Topic

Are the Devs really being fair?

I understand it was way too easy for me to destroy entire islands before the switch, I get that.  I understand that's it's only fair to everyone to have balance so that people don't have to run around combating me just to be able to harvest goods.  Cool.  However, I really do feel like they pushed it way to far towards another extreme.  I was ok with it at first, I can poison two trees every 6 mins which amounts to about 50 planks and 20-25 earth every 6 mins, if I am dedicated to harvesting, however all it takes is one person to drop some antidote on my dying tree that I just spent money and time on and I still have to wait 6 mins before I can start the process over again, leaving empty handed and out of the money 1 jar of poison costs, also my mood has been wiped out.  This is obviously not fair.  If you don't see the frustration in this I'll make a point of the next test to follow around everyone trying to thin out bean trees and antidote them all, it's really bothersome.  I liked Zaphod's idea that poisoner's guilt shouldn't hit you until after a tree has died.  I hate to keep bringing this up but my game is based around a lumber company that can't get lumber except by finding the random spots that regenerate and by buying from other players.  What's going to happen when large amounts of planks and earth are needed for a project?  I'm sure I'm not the only one that feels this way.  It should be balanced.  

Posted 20 months ago by Briar Subscriber! | Permalink

Replies

  • All windborn was saying essentially was that anyone can try what they want with public trees with no hierarchy involved.  Hard to disagree with that since that's the way it is whether we like it or not.  Balancing affects who can do certain actions at particular times, but doesn't change the main point.
    Posted 20 months ago by Tingly Claus Subscriber! | Permalink
  • tingly, if all the trees are clearcut, it is no longer possible to try anything else.
    Posted 20 months ago by striatic Subscriber! | Permalink
  • stri, you are making the same points I did:

    If you want different trees on an existing street, you have to kill one that is already growing there.  There are no empty  "patches" on existing streets, only on new ones.

    About rocks and trees:

    In both cases, the item yields things of value when it is removed from the landscape.  In both cases, it is desirable to have those items in the landscape.  When they are removed, they are then replaced.
    Rocks are replaced by game mechanics.
    Tress are replaced by game players.

    In both cases, resources used in-game are renewable, not declining.

    I'm not sure what you mean by "an area is organized for long term production".
    Nor do I understand what "player behavior has adapted to tree distribution".  Why adapt to something that I'm free to change?
    Posted 20 months ago by WindBorn Subscriber! | Permalink
  • striatic, windborn didn't argue for status quo.  I don't know of anyone who wanted that.
    Posted 20 months ago by Tingly Claus Subscriber! | Permalink
  • @Catari: my "metrics" can only be gleaned from my own experience, and my experience is this: 

    There are a bazillion peat bogs everywhere, and several people can harvest each one until it becomes dry. Thus, it is extremely easy for me to find peat, but it only stacks as 10 per inventory space, which fills up VERY quickly. I am usually desperate to get rid of this stuff, because it is clogging up my extremely limited inventory space. Sure, I could dump it all over my floor at home, but that not only irritates me, but makes me have to travel back home in the off chance that I find a project in need of it. In my experience, projects almost never need it. Peat is a waste of space.


    On the flip side: It is extremely rare to come across an empty patch that hasn't been recently dug up. Only ONE person can dig up each patch (unlike peat). As such, dirt is extraordinarily rare, and hard to come by. 


    This seems like an in imbalance to me--but if you're willing to fill up your entire inventory with peat so you can be the one person that fills up the peat requirement in the first few seconds of the project phase opening, go ahead... meanwhile, everyone else will be scrambling to eek out a handful of dirt to slowly fill up the dirt requirement... 
    Posted 20 months ago by Shepherdmoon Subscriber! | Permalink
  • "Only ONE person can dig up each patch (unlike peat)."

    This is not true.  Teams can collectively dig one patch of dirt at the same time to each get a bit of earth... then wait for it to respawn, just like with barnies and jellies.  So, instead of getting n earth from a patch in a given moment, with a team of 10, 10*n earths are collected.   That's how we used to deal with projects, anyway.

