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Python

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Posts posted by Python


  1. Dear whoever still plays this server,

    I've been banned for giving some criticism on the project and laughing at how Gepan, the current project's manager, handles situations. Clearly he prefers the easy way out, choosing to censor whatever comes up instead of addressing the issues. 

    EDIT: I have since been unbanned on the Discord, but I hope @Gepan starts handling situations with professionalism instead of lashing out at the people who are standing and watching on the sidelines. Gepan, I get that it is your first project that you've taken up a higher title and it comes with a learning curve but get your staff in line as well. I still have 2 outstanding infractions on my account that are unjustified. It is your job to ensure smooth operation of the server, and informing the public where the server stands; there is still no clear message.

    To give some perspective, I understand that the server is dealing with a rough spot, but silencing people will only damage you in the end. It is better to temporarily become the server that crashed and had fires run rampant while still letting on-watchers than instead getting rid of them. Everyone in the space knows where Zenyte is, if the discussions don't happen on your Discord they'll happen some place else. At least if they happen on your Discord you can control the narrative, if you go ahead and ban people and start removing threads you give up control and eventually you'll come out behind. 

    To your two devs, Life & Jacky, I don't know how much experience you two have with code. But acting like you know it all is not a good look, for starters it is your first time with the code and proposing big updates that are going to be matching Kris, Chris, & Corey's quality is a little arrogant. It's better to underpromise and overdeliver than the other way around. 

    To the staff team, learn to take and handle criticism instead of cry and moan. Everyone knows where the server is, instead of blaming people about highlighting the problems and trying to silence them. Admit to some incompetence, or to put it more nicely that you have a lot to work on to improve. You are not getting anywhere by silencing and punishing people who are still watching and curious to see how the project will end up; by punishing the on-lookers you just lessen the people who were previously part of the community and polarize them. Net result; you might have a server, but where are your players?

    Yours truly, 

    Python. See you soon x

    • Like 2

  2. 12 minutes ago, Sir Hassan said:

    Good music, chill vibes, great content, you've earned a sub. Will become much more entertaining into the end game as well with more to do. You should throw up a streaming schedule in the description or forums signature if you have one!

    I'll try get a schedule up. Maybe work on that tonight, I've got a mic ready but need chat for that so it becomes a bit more interesting. Glad you're enjoying it though 🙂

    • Like 1

  3. Usually wouldn't be bothered to waste time replying to topics like this, however, certain things said need to be cleared up. 

    "When you have one member in the mid administration bringing in "friends" from his clan and recruiting them to the staff. Things are bound to blow up. Now at the time of this post of these "friends" are no longer staff members after being either demoted or resigned."

    While this is certainly controversial subject, on its own; it holds no stake in things relating to how people were promoted, all staff positions were earned and given out by the administration. The most capable members were promoted and they outperformed other candidates that were a possible promotions and even then they did a whole lot more than other potential candidates. The staff team as a whole, yes all members of the staff team (supports,mods,etc.) wanted these members promoted because they saw the work being put in and how well they were doing. You still seem to carry this personal stance to "expose" or try use logical fallacies to argue your points because you were demoted multiple times and removed from communities these members looked after. 

    The fact that you even contradict yourself by saying, "It should be determined on what he or she has done in THIS COMMUNITY." is quite funny because all of those staff promotions have been out of effort and work put in (merit), and not from previous relations. Also, from first hand experience this does not always get applied. Not to the members you are targeting it at, but to others ironically enough. Which makes this whole part of the post laughable at best. 

    Even your statements about my demotion are incorrect, and you seem to have that stance of my previous position too. I wouldn't have held on as long as I did if I really was that inactive, on both places. To shine some light on the issue for passerby's - I went 'inactive' in the sense that management found that I was not punishing people enough, which is true. However, I am not for punishing people for no reason and if other moderators have already done a check and cleared areas there is little for me to do. I provided input and advice to my fellow team via Discord and was available if they ever needed anything; I doubt anybody can say otherwise (other than maybe the wonderful CM, because ever since the departures he's been fairly on his toes and said some dumb shit about the situation).   

     

    Rest of your topic is well, for once quite accurate. And quite the reason that a lot of the people left the staff team and focusing their time into more productive or better things. 

    Now for my own exert since I can't be bothered making an actual thread.

    20 hours ago, Sassafras said:

    I feel like the only time I see Erza is when he's yelling about OSRS donations.

    Quite funny, because before (a good 2 weeks back) this is one of the main things that struck me as well. I don't really want to slander anyone, but since I'm in the process of making this post anyways might as well provide some input. Erza's yelling of this, quite often at that (every 30mins) got aggravating to me, as well as others; however, it is a touchy subject to bring up since you don't want to call someone out like that. Glad to know I'm not the only one who felt this way though. 

