Announcement

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The Great Skotos Split Is Here [UPDATED]

The long-planned Skotos split is here. We are going to be separating Skotos into the four games that we're passing off to individual players (Marrach, TEC, the game formerly known as Ironclaw Online, the game formerly known as Lazarus Sleeping), and in the near future the core Skotos site will shutdown.

Here's how it will work:
* On Monday, we will turn off the ability to make any purchases through the main site. This will be the end of credit card purchases for Skotos games.
* We will run final automated credit card purchases on Tuesday morning. This is typical, in that our regular subscriptions are always set to run on the 1st through the 28th.
* On Wednesday, we will begin converting the games over to the new auth server that I've been working on for the last month and a half. All data will be converted over from the moment I grab the database. This means that all of your account information, including all payments (but not including any credit card information or Paypal information) will be duped to all the games: you'll be able to play any of them for the time you'd previously paid at the main Skotos site.
* We'll then start integrating the individual sites for each game with the new stand-alone setup.
* And likely I'll be resolving bugs in the auth server that only turn up through extensive usage.
* Meanwhile, we'll start handing off games to the individuals who will be running it in the future. I'm at this point over the time I'd initially committed to Skotos by a bit more than three weeks, but I'm expecting I'll need to offer support a little into May to make sure everyone is running well and that I've helped Christopher, Skotos, and the game leads deal with any intricacies of the hand-off.
* We'll request that all games remove all information from users who didn't stick with their game within a year.

I hope this will go as smoothly as possible. There will surely be bumps in the road. In particular, expect some random downtimes on Wednesday, when I convert over the games to the new servers, and expect the potential for problems on *next* Thursday, when I see how things work in the new setup.

A Few Updates as of 5/3:

1.) Castle Marrach, TEC, and Allegory of Empires are now split out from the main Skotos UserDB, which is the first (and biggest) step in separating these games. Multiversal Revelations will follow on Monday.

2.) Each site has a new login page of the form login.itsdomainname. This is the proper place to login to that game, and where you should access all UserDB functionality. Anything you do on the main Skotos users pages will no longer be reflected. Yes, that means you should be using the new pages to update your accounts, purchase months of play, and purchase subscriptions. Credit card payments are no longer possible, but Paypal is.

3.) Skotos is still running the games as of this moment, but they'll be transferred to the individual teams by this time next month.

4.) We've had some problems with credit cards continuing to run on the older UserDB system. We've refunded any bills that went through on the main system following the split, and apologize for the inconvenience. The plan is to turn the old UserDB off tomorrow, so that will absolutely stop the bills at this point. If you were accidentally billed, do note both that the amount was refunded the same day AND it isn't reflected on the new systems. [And as of Monday morning, those old charges seem to have been halted entirely.]

5.) We've discovered that about 20 accounts have credits of various amounts of them. This is a concept that is no longer supported in any meaningful way on the new UserDB, so we'll convert those credits to days of play at the most generous ratio.
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Player agency

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  • ArchMagi
    replied
    for some, it does matter, for others, it doesn't, I'm one of the people it doesn't matter for. Unless it's something to do with my character personally, I'll treat gm/sg characters the same as everyone else, won't give them my stuff, unless I don't want it back, and everyone's a person. even actual npcs, that aren't controlled.

    I do however not object in the slightest to the cosmetic change, I was only objecting to a toggle to make npcs of certain groups not attack you, because if you want to be in those groups, make one. Forest bandits are supposed to suck, it's a low level hunting zone. Nothing wrong with the occasional invasion of rogues and bears, but to be able to turn your top end character into a bandit that the other bandits like, just because you flip a switch? nah, just put it on the chopping block, and tale will take care of it, eventually.

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  • Ilkilyn
    replied
    Talking about normal PC's that you're ready to @chopping block, or have designed from the start to be a "Bad guy" to add to the game world. the problem with "urchins", "sailors", and even "forest bandits" is that their ranks are so low you literally cannot pvp with anything other than the top tier PNPC's, and most of those are restricted to Franlius. Also, you can never gain sp to become a more dangerous foe.You'd need three people buying Black Hand cave bandits to team up together to have a chance at taking down top PC fighters. Even then, very likely you'll all just be losing a lot of rps.

    the PNPC thing I was talking about was purely just a cosmetic change of the name so instead of seing "an urchin walks in" you see "a young scraggly boy walks in", just to give a little more livelihood and uniqueness to them. I think it would also keep people on their toes as they never really know if it's a GM or a PNPC - not that it -should- matter, but we all know the truth of that

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  • ArchMagi
    replied
    if you want to be a forest bandit, make a forest bandit, if you want to be a sailor, be a sailor. There's no reason to allow an urchin to become a forest bandit, when you can just make a forest bandit.

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  • Ilkilyn
    replied
    I've seen a few similar player-run ad-hoc events. The players do try very hard to add a sense of immersion and fun to the gameworld but it's hit and miss on how many other people want to participate. Urchin, Trader and Sailor NPC's are usually the best options for this type of roleplay since they're cheap, persistent and aren't restricted, but since none of them are reasonable fighters (even sailors), it makes it difficult to add a combat aspect to the event. I forget if Gladiators are restricted to the Arena or not. Any way, the best ones I've seen are where a lot of prep time has gone into the event before hand, like writing notes on papers, hiding things in certain places, and basically leading people on an intriguing scavenging hunt. The problem is people get bored of this same style of event happening over and over.

    I doubt this would ever happen, but if we could see at least one of the two changes I think it could really help support these types of events:
    1) Customizing the display name of your PNPC (or at least auto-generating them). For instance an Urchin would be "a young boy with messy brown hair", a trader would be "a bright-eyed man with a comforting smile". Something like the scar generator would be nice where you select different options to end up with the description you want.

    2) A one-time toggle for moving to the "Dark side". Basically allowing your PC character to turn (permanently) into a bad guy. NPC bandits wont attack you, but you'll be killed on sight by any NPC lawkeeper/soldier instead of arrested. If there were any way to allow this to apply to only one hunting ground, that would be more realistic. You would walk into say, the bandit woods and type @go-rogue or something similar, then a prompt would say "Going rogue in this location will assign you as a member of the Forrest Bandits, are you sure you want to do this?". This way only forrest bandits are friendly to you, and wild animals and other NPC groups will still be hostile. I'm not sure allowing a reverse version of toggle would be a good thing for say, "A cineran heavy solider" PNPC if he wanted to defect...

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  • Bad Bubba
    replied
    Good idea. There are a limited number of crime oriented schemes going on but its difficult finding reliable players to participate.

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  • Druceo
    started a topic Player agency

    Player agency

    Lately, there's been an increase in people asking for more events. While most playerbase-wide events would require GM support, i was thinking that maybe there could be a way players themselves would set up something.

    What if the playable NPC's would be able to exert a little more control over the world? Say a ruffian could gather other normal NPC's around him? Form some kind of group and travel places, start creating a ruckus to form a story?

    Or an urchin, being able to trigger a matron to panic and think out that the little one is missing or has run away, while the urchin is zipping about town.

    Maybe allow for auto-generated broken bones, changes in spawn area so ruffians could spawn in Franlius and re might not be a shiny reward at the end, but personally I don't think that's what storylines are about.
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