rubycitymods: (Default)
Ruby City Mods ([personal profile] rubycitymods) wrote in [community profile] rubycity_ooc2013-04-30 08:24 pm
Entry tags:

Mod Announcement

Hi there folks!

We'd like to come to you with a proposal to make a change in the activity check guidelines. Don't panic! This is by no means something that will happen, only what might happen if it's met with general approval by the game's players.

Up until now, the activity checks have required either a thread of fifteen comments total, or a log/post with fifteen comments total within it.

Double activity has either been one thread of thirty comments, two threads with fifteen comments, a log/post with thirty comments, or two logs/posts with fifteen comments.

What we are proposing is as follows:

1. Two posts/logs with at least one comment
2. One post/log with at least one comment plus a thread of ten (10) comments total
3. Two threads with fifteen (15) comments overall [To clarify, this is fifteen comments total, we're not going to suddenly ask for thirty!]

Double activity would then be:

1. Three posts/logs with at least one comment
2. Two posts/logs with at least one comment plus a thread of ten (10) comments total OR one post/log with two threads of at least fifteen (15) comments overall.
3. Twenty five (25) comments total spread over two to four threads.

As stated previously, this is not a certain change, and we're bringing this to you before we consider implementing it so that we can answer your questions, hear your concerns, and if it's shown that this isn't going to work, the proposal won't go any further and the activity check guidelines will remain as they are! If there's a good amount of discussion both ways, the decision may be put to a poll, which will be posted using one of the moderator's paid accounts.

Please keep all discussion in this post polite, and if you have a question which you think we may not see, please indicate in the subject line of your comment! Anon is enabled so that everyone feels free to say what's on their mind, but be aware that if this is abused we will withdraw anon commenting.

Thank you for your attention!
The RC Mods.
trytryagain: (Default)

[personal profile] trytryagain 2013-04-30 07:41 pm (UTC)(link)
I'd prefer activity remain the same. One of the most appealing things about Ruby City to me has been the ease of making activity. While the new guidelines are still pretty light compared to some other games and I'm sure I could make it with very little difficulty... well, very little's not the same as none, and I'm lazy.

So, not a big deal, and I'll definitely stick around either way, but I'd prefer the existing guidelines.
trytryagain: (Default)

[personal profile] trytryagain 2013-04-30 08:32 pm (UTC)(link)
Oops, misread. Never mind then, all the same to me!
animator: (Move your dead bones;)

[personal profile] animator 2013-04-30 07:56 pm (UTC)(link)
I like the new activity guidelines. They don't require any more volume than the existing guidelines and they would encourage people to tag out/spread out their CR, if only a little bit -- and it does so without upping the actual number of comments, with the exception of those who choose to stick to comments rather than post.

Just to clarify, I'm assuming that all of the comment counts are still the total number of comments between both/all characters involved in the thread, not just the character belonging to the player in question?
wavesofjade: (10 ♍ And Storms Will Race In)

[personal profile] wavesofjade 2013-04-30 08:11 pm (UTC)(link)
That's correct!
threesecondslate: (34)

[personal profile] threesecondslate 2013-04-30 08:57 pm (UTC)(link)
While I largely support the idea of giving people more of an incentive toward tagging out and posting more often, my biggest issue with this is mostly related to the existing player base.

As of recently, the game has broken circa 150 characters, and that would be one more piece of activity required out of all of them. If a person, for example, has been around for some time, and has a number of characters in the game adequate to their own roleplaying ability/speed and their free time, due to the game's slow, easily paced environment, they will suddenly be faced with a situation that's quite pressing. It could be hard to bump up activity on all their characters, due to either time restraints or just being used to a game with more lenient AC.

In my opinion, this would force quite some people with multiple characters, or even any other players, since all of us are affected by these changes, to have to rethink the amount of characters they desire to keep in the game, if they're not able to adjust to the new activity check due to whatever restraints they may have that were the first reason they apped to a more quiet, lenient game. New applicants that come from ATP that have been recently accepted/made reservations may have considered the game due to the fact it's laid back with AC while still having quite the number of characters in which to have a good amount of CR with!

I understand the concern with people who are not active at all beyond the one sample they provide each month, even I have been guilty of that occasionally, but I believe the best way to handle that would not be to raise the activity check , and instead, perhaps, a monthly HMD in which their fellow players can politely criticize them on their inactivity/character sitting.

