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 To Staff - Liquid Time

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Darkrai
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PostSubject: To Staff - Liquid Time    Sat May 10, 2014 4:22 pm

This has been something I feel we've needed since we started roleplaying here. The fact that it would be a hard job for mods was brought up each time. I feel as long as the roleplayer has no more than one thread in which he or she is using a mod (wild battle, gym battle), he or she should be allowed to roleplay in other threads which do not include mods aka threads with other players. There's no reason to prevent this, no rule specified on this but I think its not allowed, an unwritten rule that has to be written, only allowing what it was forbidding :x
Slowpoke
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PostSubject: Re: To Staff - Liquid Time    Sun May 11, 2014 1:55 am

Noooo no no, I've seen liquid time break far too much in games like this. For instance, you're teaining in the one topic, and your Pokémon evolves. Suddenly you have an evolved Pokémon in the other thread, because not many people would be following an honor system. Especially if it benefitted them. If it's just a thread where characters want to BS, they could always just do a random RP in the alternate parts of the site. Not to mention, assuming one topic moves way faster than the other, your character has essentially been to places that they haven't visited yet... Liquid timelines don't match up in a linear RP.
Darkrai
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PostSubject: Re: To Staff - Liquid Time    Sun May 11, 2014 12:50 pm

Pardon me if I am wrong but I don't think you fully understand the concept of liquid time. Like, when you start a thread and then start a thread, name them thread1 and thread2, changes in thread 2 wont apply in thread1 and changes in thread2 wont apply in thread1. Until a thread is complete the changes wouldn't apply at all. Once complete, changes in thread1 may apply to a thread3, while an uncompleted thread2 changes would not. Like, there will be restrictions against those stuff. Pokemon and stuff in a thread once started will only follow changes made in that thread solely. We can limit the max threads to two even. A descriptive system is gonna take some time to write down. The absence of such a system is part of the reason why most trainers never make it past the second gym. This system will help trainers to progress easily in case their threads get stuck with one thread. A sophisticated system is going to be required though, I can write it down in a couple days if you want me to, maybe then I can change your mind and many others' ;)
Ryuji~
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PostSubject: Re: To Staff - Liquid Time    Sun May 11, 2014 5:01 pm

There is liquid time >_> ever heard of the battle arena? Go read its rules and you'll see for yourself that you can have a topic there and a topic in a region.
Nishwishes
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PostSubject: Re: To Staff - Liquid Time    Sun May 11, 2014 6:53 pm

Yes, but in my opinion, the battle arena's AU to everything else. That doesn't really count. And honestly, even if you do as Darkrai says and changes in one thread don't apply to another, story elements will be jumbled, characters may not react the way they would if things were experienced in proper time, etc. There're just so many reasons why liquid time wouldn't work.
Darkrai
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PostSubject: Re: To Staff - Liquid Time    Sun May 11, 2014 7:19 pm

Ryuu: I suggested liquid time as a way to help trainers improve faster and as a way of avoiding spending long times waiting for others to post. I feel thats why no trainers have finished a league yet. Nish: I see your point of view, but I feel there's a way around that. Liquid time is a key factor inmany of the rp sites ive played in, helps improve experience much more quickly. For your example, reacting the way one would have as he would in the thread would be the answer, I implied this earlier if you noticed? Story elements need not be jumbled as long as it is clear which thread is happening first, even though changes wouldn't apply to the newer thread from the past thread. I can't possibly explain everything in under 5 minutes. ITs complicated. As I said I could write a sophisticated system for the staff to check out if you guys want.
Slowpoke
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PostSubject: Re: To Staff - Liquid Time    Mon May 12, 2014 3:47 am

I do understand liquid time and how it works, thank you very much. Again, I said that such an honor system would be faulty at BEST in a role play like this one. Why is it an honor system? If you're fighting in one thread and defeat it, the mod needs to add the exp. Aside from going through and seeing when each thread started/ended there's no way to tell if/when the effects should take place. An honor system like this encourages the corrupt and is a great burden. The point in limited characters is to promote individual character growth and limit widespread threads per person. The reason nobody has finished a league (from what I've seen) is that they grow bored and make new characters rather than pushing one character through, not because we don't have liquid time.
Nishwishes
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PostSubject: Re: To Staff - Liquid Time    Mon May 12, 2014 4:27 am