    Internally there was quite a mismatch and a lot of lack of organization within the team. Rules that should not have been changed got changed, then 24h later they got changed again, 3 days later edited again, and so on. One can get the idea of it. You have a member of the current administration who says dumb stuff like, "logging punishment logs takes too much effort" (No, this is not a joke; someone on the current administration team actually said this 1:1).  Staff meetings were unproductive at best, and mainly focused on suggestions (not an issue in itself; other than the fact that dev time is tied up and these things won't be seen for the next month+) or things that have already been said and everyone already knows (e.g. x person is community manager, is in charge of staff). There was a general lack of functionality (not ingame, but website wise) for staff to make use of their functions these later on ended up being added, but way too late as by the time of implementation people have already moved on. 

    I could go on about other issues, but think I'll round up here.

     

    I also agree with you that @Krisis a great developer, the only sad thing about this is that he is carrying a lot of weight. For the community that translates to, you'll get the wonderful updates you deserve but you need to give him time. Sadly, a lot of people do get bored when they max out and PvM the same NPCs for a month at a time. Hopefully, this page is turned in the near future with the completion of raids allowing him to focus on the next big task at hand. ToB, Inferno, the new Crystal expansion, Hydra - there are plenty of tasks to pick from. I wish him the best of luck and hope he can continue developing great content. 

     

     

    Post ended being long as fuck again. 

    TLDR; Ironically enough, the subject of "positions should be earned" is being applied in most cases, in the cases it is not - it is members that are not targeted by this post. Community management and staff management for that matter, are not great. A lot of internal issues that pushed for people to leave. Kris doing a great job working on content, and hopefully people can see more end-game content soon. 

    • Like 3
    • Dislike 1

  4. 2 hours ago, Snoe said:

    Skillcape Perks - Working

    Ironmen Advantages - Donator store would be cosmetic only (being discussed)

    Boss Heads - Not sure if we'll allow trading in for XP but attachable to slayer helms

    Ring of Wealth (i) Wilderness Effect - Pretty sure this is working (not 100%)

    ZMI Altar - Work in progress - coming after launch

    Bank Value - Working but not sure how we'd make it work with Zenyte's prices - tbd.

    Clan Wars - System is working, not sure on how we'd push activity.

    Gambling - I'll keep you in the dark for this one.

    Karuulm Slayer Master - Coming down the line along with things like ZMI

     

    Hey Snoe, I'll reply which things are already implemented and working.

    Hopefully that gives you some in-sight on what is already in-game and the content to come in the future. 

    • Like 1

  5. Introduction

    The wilderness, one of RS pillars is content which can be iffy for a lot of players. Mainly because of the entry barrier that it has, and the skill gap is quite big. New players are not willing to take part in PvP (in the wilderness) due to it being bad money for the majority of the players. Only top tier PKers turn profit usually, this is because of what people risk what they use to take part in combat; but if supplies used = loot gained then there is little benefit from taking part in this piece of content. PKing was meant to be a piece of end-game content for account builds rewarding individuals for their skill and strategies of taking someone out. 

     

    Current Situation

    As it stands in the wilderness doing certain things can be profitable, however, the core piece of the wilderness is missing; and that's the massive amount of PvP that was happening. To put it simply rewards for PKing are, well to be blunt, unrewarding. Wilderness slayer, PvM (Wilderness bosses), etc... already have healthy benefits but it would be nice to add to this and re-implement pieces of content that were seen in the old days of RS, being a server we have the flexibility to do this. As it stands, there is a cycle of which PvMers go into the wilderness, PKer comes attempts to kill the PvMer, another PKer comes to kill the PKer. However, at the end of this the PvMer will be discouraged and therefore breaking the cycle. 

     

    Suggestion I - 

    Alright, now let's get into the core of this post; the actual suggestion. The re-introduction of the Earning Potential (EP) system on-top of the current bounty system. As it stands, PKers are assigned targets on OSRS, and upon killing that target they can be awarded with a guaranteed upgrade (if already carrying an emblem), and a chance to get a new tier-1 emblem. To make PKing more reward-able and actually encourage people to PvP, I would advocate for the re-introduction of the EP system on-top of the bounty hunter system. The EP reward system would only take into place on death or for killing one's target. Therefore, punishing those camping EP on death even if they are not killed by their target and rewarding those who do kill their target.

    EP System Concept - 

    Players start with 1% EP upon entering the wilderness. Gaining EP is done by spending time within the wilderness and depending on the risk carried.

    Players are awarded a random percentage up to 10% in cool-zones and a random percentage up to 20% in hot-zones.

    Earning potential (EP) would be capped to 35% in cool-zones. While allowing players to reach up to 100% EP in hot-zones.

    There must be a minimum risk amount to gain EP (protected items do not count), the more risked the higher the random range of EP gained.

    EP will be given every 15 (full) minutes spent within the wilderness. 