I do see, though, where the mods may be coming from. Increased AC generally should mean increased activity, or so one would think. Personally, I think it's quite the contrary, since the people who are well established in the game for quite some time, with their number of characters, will possibly have a hard time adjusting to the new check with the multitude of characters they may have. Another of the reasons the "easy", or so to say, AC, was/is excellent, is because if a player has multiple characters, and has not been feeling one of their voices very actively, it's easy to make activity check regardless, and leave the character a bit in the back burner while not forcing the mun to take a hiatus for the character.

I'm pretty sure I'm making close to no sense by now, but in the end I'd just like to conclude that, while in theory, the bigger AC seems to point toward a better game, it'd actually possibly force a lot of people that have been here precisely due to it being a slow game for quite a while to consider the characters they currently have in game.

Thanks for reading!
sharpiewielder: <user name="lesbionage"> ([Annoying] Conra~d~)

+1

[personal profile] sharpiewielder 2013-04-30 09:06 pm (UTC)(link)
He said everything I have to say on the matter, so.
timidtones: <user site="livejournal.com" user="boxofdoomage"> (So their families can grow)

[personal profile] timidtones 2013-04-30 09:49 pm (UTC)(link)
This AC is still quite lax. Most people in game pass with a string of 15 comments or one post. All this is adding is one additional post, or 15 more comments a month (and if I'm reading correctly, even less than that if you do the post/10 comment combination AC). That's less than one comment a day for one character to meet minimum AC requirements.

The way AC has been set up thus far, a player can post a post and not respond to any of the tags at all and still technically pass AC. It can create an environment where people do not tag out and instead wait on people to come to them. Requiring at least part of AC to be a thread outside of one post is far beyond unreasonable, and is a fairly good deterrent to the above problem in my own experience.

I'm going to have to respectfully disagree with the use of a game HMD as a vehicle to get people to tag out more. I've only been here a short while, and the one or two HMDs I've seen have been absolutely barren of anything crit or otherwise -- if people even actually post to it. I highly doubt this is going to change simply because the mods do it on a more regular basis.

And finally, in my own personal opinion, if someone has so many characters in game that they can only manage 15 comments or one post a month per character in the game then they have too many characters, full stop. For someone who has two characters in game: that's the equivalent doing one tag a day, and AC is covered for the both of them even completely disregarding the option to make a post and make AC that way.
threesecondslate: (28)

[personal profile] threesecondslate 2013-04-30 10:23 pm (UTC)(link)
You make a good point, but lax as it may be it is still hard to balance out if you had, say 3 or more characters prior to the AC update. Even if it may be adding one more additional post or 15 comments a month, it may still be difficult to keep up with the same characters a person might have had before the update.

I do agree that the way things are now, it's quite easy to just skeeve AC through with minimal effort and then idle out for a month once more, and requiring an additional thread beyond one's own post is an effective way to begin to counter that, but the issue might possibly still be that people will remain largely at the same level of activity, adding only a 15 comment thread with a close friend done in the nic of time to once again pass ac and return next month, though to be honest, the AC raise may be the only way to "filter" out, or so to say, the players that squeeze out AC at the last minutes. This is a problem that plagues all of DWRP, I think, and is the reason character sitters exist in every game, without exception. There's simply no right way to "filter" them out completely, not that I'm saying the behavior should be encouraged in the slightest.

Me saying that "having so many characters" that AC becomes hard to manage, though, doesn't infer directly to the amount, instead having to look at a case personally. Say a player played 3 characters prior to the update, and found it was the best amount that could fit in well with an already busy schedule with RL obligations, such as school, work, and such, and now finds that the game they applied to requiring one sample of AC now requires two, they might have to re-think how many characters they're able to keep around, considering how fickle a person's RP drive can be, and that this is supposed to be a more relaxed game in a hobby supposed to not be stress inducing, rather stress relieving, as hobbies tend to go.

I only mentioned the game HMD as a means of bringing up an issue with a player's conduct, since that's the point of it, in the end. Any other ideas would be nice to have, because personally I think that, despite only having been in the game for shortly over a year, raising AC would betray the easy going nature of the game slightly, and could possibly have more negative outcomes than positive, such as the game losing good players at that cost.

I apologize if I'm being repetitive in regards to my other post or even within this very own, this came out larger than I first intended it to be.
timidtones: <user name="redravenicons"> (They will love me big and small!)

