Orcs of the Red Blade

Discussion => Game Related => Topic started by: Sadok on August 17, 2014, 08:08:00 PM

Title: Suggestions and Feedback
Post by: Sadok on August 17, 2014, 08:08:00 PM
Have any suggestions to improve any aspect of Orcs of the Red Blade, be it our in-character or out-of-character experience?

Have any feedback from an event, plot or any RP that you've had in the tribe?

Post it here! All suggestions and feedback will be read and discussed by the officer team, and everyone is free to contribute to the discussion.
Title: Re: Suggestions and Feedback
Post by: Regorn on August 18, 2014, 03:05:06 PM
Mandatory Trial of Endurance for new Orcs.

Eat a Aged Yolk and see if you survive.

Shamans can also use it as a spirit quest by smelling it (and passing out).
Title: Re: Suggestions and Feedback
Post by: Groshnok on August 19, 2014, 01:13:09 AM
I would really like more Bloodied Blades events. There hasn't been a main plot using the system for ages, and I really miss it.
Title: Re: Suggestions and Feedback
Post by: Kharmak on August 19, 2014, 01:59:56 AM
OOC - we need more training in PvP. As I've already spoken about to the Officers of the Guild, which a lot have agreed. It increases our potential both in IC fights against others, and against gankers, as we can't blue shield forever.

IC - More training would be nice to see. I know it's more a of a peaceful time at the minute, but we wouldn't want rusty blades now would we!
Title: Re: Suggestions and Feedback
Post by: Rargnasha on August 19, 2014, 03:45:12 AM
I would really like more Bloodied Blades events. There hasn't been a main plot using the system for ages, and I really miss it.

OOC: Mind = Blown.
Anyway, if enough want Bloodied Blades events, I can look into hosting some again, likely it will be a mix of different styles, so that there's some for those who likes Bloodied blades, and some for those who doesn't... MAYBE
Title: Re: Suggestions and Feedback
Post by: Rashka on August 19, 2014, 08:37:47 AM
I would really like more Bloodied Blades events. There hasn't been a main plot using the system for ages, and I really miss it.

This pretty much. We've had a lot of... "Hit this once and win" and I mean that's fine every now and then, but in the length it just gets boring. A suggestion would be that for those events you make a last sort of 'final' boss, where you got the emotes going. Would be a nice change.
Title: Re: Suggestions and Feedback
Post by: Thrash'Nak on August 19, 2014, 01:17:38 PM
OOC - SIGN UP DAMNIT! It's such a pain for the creator of events, to have 4-5 sign up, but in the end, less or more arrive at the event. If you could -please- sign up, if you intend to come, you'll make us grumpy officers ALOT happier. :)
IC - More training would be nice to see. I know it's more a of a peaceful time at the minute, but we wouldn't want rusty blades now would we!
IC - Ghrm, ye' need only ask, which ye' did, good. I will see abou' gettin' som' war trainin' started aroun' the end o' the month. Keep an eye on the notice-board, date an' time will be ther' in the comin' days.
Title: Re: Suggestions and Feedback
Post by: Gashuk on August 19, 2014, 04:31:34 PM
OOC: Bloodied Blades for me is a bit too over the top, I enjoy the system that Gridish uses (I believe), which is more relaxed but still incorporates, rolling, an emote order and the DM replies to your emote attempt.
Title: Re: Suggestions and Feedback
Post by: Sadok on August 19, 2014, 09:20:47 PM
OOC: Bloodied Blades for me is a bit too over the top, I enjoy the system that Gridish uses (I believe), which is more relaxed but still incorporates, rolling, an emote order and the DM replies to your emote attempt.

Agreed. When we first started doing roll-events in earnest in 2012, we had three major things:

1- Emote order, so people don't get overly-confused;
2- General rolling with a value for successful attack, unsuccessful attack and mob hit-points, with no other frills to keep things simple;
3- A DM controlling the boss, who was invariably an actual character (an alt, most of the time) rather than an invisible raid-marker. I've always felt bored when we roll against waves and waves of raid-markers.

