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Nyte

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Posts posted by Nyte


  1. 22 hours ago, Miles said:

    I know it looks like a good idea, but having played on Divinity back in the day I know what it turns into once implemented. The highest population phase gets players. The current method requires phase owners to put effort into advertising their phase and providing a degree of quality. I've suggested implementing some kind of server-run IC hub in the past, With my idea of a solution being that phases in turn can focus more on niches and more story-driven content while this hub can serve as a nice little place for casual vibes and meeting new characters.

    I personally don't think a 255 character limit phase advert is what sets any phase aside from the other. What effort is there one could put in to that? Nor do I think even the quality of a phase should matter when player interactions should be top priority. More so, when given the option, people will still choose a higher quality of DM/Staff/Builds over low effort. And finally, what you describe happening, I do not see as a negative. Highest population gets the players? Good, lots of players to interact with. As opposed to being scattered around 10 hosted phases that each hold a fraction population.


  2. On 1/25/2023 at 3:45 PM, Miles said:

    I think the issue should be resolved by unlisting phases that have no population, or even less than 2 or 3 to avoid phases that have an AFK guy parked in it just to keep it hosted. A population counter will just give an unfair edge to the flavour of the week. I'm sure some of you remember servers that did have this counter and how low quality the top phases were while new and how in some extreme cases it enabled certain people in the community to exact undeserved influence over the server just by having the luck of being the phase with the highest number of people long enough, innovative ideas had no chance in hell to compete. 

    I am however, still in favour of having the .ph pop command available to anyone once they're in the phase.

    A population counter would just remove a few steps what players do anyway. Enter a phase. /who. Track humanoids. Scan for RP. The idea that we need to withhold this information to prevent anything getting an 'edge' is unfounded in my opinion.


  3. On 10/19/2022 at 3:03 PM, Sindbad said:

    All that not having a phase counter does is make it so that every phase is difficult to find RP in.

    It just makes it incredibly annoying to find RP in phases that are actually active in that moment. It doesn't help how the phase hoster lists phases that only advertised once hours ago, so you just end up with a bloated list of phases with nobody in them.

    Regardless of whether you have a player counter or not people are going to try to shuffle into a phase with the most players in it using /who on the zone the phase is in. A player counter just makes it easier for players to find RP.

    I disagree. Adding a player counter to hosted phases will help people find RP a lot more.
    Imagine typing ".ph o" and seeing beside each of these phases, the current amount of players in them. You'd straight away know which phase is the most and least active without needing to join each individual phase to then check, run around, /who, scan for RP or track humanoids to get a remote idea of how active the phase is.

     

    The argument I heard against this is that one or two phases will just dominate then, because people attract people. I'd say that's not really a bad thing, as the current state of RP has lots of empty phases cluttering the search, and the most active among those rarely see more than 10 players.

     


  4. As of the current state of public RP, there's no longer well populated phases.

    People want to join the place that has the most people. Let them do so. The argument I heard was that then all the smaller phases would become overshadowed, but in the last months I've barely seen the majority of phases exceed five, let alone ten players.

     

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