[personal profile] timidtones 2013-04-30 10:55 pm (UTC)(link)
Yes, it may well be hard for someone to keep up with the same number of characters they had with an increased AC requirement, but I don't necessarily see that as a bad thing. While yes, it's disappointing that they may not be able to play all of the characters they desire to, they would instead be able to focus more on the characters they have a stronger voice for. This leads to increased character development and more in depth and interesting CR because more time is being invested on one character rather than split between one and another or more.

Personally, I would rather have people play less characters and have a lower character count in game with characters interacting more and developing more than having a bunch of characters who don't do much at all just taking up space.

This is especially important in the the example you give in regards to someone having a busy RL. If instead of apping 3 to 5 characters they stick to one or two, they are more able to devote more time to developing meaningful CR past "oh where the hell am i" "it's nice to meet you" "how does this work again?". More often than not most players first month of activity is their intro post, if they're simply going with the minimum required. If they're required to have more proof of AC, they are then encouraged to explore the character more rather than having them step off the train and then be forgotten for a month.

So yes, it probably would cause people to rethink who they're playing in the game and who they really want to keep. I'm not denying that, I am in fact saying that may well be a good thing. There's no point in playing six million characters if you're not really playing them. If someone is actually playing a character beyond the point of the current absolute minimum, I do not think that this change in AC is going to affect them at all.

Also, regarding the HMD. They are a good tool, but unfortunately the game wide HMD at Ruby City is not formatted well for it to be effective. In my opinion, in order for it to be effective several things would need to happen. A) It would need to be monthly, B) it would need to be mandatory in regards to participation for players and mod crit alike, and C) anonymous comments would need to be turned on.
threesecondslate: (93)

[personal profile] threesecondslate 2013-04-30 11:44 pm (UTC)(link)
While it's true that people dedicating more of their time to a smaller amount of characters would improve their activity with them, the issue is that this may very well go against some of the player's wishes.

It also holds true that not a very large amount of relentless dedication is needed to make some excellent cr in the game without being extraordinarily active or sacrificing characters! Personally, I'm a bit of a slow RPer, with a mildly busy RL, but between that and the four characters I have in game it has never stopped me from finding some very engaging cr for all of them, as well as personal character development.

Really, the biggest problem with the AC rise would be how it affects players who enjoy their CR and their development at a pace fit to the AC to which they originally subscribed to by applying, since playing at a slower pace doesn't exactly mean that a character is devoid of everything beyond "what am i doing here/how did i get here/where am i" etc etc, and I think that's how most established players feel.

For example, if I suddenly came across something in my RL that would hinder my playing ability and put me at a slower pace, I'd be able to keep up should the AC maintain itself, but were it to rise, I'd hate to feel like I'd have to drop someone to keep up with the game, which is intended to be slow paced to begin with.

The thing is though, the rise of AC in order to bolster activity and CR is sort of odd, in my opinion. If people are in this hobby, it should be because they enjoy writing actively with other people and developing their characters within the setting on their own volition, which is why they wrote an app for the character in the first place. Having to force people to do what they signed up voluntarily to do in the first place seems sort of weird, personally, since the only reason the people who would post and let their characters be forgotten for a month would get more cr/development would be because they're being forced to, and not out of their own will as it should be in the first place.

Of course, logic implies that these people shouldn't be playing in the first place, but that's also a core issue with character sitters, because there's no way to push them out of the game except with methods that affect the entire game such as raising AC, which, I think, would certainly reduce their population, but at what cost? I feel like the possible loss of good players isn't worth the disposal of people who are just sitting there waiting for ac to come and fumble around for five minutes before scraping something up to pass. It's certainly true they're an unwelcome presence, but in the end their existence is really only consequential should people want to play said character/want CR with said character, which, actually, is quite a common thing if the character in question is well known.

I don't know what much else to add, except that I see both sides of the ordeal, and don't really personally want to see AC being raised in an otherwise slow and relaxed game for the sake of giving a push to not very active people who don't do much all month until it's activity check time, not when many of the players play here because it's simply that, it's relaxed and chill, so they can just play in a relaxed form without much stress, (while it is true that the new activity is not out of this world, but I approached that in a previous response) and that it'd be not so nice if regular players were affected by the rise not as a motivator, but more as a necessity that previously came much in a much easier and accessible manner fit of a slow game such as Ruby City.
timidtones: <user name="resplendency"> (What is this place)

[personal profile] timidtones 2013-05-01 12:30 am (UTC)(link)
First, the moderators are not going to arbitrarily increase the AC unless it does prove to be what the community's majority wants. This has been clearly stated in this very post. Unfortunately the only fair way to go about something like this if there is enough interest is a vote and then going with what the majority decides. That will mean that some people will be unsatisfied with the end result, you cannot please everyone. Ultimately I would be happy with the AC increasing, or even staying the same even though I feel that the increase would be beneficial rather than detrimental.

