howcome? most my qps I got raiding south with perhaps 1 other trolloc with me. Those always got a fair split in the qps. I actually think I helped master alot of trollocs.
What is the difference is that I concentrated all my effort on a single character instead of mastering 10 characters like some other people did.
Petition for Old Scalp rewards!
Re: Petition for Old Scalp rewards!
Get 1000 with 1/2/3 without fade bonuses, support mobs, postures/master weapons and your clan head on firetrucking Seandar. I've mastered multiple characters on all sides and gotten a lot of QPs, but that was still easily the most painful experience I can remember on this game. Waiting for those boats. AFKing. Missing them. Waiting longer.Skittles wrote:I don't know why LS ever had high scalp rewards in the first place. Get a thousand at 0,1,2.
Re: Petition for Old Scalp rewards!
Vaen wrote:Get 1000 with 1/2/3 without fade bonuses, support mobs, postures/master weapons and your clan head on firetrucking Seandar. I've mastered multiple characters on all sides and gotten a lot of QPs, but that was still easily the most painful experience I can remember on this game. Waiting for those boats. AFKing. Missing them. Waiting longer.

*comf*
Re: Petition for Old Scalp rewards!
Well, I did get 3k qps, 600 of them at 0,1,2 (or 0,1,3) and had them all removed "because you can't be rank 8" was what Myrddin said. I still want my damn rooms!!
Re: Petition for Old Scalp rewards!
Sorry - this isn't a bulleted list, but concepts.
Pros:
1. Increasing the scalp rewards will strengthen the player base among the most important demographic - new semi-engaged players.
Rationale:
Mud enjoyment comes from a limited number of factors. To maintain a player base, you need: community connections, excitement/short-time thrills, and character advancement. Obviously, ranking is a key component of character advancement. Ranking is a fine line - you want to have a constant sense of advancement, where the ultimate goal seems doable but just challenging enough.
With a smaller player base, and more incentive for the proliferation of masters to go for Rank 8 qps, it has become much more difficult to get qps than even just a few years ago. This disproportionately negatively affects the most important demographic for the mud.
The most important demographic is new, semi-engaged players. We won't retain everyone who tries out wotmud, so the folks who play for a week and quit aren't a big deal. Likewise, the long-term players (i've been playing wotmud since 2001) are hooked already. But it's the new player who stats a character, levels up, and ultimately even joins a clan that we most need to keep - they have the potential to turn into a long-term player. This change best helps them.
2. Increasing the scalp rewards may encourage long-term players to diversify.
Rationale:
I mostly only play Ibzon nowadays, because I've already mastered several characters and it seems like a lot of work to do it again. But the mud would benefit from me using or creating other characters (again, so not everyone on is a master, so other clans get new blood, so I meet other people and make new friendships, etc). Making it easier to advance in another clan would be an incentive for me to use one of my other characters more often, or to make some new ones.
3. Increasing the scalp rewards helps those who are not as skilled at PK or who don't PK in the north.
Rationale:
Skilled pkers will always rank quickly, whatever the rewards. Unskilled pkers, people new to pk, and people who try to pk in the south (do these still exist?) disproportionately benefit from increased qp per scalp. This is a good thing for the mud. Those players have more fun, southern pk becomes (slightly) more viable, etc.
Cons:
1. Ranking is faster, making more of a "master proliferation." However, I don't see this as a major negative.
Rationale:
As stated above, those who are committed to ranking and skilled at PK will rank quickly regardless. We already have a lot of masters - I don't think this is something to be concerned about anymore.
Pros:
1. Increasing the scalp rewards will strengthen the player base among the most important demographic - new semi-engaged players.
Rationale:
Mud enjoyment comes from a limited number of factors. To maintain a player base, you need: community connections, excitement/short-time thrills, and character advancement. Obviously, ranking is a key component of character advancement. Ranking is a fine line - you want to have a constant sense of advancement, where the ultimate goal seems doable but just challenging enough.
With a smaller player base, and more incentive for the proliferation of masters to go for Rank 8 qps, it has become much more difficult to get qps than even just a few years ago. This disproportionately negatively affects the most important demographic for the mud.
The most important demographic is new, semi-engaged players. We won't retain everyone who tries out wotmud, so the folks who play for a week and quit aren't a big deal. Likewise, the long-term players (i've been playing wotmud since 2001) are hooked already. But it's the new player who stats a character, levels up, and ultimately even joins a clan that we most need to keep - they have the potential to turn into a long-term player. This change best helps them.
2. Increasing the scalp rewards may encourage long-term players to diversify.
Rationale:
I mostly only play Ibzon nowadays, because I've already mastered several characters and it seems like a lot of work to do it again. But the mud would benefit from me using or creating other characters (again, so not everyone on is a master, so other clans get new blood, so I meet other people and make new friendships, etc). Making it easier to advance in another clan would be an incentive for me to use one of my other characters more often, or to make some new ones.
3. Increasing the scalp rewards helps those who are not as skilled at PK or who don't PK in the north.
Rationale:
Skilled pkers will always rank quickly, whatever the rewards. Unskilled pkers, people new to pk, and people who try to pk in the south (do these still exist?) disproportionately benefit from increased qp per scalp. This is a good thing for the mud. Those players have more fun, southern pk becomes (slightly) more viable, etc.
Cons:
1. Ranking is faster, making more of a "master proliferation." However, I don't see this as a major negative.
Rationale:
As stated above, those who are committed to ranking and skilled at PK will rank quickly regardless. We already have a lot of masters - I don't think this is something to be concerned about anymore.
Re: Petition for Old Scalp rewards!
Thank you, everyone, for your comments - especially those who broke them down as pros and cons. I've locked this thread to further comment. No promises on an outcome, if any, but now there's some feedback if and when we need it.