I've been so burnt out on roll-events that I've specifically avoided doing any for the last year, but it could be time to re-cycle them back in on a less frequent, more simplistic basis.
Title: Re: Suggestions and Feedback
Post by: Balrukin on October 25, 2014, 04:18:28 AM
Don't know if this is really an issue but I've been skimming through the member list lately and noticed a lot of Newbloods who havn't been on for 1 or even 2 years, I'd be willing to make a list of them all if that helps.  :)
Title: Re: Suggestions and Feedback
Post by: Rashka on October 25, 2014, 04:47:43 AM
Believe we have a politic of never kicking people
Title: Re: Suggestions and Feedback
Post by: Therak on October 25, 2014, 10:03:53 AM
We generally don't kick people for inactivity, no. As long as we have space there's no need to kick people who (even if unlikely) may return again one day :)
Title: Re: Suggestions and Feedback
Post by: Regorn on October 25, 2014, 10:43:31 AM
So your saying the Yolk Shaman will forever be in your heart? (member list)
Title: Re: Suggestions and Feedback
Post by: Balrukin on October 26, 2014, 02:43:29 AM
My bad! Thought I read something about Newbloods and 4 months of inactivity but could be that I've misread that part  ;)
Title: Re: Suggestions and Feedback
Post by: Groshnok on December 29, 2014, 03:19:18 PM
http://i.imgur.com/vrvE4cN.jpg

Found this on the WoW subreddit, I think it could really lead to some new opportunities with travelling/nomad RP, or for our own secluded areas in camps we stay in.
Title: Re: Suggestions and Feedback
Post by: Rhonya on December 29, 2014, 04:19:44 PM
Those are the leatherworking tents, yes.. Sadly they only last a few minutes, so you'd be -constantly- putting them up anew.
Title: Re: Suggestions and Feedback
Post by: Sadok on January 31, 2015, 03:35:54 PM
Bumping this as a reminder that it still exists!

We want to hear your feedback and suggestions about all aspects of the OOC and IC OotRB experience, from events to guild relations to our rank structure.

So if you have ideas, post 'em here and we'll make sure all feedback gets a response.
Title: Re: Suggestions and Feedback
Post by: Okiba on February 01, 2015, 02:50:41 PM
While I'm quite happy with the guild as it presently stands, I do have two small things that have floated around my mind of late.

Though the first is most likely a widely thought of/noted thing, I'll give it a mention regardless. When it comes to diplomacy I've always found it bizzare that we try to force relations with those that threaten/try to kill us. Just seems odd, but eh.

As for the second and more main thing...  Well its a case of IC seeping into OOC. Over the years i've noticed that when a Red blade members fudges up IC, be it misbheaviour of one kind or another, the go to punishment is always or at least seems to be demotion. Now don't get me wrong, its a logical punishment, but it has several ooc problems coupled to it. For one, those who suffer demotions seem to lose OOC motivation/decrease in activity as their progression in the guild is stubbed or reversed. This I feel is undesireable and I think demotions should be moved to a more 'near last resort' option, and instead a more solid range of actual punishments... like lashes, extra duty's, hard labour, latrine pit digging/filling/cleaning would do much better. This would create more RP, but be less likely to put a player off.

That said and done, Demotions do have their time and place, but I really do think we leap at that option far too eagerly. Its not an urgent problem, but its certainly a subtle background snag we have had for a long while.

Anyhow, thats my 2 cents!
Title: Re: Suggestions and Feedback
Post by: Groshnok on February 01, 2015, 03:09:56 PM
I too would like to see some alternative punishments, could create some interesting RP.
Title: Re: Suggestions and Feedback
Post by: Sadok on February 01, 2015, 05:02:26 PM
Thanks for the feedback thus far! I'll try to respond to everything as much as I'm able -- the intent isn't to simply put down any suggestions, but rather to explain a little why things are done as they are presently, with a view to opening up a dialogue about a third way somewhere between the suggestion and the status quo.