However I will continue to disagree that increasing it would be a detriment to the game. It would certainly change things -- but Ruby City is not exactly the small slow paced game that it was a year+ ago. It has grown quite a bit larger, and sometimes, like with the way applications have been changed, things need to adjust in order to fit growing pains. It's certainly not a fast or even upper middle paced game, but it's definitely growing and speeding up even on its own.

The applications and activity have already changed once in the past. Originally the game required only samples in order to be approved and had no activity check at all. This was changed once the game had established itself and it was shown that character squatting was an abundant problem. In order to resolve some of these issues the moderators at the time (one of which happened to be me) implemented these changes with the best of the whole in mind. At the time we didn't poll the group, and while that was not the best choice in the end the decision helped the game grow more from its starting point. In this instance at least, if the moderators decide to put forth the idea of an AC change, they plan on polling the populace, as I stated before.

In the case of your example:
" if I suddenly came across something in my RL that would hinder my playing ability and put me at a slower pace, I'd be able to keep up should the AC maintain itself, but were it to rise, I'd hate to feel like I'd have to drop someone to keep up with the game"


I would like to think that in a case like that should you talk to the moderators something could be worked out for you, or anyone else who was having a problem. This is why communicating with moderators is essential no matter what happens to be going on at a game.

I'm not sure why you're so certain so many people will wind up dropping the game over a small increase like this, as it's coming across that you think people will drop off like flies.I also continue to be confused how this particular level activity change is one that suddenly makes the game unrelaxed and stressful. I can see how that would be an argument had the moderators brought forth the suggestion that the AC be 30 comments+ or 3 posts or even more than that. But if you read the AC proposed one of the options is pretty much the same as what we have now, except it's stipulated that the activity be spread out over two threads rather than just one.

3. Two threads with fifteen (15) comments overall


That there is the option I'm talking about specifically. Once again this is less than half a tag a day a month, even with three 4 characters you're essentially required to do two tags a day, but with the requirement that it's over more than just one thread. People who are truly busy could take this option for AC and still manage to pass with the same number of comments they currently do while spreading out their AC at the same time. To me, this implies that the moderators are more concerned about players tagging out than they are with bolstering the number of tags they put out in total. I do not see this as a particular added stress to the players who are looking for a slower pace as it's essentially the same pace, just required that it is spread out a little bit more.
threesecondslate: (17)

[personal profile] threesecondslate 2013-05-01 04:23 pm (UTC)(link)
This really goes to show I should read things better before jumping in with unbased opinions, I didn't really notice you could stack up comments from different threads to reach the necessary number!

It really does sort of invalidate most of my concerns, so this AC system does sound like a good change, especially considering it promotes multiple threads instead of one long one, even if it isn't absolutely perfect!
timidtones: <user site="livejournal.com" user="boxofdoomage"> (Happy // Friendly)

[personal profile] timidtones 2013-04-30 09:51 pm (UTC)(link)
I'm for it, I think it's something that would help the game and is in line with other things the mods have done to try and up the quality of the game like adjusting the application format and becoming more strict in regards to approving and denying applications.

It's not that much more per character to do, so for even a game with a slower speed reputation I think it's quite doable.
sn33kyshipper: Credit needed (Default)

[personal profile] sn33kyshipper 2013-05-01 01:24 am (UTC)(link)
I think these are good changes. In a way, they might even be easier to handle (in my point of view, at least), since a player won't need to worry about a single, specific thread hitting 15. With an overall of 15 for two threads, it allows for a more relaxed drive, even if they're maintaining more than one thread at a time. I'm not sure, but I assume most players have more than one thread a month, so...
Plus, with the other option of two threads or logs with a single comment, it drives for the creation of more plots, more posts, making meeting ac standards easier and the development of cr hitting new levels, giving Ruby City a new push.