    Maybe the whole 'getting earth from tree patches' might be rethought.  I don't get dirt or top soil by uprooting the trees in my yard.  I get them from digging a hole in otherwise empty ground.  Perhaps there could be tracts of land that can just be dug up, so that trees are divorced from the entire "need earth" thing.  Poison/anitdote would still be useful for culling trees as needed, based on overplanting of one thing or another.  Tracts of land could be dug until exhausted, at which time you gotta wait for the respawn.

    As for the OP, I don't see anything unfair or a bit much about what the devs have done to change the dynamics of tree killing.  Even if there was, this is beta, - it's the time for balancing and rebalancing.  FWIW, I thought it was unfair that I cannot have my biz - a butterfly pavilion - anymore due to limits on how many butterflies can be in a single location anymore.  Oh well, that's beta, and I guess I'll try to figure out some other line of business.

    So, aside from the divorce of earth from trees, two thoughts:
    a) the project dynamics do need some love (as other comments in this topic as well as other topics have pointed out) so that we're not collecting the same things over and over and over again (and placing these resources in various types of drama-strewn issues) and so that there are better communication channels within each project so that time is not wasted collecting things that someone else dumped in from their hoarding without mentioning it to anyone.
    b) yea! - some type of dev around businesses or collective ventures would be very, very cool.
    Posted 20 months ago by zeeberk Subscriber! | Permalink
  • I see a few business-related problems here:

    A couple of tests ago, Briar and her associates cut down a lot of trees (most of the Ix region) without replanting them.  This is a good business practice when you're sure that other players will replant, but a very bad one if no one wants to spend time and money replanting.  I suspect that over a great enough length of time, other players would simply stop planting, leaving the company to do so, which would eat considerably into profits.

    The current business model, as I understand it, is to purchase planks from other players and then sell them for about ten times their regular value.  Glancing at the auction page during the test, I noticed that planks didn't seem to sell, probably because few people are eager to pay exorbitant prices for an item which is typically free and not scarce.  With project requirements changing, planks will no longer be in high demand, and excess supply will sit in inventory, inconveniently filling bags and houses.

    Strangely enough, once you get past the early stages of the game, and have purchased a home, bags, and tools, there is remarkably little need for currants.  Creating a self-sustaining agricultural system is easy, and there is no need to purchase anything from a grocery vendor if you're not working on projects or playing with cooking skills.  Subway tickets cost 50 currants each, but the subway doesn't extend to many areas of the game yet.  This situation will probably change over time, but for the moment, there's little impetus to create a business.  Of course, if you enjoy the process (or, in this case, the attention, as Briar says she does), there's nothing to stop you, other than... splanking?
    Posted 20 months ago by glum pudding Subscriber! | Permalink
  • windborn. we are not.

    replaced by players is significantly different from replaced automatically. one takes "effort by actual human beings" the other does not.

    huge, huge difference.

    also, planting trees requires resources put into beans and seasoning and planting. if the tree is lost before those resources are recouped, the resources gave been wasted.

    this is impossible with rocks.

    i think you need to improve your knowledge of the "physics" of planting in glitch. m
    Posted 20 months ago by striatic Subscriber! | Permalink
  • This thread is great, very interesting. Carry on.
    Posted 20 months ago by tweetypie Subscriber! | Permalink
  • Windborn was right, you two are still basically saying the same thing.  For example, I might say that you can replace trees faster than rocks spawn, but it doesn't mean that trees will be replaced faster.
    Posted 20 months ago by Tingly Claus Subscriber! | Permalink
  • @briar - the thing is, poison is not the only way for trees to die. They can wilt from natural causes, and that's more fair to everyone involved. Now, we get that you have a lumber company, but the thing is, the game has so many more aspects than that - aspects that other players do take advantage of. The devs are trying to create balance, not ensure that one small group of players is convenienced. Say someone had, I don't know, a spice company. Look at it from that point of view. My point is, this is a multiplayer game, and with thousands of people playing, it's more important that an entire hub can't be completely wiped of trees. THAT is not fair to the majority of players, who are not involved in your lumber company.
    Posted 20 months ago by Cupcake Subscriber! | Permalink
  • no. we aren't saying the same.