Though the first is most likely a widely thought of/noted thing, I'll give it a mention regardless. When it comes to diplomacy I've always found it bizzare that we try to force relations with those that threaten/try to kill us. Just seems odd, but eh.

Do you have any specific examples in mind? I'm guessing you probably have stuff like Moneyfix or the Blood Wolves in your head, but I'll just give a more generic answer for now.

We do belong to a Horde RP community, in both an IC and OOC sense, and it's for the collective benefit of all those in that community that we form together for cross-guild relations, be that cultural festivals like Kosh'harg or more intricate affairs like campaigns.

Obviously, nearly all of RP is founded on character conflict (be that discussion, arguments or actual violence), and we regularly interact with characters and guilds whose IC philosophies jar with our own and lead to the likes of threats and violence. I think there's a balance to be struck somewhere between being 'forgiving' of the past and not coming across as idiots who don't learn from their mistakes, and I'm not sure if we've struck it yet.

For what it's worth, we've went through a phase of a couple of months post-WoD where we've been a little more isolationist for the sake of breathing room, and I believe Koz is planning on heading an effort to recast the Horde Gathering in a more decentralised, amiable fashion -- aiding each other on a 'supply and demand' basis, running meetings with fewer representatives with a diplomatic rather than military bent, and having a neutral moderator keeping people in check each session while staying out of the discussion (like a parliamentary speaker).

I don't know if that conception of the Gathering will make it out of blueprint stage, or whether it'll work in execution. But we are actively trying to consider how to make inter-guild relations work while avoiding some of the pitfalls of the past, for the benefit of everybody's collective RP experience.

As for the second and more main thing...  Well its a case of IC seeping into OOC. Over the years i've noticed that when a Red blade members fudges up IC, be it misbheaviour of one kind or another, the go to punishment is always or at least seems to be demotion. Now don't get me wrong, its a logical punishment, but it has several ooc problems coupled to it. For one, those who suffer demotions seem to lose OOC motivation/decrease in activity as their progression in the guild is stubbed or reversed. This I feel is undesireable and I think demotions should be moved to a more 'near last resort' option, and instead a more solid range of actual punishments... like lashes, extra duty's, hard labour, latrine pit digging/filling/cleaning would do much better. This would create more RP, but be less likely to put a player off.

That said and done, Demotions do have their time and place, but I really do think we leap at that option far too eagerly. Its not an urgent problem, but its certainly a subtle background snag we have had for a long while.

I can only speak for myself, but I've always approached demotions as a last resort myself -- certainly, Sadok will be quick to hand out warnings and cautions whenever an orc acts inappropriately for their station within the tribe, but it takes a bit more to nudge him over the line into actually demoting an orc. I am aware that other officers have a less tolerant view dependent on the situation though.

The question of demotion seems to be tied up with discipline and tribal duties, and I do want to emphasise that OotRB is predominantly a tribal society guild rather than strictly a warband -- so while martial punishments like latrine-duty and hard labour may make sense for soldiers, there is the question about whether that would be inappropriate in a non-military context.

Demotions from the middling ranks (Nag'Ogar/Gosh'kar/Gul'thauk) tend to be done because those positions entail a certain basic competency and responsibility, or more simply, trust is placed in those orcs. When they continually abuse that trust through irresponsible behaviour or incompetent execution of duties, demotion is only natural.

The question of Oathbreaking is more difficult, because the Oath of Blood isn't some document of law with subclauses that orcs agree to, but a more vague pledge of loyalty to the tribe's values -- so in a lot of cases, the claim of whether an orc has broken that Oath is ultimately subjective (unless they're doing something irredeemably evil like eating babies).

I have to say, I share your ultimate concern about demotions leading to lack of OOC motivation, because it generally takes a far shorter period of time to 'lose' a rank than to train (or retrain) as one, because between all the tasks and such, it's far harder than ever to actually attain a rank in the guild.