Overall, seems like a good change. It's still pretty relaxed, while also inspiring more player activity. Pretty good!
stylish_hunter: (Chillin' at the office)

[personal profile] stylish_hunter 2013-05-01 02:48 am (UTC)(link)
+1 agreement here. Almost makes things easier, if you look at it like that. Especially if you're kind of a slow tagger or playing with a slower tagger and panicking about thread length.
lifewithoutrest: (ooc: legs; director's chair)

[personal profile] lifewithoutrest 2013-05-01 04:51 am (UTC)(link)
I can see it going both ways.

In general, I'm not opposed to requiring 2 instances of activity. I can see where it might help prod people into tagging around more. And in all honesty, my greatest trouble with AC here has been having several threads, none of which reached the required 15 comments. I know I can't be the only one who's gotten 2-3 threads to 10-12 comments only to have them die. And that is frustrating as all hell.

But I also like things the way they are. It's not really any more lax (in fact, I think it's more difficult than the proposed changes) but it is simple. Which is a big plus for me. There aren't a lot of combinations and choices, and that is what makes it the better option for me, personally.

My other major concern with the proposed activity is its non-uniform-ness. Sorry, I can't think of a proper word just at this moment.

I think while it might promote tagging around/posting more often, it might not help promote quality cr building. I mean, theoretically, you could make two short posts, make one comment on each and be set without anything really going anywhere. I guess I just feel like it could create more content, but also generate more laziness. Particularly if it's a problem with people barely scraping by on AC.

As someone who survives primarily by tagging around rather than posting, it strikes me as very unbalanced. Sort of like asking people who post for 4 tags while asking people who tag for twice that. I just feel, personally, that there should be a little more uniformity there instead of posts basically being weighted 3x higher than comments.

I understand that the idea is probably that posts are generally longer than tags, but that definitely isn't always the case. And for that reason, if the important factor here is having the activity spread out, I'd be more in favor of weighting the posts themselves as tags and keeping the standard 15 comments across 2 posts.
herzlos: (Default)

[personal profile] herzlos 2013-05-01 08:36 am (UTC)(link)
As was said before, it's a two-way-situation - I think [personal profile] lifewithoutrest voiced basically the same concerns as I would have with this.

To me, it sounds a little like it would do very little to prevent thread-dropping - I don't have to finish the threads on my post, I don't have to finish a thread once I reach the minimum amount of tags, which is not the way things ought to be in RP. And I say that as someone who is very guilty of thread-dropping.

In the same vein, the game has a couple very dedicated backtaggers, who also do not benefit in the slightest from the changes, as finished threads from the previous month don't count, either.

TL;DR: the changes are all the same to me, I could do nicely with the old version, I'd do just as nicely with the new one. There might be issues, but issues will be there either way, because there are always issues with AC.

HOWEVER, what I'd be proposing is a sort of... reward system for doing your activity, finishing threads (both current and backtagged ones), logging/posting, building CR, tagging new people, etc. Some games, like KoL, already have such a thing. Threads/posts get a point-value, and a certain number of points gets you stuff. Now, we're not a plot heavy game, so plot-participation would probably not be on our list, but hear me out.

What we do have are characters that open their own shops, miss things from home, need certain things to fully use their powers - why not tie receiving some of these to activity? One of the great things about RC is the ease with which you can add new locations/options to the setting, but why not tie some of it to activity? This could motivate people to tag out more, finish their threads, post more... All while AC stays as low as it is, so for those who don't have the time/drive to put up with all of this tag-work, nothing changes, while those who always do a lot more than required actually get more out of it.

The big problem with that one would be that... we have like 150 characters and I wouldn't want a mod to have to keep track of all that. I wouldn't want to be the one to do it, either. My suggestion would be that players keep track of their points in their character's journal. THAT would be entirely optional, though - so those who are like "no, my character doesn't need stuff from home/new things/a horse" can opt out, while those who have characters that would kill to get their apple tree back /shot could ... you know... keep track. Of their activity and stuff. That sentence got away from me.

There could still be 'trinket from home giveaway events' like on Christmas and the likes, but... idk, I think this could make people do more quality things instead of just realizing they're one thread short to make AC and just tagging someone until the bare minimum is hit.