    but anyway...

    i am also unsure that you can replant trees faster than rocks respawn.

    trees have to pass through an unproductive seedling phase, which seems comparable in length to rock respawn time.
    Posted 20 months ago by striatic Subscriber! | Permalink
  • @zeeberk: It is certainly possible for more than one person to harvest dirt if they are coordinated enough to all do it at once--if you can do that, good  for you! I don't feel like going to the effort of instigating that, but if someone else is there at the same time as me I am happy to wait until they are ready to dig (but that has never happened in my experience--there are far too few empty patches). 

    If these coordinations could easily solve the problem, then it wouldn't be the case that every single project is held up for a very long time needing earth when every single other commodity has been fulfilled... My point is that the observation that earth fills up last is proof that the required quantities of each commodity needs to be tweaked. I don't understand why that is so hard to grasp... If everything else fills up within minutes, but it takes hours to fill up earth, why don't we at least up the other quantities so they also take hours, so that there is more for everyone to do? That, or decrease the amount of dirt needed so the whole thing takes less time (depending on the goal of the dev's of exactly how long these projects should take to complete).
    Posted 20 months ago by Shepherdmoon Subscriber! | Permalink
  • +1 to Shepherdmoon.

    I really don't feel that the world is "balanced" right now, with the new poison rules.

    Of course I need the trees, as everybody else. I'm always happy to find some when I need it. I planted a few myself. And I never failed to find a tree when I needed one.

    I also need the earth, as everyone who tried to get involved in a street project. But I almost always have failed to find one when I needed some.

    Poisoning trees doesn't sound like the craziest thing to do right now.

    I'm not on the tree poisoners' side, but there is something wrong about the tree planting right now. On this test, I almost never saw one patch (except in housing quarters). Do we really need one tree on each patch in every single street? A tree can be harvested as much as needed... Why is that so important to plant a tree on every patch of a street when we know we need a lot of earh for projects?
    The problem in that conflict, is that the tree planters' presented themselves as "the good ones", that was easy to do, as trees were victims of a big attack. Planting a tree is good / Poisoning a tree is bad. But tree planters are not better or more altruist than tree poisoners.
    For example, why do they care to plant trees in remote streets where almost no one goes? I saw a lot of trees, dying from lack of care today (recent trees, in recent streets). Have they been planted because of their usefulness? If so, why aren't they petted / watered / harvested by anyone? These patches would be more useful unplanted, and furnishing earth to people who need it (especially in the streets around projects). I could have poisonned them. But I really didn't want to have my mood punished for "balancing the world" in my own way.


    + I agree that Briar managed to create a quest within the game for all the people who were trying to save trees. I think that's a fascinating experience, and I really would have liked to be a part of it (the replanting part of it).
    If there's a next time, call me. I really like seasonning beans. :)
    Posted 20 months ago by Moumoushou Subscriber! | Permalink
  • The trees which are not cared for will naturally die out.  Personally, I have been trying to keep three of the five patches on my street free of trees, because dirt is so scarce.  It has been next to impossible, because I don't have the penpersonship skill yet, so I can't leave notes around, and because many people don't realize that lumps of earth and loam have any value in the game.

    More significantly, it's difficult because one quest requires that players find and pet seven seedlings.  They're hard to find, so people plant new trees in order to fulfill the quest.  Yesterday, a thousand new players were invited.  That's potentially 7,000 more plantings in the upcoming tests. 
    Posted 20 months ago by glum pudding Subscriber! | Permalink
  • Lethensome has lots of patches..or how ever you spell it, and NO trees. Hurmph..don't get any funny ideas.
    Posted 20 months ago by tweetypie Subscriber! | Permalink
  • what glum said.  Er, the earlier comment, I mean.

    I am not sure how businesses created in Glitch can really be called such, since there is pretty much zero risk involved (aside from being flamed in the forum as a tool of one's Ayn Rand doll).  