    EP will be lost upon death, upon teleing out of battle, and on of successful kill only on kills.

    EP system will only be used once the opponent is risking enough value (minimum value risked for loot).

    High tier rewards can only be attained by killing one's target. (More EP used)

    Rewards -

    Ancient Artefacts - a random roll will be done giving a chance to gain an ancient artefact or not. All tiers included from the revs drop table. This rewards the people who are actively gaining EP and focusing on purely PKing, this means that the amount of time spent gaining EP does not mean it is time wasted. Which is currently a huge reason people do not spend time in the wilderness and take part in PvP, putting it on-par with other money making methods resolves this issue. Rewarding the people who gain kills, and spend time honing their skill set. This reward would also cause players to run to the Forinthry Dungeon to trade in these rewards, pushing more activity in that area as well. 

    PvP Armor - this is a concept which might be a little controversial, however, if one considers it a rare drop and only attainable from PvP then suddenly it becomes a little more enticing. A PvP armor that is degradable up to 1 hour of being in combat (aprox. 1,000 hits). While this could be sold to PvMers it only has 1,000 uses and seeing it would only come from PvP, these items would be expensive and provide marginal benefit to those obtained from PvM situations.

    Brawling Gloves - Probably the most convivial of the reward items. The re-introduction of brawling gloves would give a unique spin to Zenyte's wilderness. Brawling gloves were an awesome concept and could work well on a server.  While at the time of writing this post it is unconfirmed whether there will be XP boosts or not, brawling gloves could provide an interesting take on a buff on XP rates while forcing people to wear the specific gloves to the niche skill they are training. Attaining these gloves would only come from a PvP setting and therefore reward those who spend time taking part in PvP. XP Rates would be discussed and balanced, however, providing a well-worth benefit for the people taking part in PvP as well as spending time in the wilderness. RS currently had brawling gloves for most activities found within the wilderness, such as prayer, agility, mining, fishing, woodcutting, etc. This would also put dead content like the wilderness agility course up to par with rooftop agility courses seen on the server right now.  

    Skip Emblem Tier Upgrade - The most common reward which would be awarded, seeing these would take place on-top of the current bounty system it would only make sense to make this as a reward. In short, for a chunk of EP one could skip the emblem tiers (up to 3 tier skips) depending on the EP one has gained. This would advocate for people to carry their mysterious emblems and actively try upgrade them instead of constantly try trade them in for Bounty points.

     

    Suggestion II - 

    Creating a tournament system with ELO rankings, with different presets. This would be different then the main tournaments done that would be open to all. For this system we would run a tourney every x amount of hours. Let's say in the case of this suggestion, every 2 hours. An ELO bracket range would be set up to only allow players of that ELO to take part in the tournament. With the minimum amount of entries being 8, up to 32 in the case of a ranked ELO system.  Players would be matched with people around similar ELO levels seeing the tournaments are restricted to members of that ELO, therefore allowing fair match-ups of people with a similar skill level.  Everyone would start at a starting ELO of 1,000 as is common with most competitive games and then adjusted using a linear ELO evaluation formula to their specific skill groups. 

    Tournaments would run on an automated system, resetting every 2 hours and rotating the presets and ELO groups. 

    With players being able to select their spec. weapon of choice as well as potions from a chest full of gear. Note: putting a hard cap on things such as brews & super restores.

    Example in practice: 

    Game 1 - ELO Rating set to 1000 +/- 100, preset: maxed main melee.  Min. players: 8, Max: 32 

     

    41F581Y.png 

     

    Game 2 - ELO Rating set to 900 +/- 100, preset: melee pure.

     

    pnWSzTb.png

     

    Game 3 - ELO Rating set to 1100 +/- 100, preset tri-brid,

    Etc.

    O7scthR.png

    Reward Structure

    Since this would be a system that is automated and run every two hours, and since gear and stats are provided by the server; players would pay an entry fee of 250k, of which 70% of this would go to the player who ranks first, and the remaining 30% to the player ranking second. 

    While I know the reward structure for the automated tournament system seems lacking, it could be adjusted and put more in line with some of your suggestions. 

    Note: Will probably end up changing the reward structure for these PvP tournaments. 

    TLDR;

    Long post put short, implement a EP system into the server with rewards ranging from ancient artefacts to brawler gloves. As well as a tournament system that is automated classified into both ELO groups as well as preset groups, rotating every couple of hours. Entry fee to win prize pool. 

     

    Final Notes

    First of all, I'd like to thank the members of PWJ (Painting with Justin) for providing feedback and discussion points on these ideas, on what makes it fun to actually take part in these piece of content. A full list of our members can be found on our clan thread. [Clickable]

    Next off, I'd like to thank everyone who's read the post and anyone who's willing to leave constructive feedback on the concepts.

    This post took me a while to make, so I'd appreciate it if you'd share your in-depth thoughts as well. 

     

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