There'd need to be a set list of point-values for things (and some might have to be negotiated with the mods, due to special cases), but... yeah. THOUGHTS?
gracefulpaige: (047 How very far apart we are)

[personal profile] gracefulpaige 2013-05-01 03:41 pm (UTC)(link)
PERSONALLY. I think this is an interesting concept. It's something I'll definitely be sure to bring up to with the other mods next time we have one of our fancy-pants meetings.
herzlos: (Default)

[personal profile] herzlos 2013-05-01 04:27 pm (UTC)(link)
Aww yes, GREAT!
gracefulpaige: (020 I cannot live at all)

[personal profile] gracefulpaige 2013-05-01 04:31 pm (UTC)(link)
Still thinking on this- but considering RC is on a barter system, this could help supplement the lack of proper currency. There's definitely up/down sides to this, but dude, I love incentives.

WE'LL SEE. Will get back to you on this eventually.
herzlos: (Default)

[personal profile] herzlos 2013-05-01 04:38 pm (UTC)(link)
Take all the time you need! I thought it'd be something to consider, and it wouldn't be all that hard to work the NPCs into it. Like, you oocly cash in points for, say, a flying monkey because you feel like your character could use one. They could just find it in-game, or they could be approached by an NPC who gives it to them (maybe even anonymously or in exchange for something).

... Thinking on it, there could also be certain 'events' were there's a limited number of rare items 'on sale'. Additional powers (temporary or not), potions that have a certain effect, stuff like that.

... I am thinking way too much about this for no apparent reason, sorry for spamming you.
gracefulpaige: (Default)

[personal profile] gracefulpaige 2013-05-01 04:43 pm (UTC)(link)
Hey, we're always open to new ideas for events and stuff. KEEP RAMBLING ON FOREVER.

Regina why do you need a flying monkey.

That could be really cool, and it would definitely make for some interesting CR if we did something like that.
herzlos: (Default)

[personal profile] herzlos 2013-05-01 04:44 pm (UTC)(link)
I AM TOTALLY NOT WRITING UP AN EVENT SUGGESTION RIGHT NOW OR ANYTHING

idk i thought this could be hilarious

mostly she ought to have a horse and an apple tree


:3 I am glad you think so.
gracefulpaige: (004 I promised I would never leave you)

[personal profile] gracefulpaige 2013-05-01 04:51 pm (UTC)(link)
GIVE US ALL THE EVENT SUGGESTIONS.
MAKE IT HAPPEN.

...oh now I'm just thinking about her putting someone under a sleeping curse. ABBY, THIS IS NOT RELEVANT TO AC.

But yeah. You have gr8 ideas I approve.
herzlos: (Default)

[personal profile] herzlos 2013-05-01 05:42 pm (UTC)(link)
IT'S SENT. I am not sure how much sense it makes, but.

... Abby.
Give me a victim and she'll give you the curse.

ffff i♥u
gracefulpaige: (015 Then in your heart)

[personal profile] gracefulpaige 2013-05-01 05:47 pm (UTC)(link)
We'll look at it and stuff. <3

What if Grace though.

Yes I am horrible.


♥♥♥♥
herzlos: (Default)

[personal profile] herzlos 2013-05-01 05:48 pm (UTC)(link)
and thus continues Regina's journey of "let us nearly kill innocent children

you are perfect.
gracefulpaige: (031 From all of the unclean)

[personal profile] gracefulpaige 2013-05-01 05:50 pm (UTC)(link)
If it works out that Regina can use the curse, let's make it happen.
herzlos: (Default)

[personal profile] herzlos 2013-05-01 05:51 pm (UTC)(link)
LACK OF love will find a way.
gracefulpaige: (Default)

[personal profile] gracefulpaige 2013-05-01 05:52 pm (UTC)(link)
YES
threesecondslate: (35)

+1

[personal profile] threesecondslate 2013-05-01 04:24 pm (UTC)(link)
This really is an excellent idea! The problem as you said would really be tracking points, but if there's a page dedicated to it I don't see why it wouldn't be in people's best interest to submit their point gain to it whenever it was relevant!
herzlos: (Default)

[personal profile] herzlos 2013-05-01 04:33 pm (UTC)(link)
u.u yes this! And hey, it's optional - people who don't want to keep track don't have to; they can still dig their stuff up and convert it to points when it suddenly becomes convenient.

Or, as is now, there'll be events to gain things from.

/blarghs forever
lifewithoutrest: (ooc:  coffee)

[personal profile] lifewithoutrest 2013-05-01 07:39 pm (UTC)(link)
I love incentives. I am in an IJ memory loss game where everything runs on a point system from regaining memories to items from home to canon updates, pb changes, and mass plots. And once character count had gotten way too obnoxious, they set up a system for players to track points themselves at their own pace. You fill out the handy little form, drop it on the proper post and they put it in the chart with the last date points were counted, so you know where to start your new tally.