    If you amass a commodity like lumber to sell to players who want to donate it to projects (if I am understanding the mechanism correctly), even if demand dries up via all projects suddenly not needing planks (and I guess cycling requirements in projects could be a market demand lever), you can just hold on to them until demand is renewed.   Nothing rots in Glitch.  When a business owner has to sweat the loss of value of his/her product due to entropy or some kind of rookian creeping malaise, then Glitch will have businesses. 

    I like the idea that a business owner wanting to do anything on a mass scale should invest in his/her own space. If you want to farm, buy some farmland, for trees, butterflies, pigs, rocks/elements, whatever.  I like the idea that you could purchase a street that comes with its own development project--you and your cohorts could invest in completing the project and then use the street as you so desire.  And private demand for new streets would keep the projects coming and ensure the demand for mass amounts of lumber, etc.  
    Experimenting with the edges of the game is fine but ultimately I don't think those goals can succeed in public spaces and I don't know that there is a super smart balancing algorithm that will fix every or even most issues.  

    Lastly: there are no tree poisoning quests.  Or are there?  Maybe I have missed too many changes.  In any case, if there aren't, there should be.  Quests are the cherry-popper, as it were, for every mechanical menu driven action you do in Glitch. 
    Posted 20 months ago by Nanookie Subscriber! | Permalink
  • Well, see, even we are saying the same thing.  Adding more information (time to get to harvest level) doesn't mean we're differing.  It was even tangential to what I was talking about, planting vs. spawning, not readiness to harvest vs. readiness to mine.

    Yeah to moumoushou, I don't see a balance, either.  Well, there are 2 types of balance.  One is where all states of patch have an equal opportunity to happen which is definitely not how things are.

    The other is that each state should be able to happen at a frequency relative to its importance.  If harvesting trees is twice as important than making planks and those were the only 2 options, then poisoning should be able to be defeated through one method or another two-thirds of the time.  I suppose the 2nd is the way it should be, but it's much harder to do, espcially since I oversimplified everything that needs to be considered.
    Posted 20 months ago by Tingly Claus Subscriber! | Permalink
  • @glum pudding: I know there are some spots where we can find some patches. But it's definitely not enough, given the number of players who need it. With three projects at the same time, coordination around a few patches doesn't seem enough anymore... Unfortunately :/
    About the seedling quest: I'm aware of that. That's exactly my point in fact: most trees are planted for selfish purposes. I don't say it's bad. But it's not better than poisoning trees to balance that.

    Truth is I planted unuseful trees myself, when I was a young and innocent tiny glitch. I wouldn't mind if someone was poisoning them now, to take a better advantage of the patch. That's too bad that it has to be a mood killer now...
    Posted 20 months ago by Moumoushou Subscriber! | Permalink
  • tingly, not so.

    even if harvesting is twice as important, poisoning is like four times easier.

    if it is easier, the less important thing wins.

    the yielded fruit, spice and gas, eggs etc. from trees fuels an entire branch of the skill tree, cooking. tree products are also needed for
    MANY project components.

    dirt and planks in mass quantities are only good for projects, and past example has shown that deforestation is not necessary to fulfill that end.

    I'd like to argue that what briar has done is actually extremely UNCREATIVE. she saw a need for dirt and lumber, saw an item that produces dirt and lumber, poison, and used that.

    what we did before, assembling dirt digging parties in order to maximize dirt yield while maximizing tree planting potential was more creative, less obvious, more productive and less destructive.
    Posted 20 months ago by striatic Subscriber! | Permalink
  • Another unwritten rule would be good: "Don't plant (too many) trees in regions where there are active projects": I don't see the need for 7 spice trees on a street near an active project, really.... If people working on projects could get their dirt from the area nearby, they wouldn't need to kill trees in other regions. (Planks are easy to come by without killing trees, as they spawn automatically on the ground--I'm not sure why that keeps coming up as a reason to kill trees... the truly scarce commodity is dirt, which is strange... dirt is everywhere... supposedly...)
    Posted 20 months ago by Shepherdmoon Subscriber! | Permalink
  • stri, you're still arguing against points I didn't make.  All I said it wasn't balanced and I defined 2 types of balance.  Everything you said was implied in my throwaway 'oversimplified' tagline and there is a lot more to consider than just that.  That is one complex bugger.