This is so true, and it's why I only have one character. Plus, why I only have threads with mods and not with other characters to hold me back. If we had more mods that modded quickly, adventures would also advance faster. There are many reasons why nobody's done a league all of the way through, not just liquid time.
Darkrai
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PostSubject: Re: To Staff - Liquid Time    Mon May 12, 2014 11:59 am

Sorry if that came out wrong Slowpoke, I didn't mean it like that. Forgive me, but how can you just decide a system like that would be faulty without giving it a chance and/or reading the said system? With some effort I'm sure I can come up with a perfect system. I feel one of the main reasons people get bored with their characters is because they get stuck in threads for a long amount of time. Especially in threads with many people where its turn-based. I'm typing what I've seen. And Nish when you say "not just liquid time" you admit it for lack of liquid time being one of the reasons indirectly at least? It could help so much when characters are stuck in slow threads (which happen more often than not) and in lots of other cases. Also there need not be an honor system, unless the mods abuse their powers to add exp early that is, and the system I have in mind is perfect. Should it have a few flaws I'm sure I can fix them when they are pointed out, and should any input be given from the staff that would help too I guess. I won't waste my time writing it down if that is not going to have any kind of impact on your opinions. And about the character thing, you can just put a character limit.. ALSO. Nish said "This is so true, and it's why I only have one character. Plus, why I only have threads with mods and not with other characters to hold me back" In my experience, having threads only with mods are not how roleplaying experiences are supposed to be. That cuts down character development from interactions with other characters and more important stuff like that. The fact that you don't have any friends to mess around with or rivals to have intense battles with in character cuts down so much from roleplaying gameplay. It takes away the beauty of roleplay. Playing only with mods is the equivalent of playing a pokemon game on a console. I agree with having only one character regardless, more than that are a waste of time and effort as I learned the hard way. Liquid time can help fix the other limitation of players like you only doing mod threads. One mod thread and one "PVP" thread can help a lot in keeping interest in a character don't you think?
Nishwishes
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PostSubject: Re: To Staff - Liquid Time    Mon May 12, 2014 3:50 pm

Erm, excuse me? You obviously haven't read my threads, then. My character has plenty of other characters that she interacts with. She has two rivals, a bunch of friends that influenced her that she left behind, a love interest, and has interacted with a lot of people besides them. My role plays are NOTHING like just playing on a console. I play for plot and story first and foremost and plot with my mods, but she also surprises me more often than not. So don't even go there. Just stating that RIGHT now. Mod-only threads have even less limitation than a PvP, anyway, so long as your mod is capable and creative enough.

My opinion could be swayed by a decent proposal, and I'm intrigued about the ideas you have. I'm not saying my opinion will change, but I at least want to give you a chance and take a look.
Darkrai
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PostSubject: Re: To Staff - Liquid Time    Mon May 12, 2014 5:52 pm

I didn't bother reading your threads, I didn't assume your style of roleplay from reading your threads, it was what you said about playing with one character and only playing in mod threads and not with other characters that hold you back that made me assume that. Your own words. - -.- - As tempted as I am to write down the system and show you as soon as I could, I need to make sure I have an admin's approval to give it a shot, I wouldn't like to post the system just for an admin to say "no" without reading it at all, not saying an admin might do that, just pointing out the possibility. I'll get started as soon as I get an okay to take a shot at this from someone authorized ;D
Slowpoke
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PostSubject: Re: To Staff - Liquid Time    Mon May 12, 2014 9:30 pm

Darkrai, without posting it you can never have a definitive yes or no. As far as "adding exp early" is concerned: it's not adding it early. The Pokémon WOULD level up in that thread, at that moment in time. By not adding it, you're detracting from that thread for the mere "ease" of having another thread. You're basically saying that no real progress can be made during a topic, only afterward, which is more harsh on development than not interacting with other members. And as far as your comment about mod threads, you're very far off. I've seen player on player threads with no character development or interesting plot lines whatsoever, but mod threads with epic storylines, varying characters, etc. Mods are people too, and if anything they have MORE ability to allow for a player to interact with various people and the environment, ENCOURAGING character development more than a PVP only thread.
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