That way, the mods have less hassle, and players who don't need points for certain characters don't need to bother with it on a set time frame, or even at all if they choose.

It's a system I kind of like, now that I've gotten used to it.

EDIT: because I thought of more to say..

This is not so much related to AC requirements as it is activity in general. But should the mods decide giving incentives for activity is a good idea, something else that game does to encourage activity is randomly assigned partner threads. Basically, anyone who chooses can sign up, they are then randomly paired and can pick two of their pups to log together within a set time (say 1 AC period) for double points. Not that it would necessarily have to be points, but an extra reward of sorts. It can be an interesting way of getting fresh cr/meeting other players, particularly if you tend to isolate yourself like I do. Sometimes it works out, other times it doesn't, but it can open up new doors to explore.
Edited 2013-05-01 19:49 (UTC)
herzlos: (Default)

[personal profile] herzlos 2013-05-04 07:14 pm (UTC)(link)
It sounded a bit complicated at first, but the longer I think about it, the simpler it seems.

Personally, I wouldn't want to tie plots to it, as this often seems a bit off-putting to new players, but that largely depends on the game in question, anyway.

AND OH, the partner-thing sounds pretty awesome, actually. As you said, extra points or not, it could come really in-handy for getting fresh CR (especially if your character isn't normally the outgoing sort...). Now I want this.
lifewithoutrest: (Default)

[personal profile] lifewithoutrest 2013-05-04 07:25 pm (UTC)(link)
It does largely depend on the game and its setup. And to be honest, I'm not even in favor of purchasing plots over there, for a number of reasons, but that isn't my decision.

The point system itself, though, is useful. And because it gives us access to things we want, it's great incentive to be more active.

When it works out, it's definitely a great way to generate new cr and keep things from getting stale.
herzlos: (Default)

[personal profile] herzlos 2013-05-04 07:31 pm (UTC)(link)
I know that, in KoL, you can buy 'in-character secrets', which, in a plot-driven game, is awesome. I don't like it when it would require you to not be able to participate in a plot with a character you just joined with, simply based on the fact that it can take a while to get the points you need and... idk, it might make some people feel excluded.

Yep, this. And it could cause in-game things, too. Like, 'why does x character get this?', that kind of stuff. Which could lead to interesting CR.

And hey, even when the one thread doesn't work out - it's just one thread, not an entire plot.

(Also, YAY for someone who plays on IJ. I only played there for a short while, but it was fun and the people were nice.)
lifewithoutrest: (Default)

[personal profile] lifewithoutrest 2013-05-04 07:44 pm (UTC)(link)
This is more if you have so many points you can buy a game-wide plot, typically something from your character's canon. And while it's a nice option, I dislike that people who know more people tend to control most of what's happening in game because they have the cr to get the activity to get the points...If that makes sense. It can make things very frustrating, too, because it's technically a real-world setting and there are never total opt-out options for things like that. I mean, one week everything became a twisted version of Wonderland, and this week there is a parade of elves going through. There are some things you can't assume your character just didn't see without also assuming your character is completely ignorant of everything around her. So I'm just...bad plan.

Yes, I like it.

And yeah, as you said, when it doesn't work out, it's just one bad thread. Often one which isn't especially significant to character development.

I've been playing at IJ for just over a year now, I think. I play at [insanejournal.com profile] valar. The first (and one of only two) game I had more than one person in.

IJRP like an entirely different culture from DWRP. I was so confused the first couple of months.
herzlos: (Default)

[personal profile] herzlos 2013-05-04 07:53 pm (UTC)(link)
Uuuugh, yes, I absolutely see the problem there. I don't like plots without opt-outs in general, because it's not always in my character's nature to... deal... well. Or at all. But I also don't want to take the plot over with my character's stuff, because that a) isn't the point of the plot, and b) it's another pet peeve of mine. xD

Ah, my best friend plays exclusively on IJ, but mostly on the OC-side of it.
And yes, I was so confused when I played there for a bit. I'm not sure whether it's as odd with canon characters (though the lingo is probably still confusing), but... the entirely different way of OOC interaction and everything plot related was so weird at first.
lifewithoutrest: (Default)

[personal profile] lifewithoutrest 2013-05-04 08:09 pm (UTC)(link)
Exactly!