    Striatic came up with the idea of having dedicated groves for projects at close proximity months ago.  It'll oughta be a part of the balancing equation.
    Posted 20 months ago by Tingly Claus Subscriber! | Permalink
  • @Shepherdmoon but we *did* all used to go on or coordinate earth gathering parties (or barnies or whatever), until, I suspect, a few of us got burnt out on the same crap being required for every project and every street upgrade looking remarkably like the last one.  


    And it didn't used to take hours to get all that dirt, either.  In fact, I distinctly recall more than once in recent tests, just prior to the tree apocalypse, getting a team together and getting the earth done within an hour of real time play (as I recall, some had bulk dumped earth and we had to get maybe half of what was required). Once, we were beaten to the punch by someone who was not coordinating with us, but then it was used on the next project that asked for it.  I'm sorry if you've never been on a coordinated run for anything, because that was the one single dynamic that got me hooked on playing this game.  It's fucking awesome until it becomes tedious. ;-)

    Now, again, I think the burn out factor here with some players (myself for sure) being over the same things needed over and over and over again on projects can't be dismissed.  If the people who were the most psyched about coordinating projects drop out of them because they just aren't as exciting as they once were, then you're left with an uncoordinated project... who knows, maybe that set up the whole tree fiasco, I don't know.  I don't know because I stopped paying attention to Help and now the new channel, Global, because the drama of the trees made me hate playing this game for a spell.


    At any rate, I still say: divorce the earth from the trees.  If tracts of dirt digging areas aren't feasible, then switch them to being coughed up by gardens, because crops have a shorter life cycle.  If there's 50 cabbage plots growing on the communal gardens, waiting 30 minutes or so until they can be harvested is a lot less of a problem than killing off trees.  Harvest the crops, dig up trenches of earth, wait for it to re-spawn to replant crops or dig more earth.  Then the tree eco-system is divorced from the whole earth thing, leaving an easier-to-manage item (crops) in its wake.


    As for planks.... in reading this and learning that the lumber company's plan is to buy up lumber and then resell inflated, I dunno what to say.  Good luck with that business plan.  I guess only the clueless newbie who doesn't know the value of lumber or the rich Glitchian who only cares about street trophies will be the customers there.  I find it easy to collect 200 planks in an hour of play just by walking around the world and interacting with it - without needing to ever chop down a tree.
    Posted 20 months ago by zeeberk Subscriber! | Permalink
  • @ stri and tingly..are you both men? 
    Posted 20 months ago by tweetypie Subscriber! | Permalink
  • I figure spawned spices, planks.... and a lot of things that vendors have (fruit, cooked foods, juices) will be removed from the game before it's released.

    No need to stir the pot, tweetypie. It's just a calm, adult conversation.
    Posted 20 months ago by Tingly Claus Subscriber! | Permalink
  • No stirring here, just observation.
    Posted 20 months ago by tweetypie Subscriber! | Permalink
  • What's the point of bringing gender into this discussion?  Are you seeing some gender bias that you'd actually like to talk about?  Cause I'm not seeing it in this topic.  Especially since striatic and tingly seem to be on opposite sides of the issue.
    Posted 20 months ago by WindBorn Subscriber! | Permalink
  • In re "tree poisoning quest", one could infer (or I did, anyway) that the nurture 7 seedlings in one 4 hour time span fulfills a loose translation. After purchasing all 7 tree seed specimens, an axe and poison, I spent the time killing, chopping, replanting and nurturing the replacements in their required environments. Killing trees was an interesting gaming experience but not one that I, as a player, want to pursue in Glitch on a regular basis. Lumberjacks United to each their own and what all. I reckon I am just a miner/gardner/fashionista/cook at heart. I want to eat, process, and replace what I kill that does not regenerate on its own whilst sporting the latest in high fashion trends.
    .....Which reminds me, we need some lovely wedding gowns and a shotgun or two in the shops.....and a diamond tiara to channel my inner empress.
    Getting back on track, I think high level alchemy/chemistry wizards should be able to create an instant growth fertilizer potion to speed up tree/soil replacements. This could help ameliorate the depradations caused by the current wood/soil requirements in all the new street projects.
    I do not condemn or renounce anyone who chooses to play in any other manner contrary to my own even if it is at my gaming expense. This is a huge evolutionary (and evolving) game.
    I believe there is ample room for ample differing gaming methodologies as practiced by ample amounts of Beta people.
    Because this is Beta after all. All our endeavors are subject to a future wipe. Play on everybody and continue testing the limits.
    I can haz play now?
    Posted 20 months ago by Poney Tails Subscriber! | Permalink
  • "Striatic came up with the idea of having dedicated groves for projects at close proximity months ago.  It'll oughta be a part of the balancing equation."

