you in a good position to join in the crowd-control effort, surprisingly enough
 
It's probably a great game for those who got in on the ground floor, or who soldiered through those first few months to get to the good stuff, but it is, if anything, much worse than WoW or other MMOs when it comes to grinding.
Eh, maybe I'd have liked it more if I ever found a decent group of people to play with, but I never could.
 
@AgentPaper -- heck, join the Goons!
 
I don't have a lot of computer game time. For a while I played America's Army with a guild, but got fed up with waiting for the round to finish so I could respawn, so went back to mostly solo games. Now my daughter is a bit older, we usually play a multiplayer LAN game.
 
5:20 AM
once you get past the initial trollface -- they have a well-earned reputation for being newb-friendly
 
@Adeptus Yeah, the way MMOs are designed to be time sinks is a problem for me, too.
 
I think I tried to do that once, but it's so hard to figure out how to do anything in that game that I eventually just gave up.
I guess I might give it another go eventually, but for now all my gaming time is being consumed by Europa Universalis IV. :)
 
yeah -- figuring out Eve by yourself is a recipe for failure -- the best solution is to seek the advice of other people
 
@Adeptus Yeah, that's true. That's why I like the buy-to-play model. Seems to generally inspire better content, but I can pick it up whenever with no subscription fees, so no paying because I think I'm going to play in a month and then never getting to.
 
I did, but most advice I got was pretty terrible. Probably because I was sitting around in high sec and trying to be a miner.
I tried to venture out into low-sec a few times to find the mythical corps and their wars, but all I found was empty space and sometimes a pirate blowing me up.
 
5:24 AM
@AgentPaper -- that's because the big corps and the big wars are a nullsec thing
and yeah -- mining isn't a good way to start
 
I never got far enough into nullsec to care about the difference between it and lowsec, haha.
 
@GMJoe Do not remove useful edition information, especially when the question deals with how spells work in the edition.
 
Anyways, speaking of EU4, about time I got back to conquering India.
 
@BrianBallsun-Stanton I was just about to ask about that.
 
::grumblegrumblegrumble::
 
5:27 AM
The irony in the comment he left is kinda funny though.
 
Eve is weird re: time consumption -- it can be an incredible timesink if you let it, but it's also possible to hop on for a few hours a week, make enough money to get by, and hop back off while letting the clock do your progression for you
to speak to the former: it's one of the few games I know of where the term "alarm-clock op" is a thing. :P
grumble thirded @BrianBallsun-Stanton
angrydm.com/2014/05/respect-the-metagame <-- I find I have the exact opposite problem -- if I'm not cabined strongly by the limits of character class, I have a nasty tendency to take over, if you will, and start running around solving problems for people without any regard for the negative effects that can have on storyline development
 
 
3 hours later…
8:56 AM
I got a friend who is desperately looking for a group to play with online. do you have any resources to help?
 
@Tritium21 Any specifications as to what kind of group and how they want to play?
 
No voice or video, but open to vtt or chat based.
 
There should be several useful questions on the site.
 

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