It's harder to find canon-friendly games over there. And yes! So weird. Sometimes I'm still, "What is this business? Why is this okay??" Just a very different dynamic.
desertedchateau: (Cute and huggable//OOC;)

[personal profile] desertedchateau 2013-05-02 02:48 am (UTC)(link)
+1 to these ideas!
herzlos: (Default)

[personal profile] herzlos 2013-05-04 07:15 pm (UTC)(link)
♥♥♥
triskeles: (ғєєᴅιɴɢ ᴏɴ ғєᴠєʀ)

[personal profile] triskeles 2013-05-02 05:58 am (UTC)(link)
I like the sound of this, and could. Maybe suggest something?

Everyone on my timeline talks about how they need to code threadtrackers, or hate taking care of threadtracking posts, yatta ya. But here's the thing.

Dreamwidth already provides you with a threadtracker that requires minimum maintenance: memories. If you really wanted to code a tracking post, kudos, but using the memories function would make your work easier regardless of whether you do or not. All you have to do is create a category for Ruby City (or more, depending on how you want to organize them) and then heart the post. Keeps everything nice and in order of when it was posted/when you tagged it, instead of having to remember specific dates or dig through your character tags.

It'd make point keeping a lot easier, on top of having a handy-dandy go-to for when you need to find activity for your activity checks.
Edited (whoops i can has typing) 2013-05-02 06:00 (UTC)
herzlos: (Default)

[personal profile] herzlos 2013-05-04 07:18 pm (UTC)(link)
... I actually never thought about using the memory function in that way. (If I'm being entirely honest, I keep forgetting it exists to begin with.)

IN OTHER WORDS, you absolutely have a point there, because this would be a real timesaver. It looks neat, it doesn't require coding skills (and doesn't need to be altered to begin with), and as you said, it'd even be handy for normal AC.

So basically, you win this thread.
thornybeauty: (pic#6087373)

[personal profile] thornybeauty 2013-05-02 04:22 am (UTC)(link)
I prefer how it is now to the changes. I feel like this is a lot of people's second or third game, one of the more relaxing slow with easy ac and making AC more demanding might make it hard for those people. I have a few friends joining because of the lax AC.
thenameofamonster: (Default)

[personal profile] thenameofamonster 2013-05-02 06:39 am (UTC)(link)
The AC would actually be easier with how we're proposing it! We're just looking for two threads that together equal 15 comments, so there is not as much pressure to get a single thread to 15 or trying to rely on someone else, in the case that they drop threads.
crimson_drachma: (Ros Adoring)

[personal profile] crimson_drachma 2013-05-02 05:49 am (UTC)(link)
You know...this might actually solve some problems I have sometimes when trying to answer for the activity checks. I'm a little concerned with how easy it will be implement but...yeah. I think this could work to the advantage of other players. The combo of posts made and a 10-count thread in another post would make my life easier when I can't get in a lot of work done for one of my characters in a particular month, certainly. I say go for it. This could end up being a lot more fun for people who fret about not being able to post a lot in Ruby City.
claussenchild: (Default)

[personal profile] claussenchild 2013-05-02 06:04 am (UTC)(link)
As a relatively new player, I don't feel I have much experience with these kinds of things to tell. However what I have noticed is that in Ruby City people seem to be very open with tagging, and even if threads themselves don't reach 15 comments each, people tend to accumulate multiple threads that would add up to over 15 through the course of the month.

I don't feel that the new AC would require much more activity than people are already getting. I used to worry about not getting enough AC with Katherine because of AC requirements at other games, but I find that in RC people seem to like tagging around and accumulating 10-15 comments as stated would not be difficult at all.
morethanpasta: (Default)

[personal profile] morethanpasta 2013-05-02 11:10 am (UTC)(link)
While I'll have to admit I'd been shocked at first by the first impression of "twice the activity" after some thinking I don't feel like it would be much more work. I rather like the flexibility it gives you.

Most points pro and con I might have mentioned have already been brought up more eloquently, however, there's one more thing I'd like to bring up.

With the option of two posts/logs with one comment each, it seems to me like there's a chance of getting more posts without necessarily getting more interaction. I dunno about encouraging the number of posts... It's not so much that we have too few posts in the game, there are always plenty of recent posts to tag. The problem's more that posts go unnoticed, especially when there is a sudden influx of posts. It's not a big issue at RC, but I feel like it's something to keep an eye on if the new AC system is implemented. People won't have more time to tag out, so with the comments spread out across a greater number of posts more posts than now might go ignored.