    Was thinking of this from the older thread as well, but I seem to remember there was some (largish amount of) contention about who would decide which area, what to plant, etc. etc....
    Posted 20 months ago by Nanookie Subscriber! | Permalink
  • I take tweetypie's comment for how it was explained.  "Men" was cuz we're both men.  Could have said adults, but went with men, same difference in context.  On second thought, coulda just been wondering if we were both men.

    As projects get wider apart, groves will be less of an issue.
    Posted 20 months ago by Tingly Claus Subscriber! | Permalink
  • Just an observation of genders guys, no need to take it serious. Pheww thanks tingly
    Posted 20 months ago by tweetypie Subscriber! | Permalink
  • ...hmmmm, no come back...waiting..sorry lmao
    Posted 20 months ago by tweetypie Subscriber! | Permalink
  • I had to play kingdom of loathing fast before rollover hit.  My official comeback is.... Are you a pie?
    Posted 20 months ago by Tingly Claus Subscriber! | Permalink
  • tl;dr
    Posted 20 months ago by proxy metafax Subscriber! | Permalink
  • Poney Tails said: "we need some lovely wedding gowns and a shotgun or two in the shops"


    LOL, are you thinking of having a shotgun wedding?
    Posted 20 months ago by Shepherdmoon Subscriber! | Permalink
  • +1 to Zeeberk's idea of dirt coming from garden patches - that makes a more sense to me. 

    I know we're here testing limits and stuff, but the idea of a lumber company really makes me itchy. Partly in that selling something that is freely available to everyone at a ridiculous cost takes advantage, and partly 'cause I just do not get it. There's no need currently for massive amounts of currants. So to what end is this being done? If it's attention then surely that mission has been accomplished. 
    Posted 20 months ago by Wren Bramble Subscriber! | Permalink
  • During a recent test, I asked a developer about digging in garden patches, and I don't think the response was terribly positive... but that may have been because they'd just rolled out the new gardening system, and being asked to change it right away was pretty annoying!  Still, I think it's a good solution to some recurring problems.  Changing the seedling quest might help as well.
    Posted 20 months ago by glum pudding Subscriber! | Permalink
  • "tl;dr
    Posted 5 hr ago by proxy metafax"

    Ok, seriously, THIS is something we need to discourage in this game and forums.
    To kill a tree or not is increasingly contended and equally unimportant in the long run.
    But the Teal Deer needs to be extinct here.
    It's just not a healthy species to allow to breed in a forum where we're even pretending to be intelligent adults. Even posting it shows an attitude of lack of respect and disinterest that kills community.  And we need to call people on it.
    Not reading a post is fine.
    But posting a teal deer on it says you think people don't have anything worth reading to say and should just shut up.
    As my Mom always said: "If you don't have anything constructive to say, keep your mouth shut."
    (My mother understands the value of sometimes not having anything nice to say.)

    * For those not familiar with what "tl:dr" and "Teal Deer" are referring to:
    It translates to "Too Long:Didn't Read" and Teal Deer is a phonetic play on the abbreviation.
    Posted 20 months ago by Murri Subscriber! | Permalink
  • ROFLMAO @shepherdmoon: no ma'am, just listening to Billy Idol and the two images crept out of my teeny demented brain, down my arm and into the keyboard....Glitch is primarily non-violent except where trees and chickens are concerned so I retract any mentions of weapons of unnecessary destruction.
    Posted 20 months ago by Poney Tails Subscriber! | Permalink
  • Ugh, I didn't actually know what tl:dr meant but I agree, murri! That's really obnoxious!
    Posted 20 months ago by Cupcake Subscriber! | Permalink
  • lol u mad? i actually read through the whole thing but the only worthwhile tidbit was briar's suggestion in the beginning about posioner's guilt not kicking in til a tree is dead. maybe you should all take a step back and reassess how srsly you're taking everything and quit getting all worked up about it. and maybe you should also quit trying to be my mother and telling me how to play this game and post on forums; i don't care if y'all's average age is like 45 and i'm 22, sheesh, give it a rest and quit feeding the trolls. each time i read one of you getting upset about any of this nonsense it just makes me want to break your game a tiny bit more, at least until beta is over, and as a few people mentioned above, this is exactly what this type of testing needs right now, so deal with it.
    Posted 20 months ago by proxy metafax Subscriber! | Permalink
  • I don't like restrictions on forum postings like 'tl;dr' so people can broadcast that they should be avoided and save me a lot of social trouble. :D  Though, it didn't bother me.

    "it just makes me want to break your game a tiny bit more"

    Please do!  We should all want to smash the game to smithereens, being testers.
    Posted 20 months ago by Tingly Claus Subscriber! | Permalink
  • +1 tingly for getting it. or whatever
    Posted 20 months ago by proxy metafax Subscriber! | Permalink
  • -1 for disingenuous actions cloaked in happy language such as "we're in beta, get over it", which I assume will change to (and has already been offered as) "the game needs antagonists."

    yea, we do need to test/break things and tension in-game is good.  but the forum isn't the game.  tl:dr adds little to nothing to the conversation and bring up age is a deflection - i don't care how old anyone here is, but their words matter. teal deer is useful for someone who uses it to summarize a post (as in, "tl;dr: dev tweaking seems unfair, but others disagree and point out the irony here"), otherwise what's the point? to be a dick?
    Posted 20 months ago by zeeberk Subscriber! | Permalink
  • If people don't get worked up about your stuff, how will you know when to get uppity about it??   Y'all love it.
    Posted 20 months ago by MaryLiLamb Subscriber! | Permalink
  • yeah basically i want as many people to hate me as possible. maybe you guys aren't from the same part of the internet as i am, but this community seems to be distinctly lacking in the troll department, so i'm doing my best to fill those shoes until someone more experienced pops in. maaaybe there should be a warning system to the forums for people who are assholes like me? maybe you should just stfu and realize that, if it only takes five little characters from one kid to derail this thread, you're not going to be able to get a damn done or discussed on the forums once this thing leaves beta and opens up to the uncultured, rude, dickish masses
    Posted 20 months ago by proxy metafax Subscriber! | Permalink
  • And there it is.
    Posted 20 months ago by MaryLiLamb Subscriber! | Permalink
  • What makes you think the devs can't ban you from the forum for a cooling off period until you learn to remain civil?
    Posted 20 months ago by WindBorn Subscriber! | Permalink
  • I'll let the devs figure that one out and go back to discussing the game.
    Posted 20 months ago by Tingly Claus Subscriber! | Permalink
  • i ain't even mad. and i'm sure they can bring the banhammer down on me if they want, but they're developers, not moderators, so that wouldn't be a legit solution for the scenario i'm proposing. annnd, to bring this all back to be surprisingly on-topic, would that really be fair of the devs to do? maybe you can't see what i'm doing here as anything other than immature lack of 'civility' but don't i have a right to express my blah blah as much as you etc. etc. i would go on but that's the boring stuff i was tl;dr'ing in the first place. anyway have fun getting back to talking about the game or gender issues or kingdom of loathing or whatever the topic was before i rudely entered and ruined everything for you
    Posted 20 months ago by proxy metafax Subscriber! | Permalink