I guess I'll end my reply by asking two questions of my own, both for Krogon, Groshnok, and anyone else to answer:

1- Do you think lashings and the like are appropriate within the culture of a tribe? And if not, do you have any ideas about more suitable punishments that would fall short of demotion?

2- Do you think too much is asked of orcs wanting to become Nag'Ogar/Gosh'kar/Gul'thauk, and do you have any suggestions about how the tribe structure and training might be reformed accordingly?
Title: Re: Suggestions and Feedback
Post by: Okiba on February 01, 2015, 07:32:48 PM
Thanks for the feedback thus far! I'll try to respond to everything as much as I'm able -- the intent isn't to simply put down any suggestions, but rather to explain a little why things are done as they are presently, with a view to opening up a dialogue about a third way somewhere between the suggestion and the status quo.

Though the first is most likely a widely thought of/noted thing, I'll give it a mention regardless. When it comes to diplomacy I've always found it bizzare that we try to force relations with those that threaten/try to kill us. Just seems odd, but eh.

Do you have any specific examples in mind? I'm guessing you probably have stuff like Moneyfix or the Blood Wolves in your head, but I'll just give a more generic answer for now.

We do belong to a Horde RP community, in both an IC and OOC sense, and it's for the collective benefit of all those in that community that we form together for cross-guild relations, be that cultural festivals like Kosh'harg or more intricate affairs like campaigns.

Obviously, nearly all of RP is founded on character conflict (be that discussion, arguments or actual violence), and we regularly interact with characters and guilds whose IC philosophies jar with our own and lead to the likes of threats and violence. I think there's a balance to be struck somewhere between being 'forgiving' of the past and not coming across as idiots who don't learn from their mistakes, and I'm not sure if we've struck it yet.

For what it's worth, we've went through a phase of a couple of months post-WoD where we've been a little more isolationist for the sake of breathing room, and I believe Koz is planning on heading an effort to recast the Horde Gathering in a more decentralised, amiable fashion -- aiding each other on a 'supply and demand' basis, running meetings with fewer representatives with a diplomatic rather than military bent, and having a neutral moderator keeping people in check each session while staying out of the discussion (like a parliamentary speaker).

I don't know if that conception of the Gathering will make it out of blueprint stage, or whether it'll work in execution. But we are actively trying to consider how to make inter-guild relations work while avoiding some of the pitfalls of the past, for the benefit of everybody's collective RP experience.

As for the second and more main thing...  Well its a case of IC seeping into OOC. Over the years i've noticed that when a Red blade members fudges up IC, be it misbheaviour of one kind or another, the go to punishment is always or at least seems to be demotion. Now don't get me wrong, its a logical punishment, but it has several ooc problems coupled to it. For one, those who suffer demotions seem to lose OOC motivation/decrease in activity as their progression in the guild is stubbed or reversed. This I feel is undesireable and I think demotions should be moved to a more 'near last resort' option, and instead a more solid range of actual punishments... like lashes, extra duty's, hard labour, latrine pit digging/filling/cleaning would do much better. This would create more RP, but be less likely to put a player off.

That said and done, Demotions do have their time and place, but I really do think we leap at that option far too eagerly. Its not an urgent problem, but its certainly a subtle background snag we have had for a long while.

I can only speak for myself, but I've always approached demotions as a last resort myself -- certainly, Sadok will be quick to hand out warnings and cautions whenever an orc acts inappropriately for their station within the tribe, but it takes a bit more to nudge him over the line into actually demoting an orc. I am aware that other officers have a less tolerant view dependent on the situation though.

The question of demotion seems to be tied up with discipline and tribal duties, and I do want to emphasise that OotRB is predominantly a tribal society guild rather than strictly a warband -- so while martial punishments like latrine-duty and hard labour may make sense for soldiers, there is the question about whether that would be inappropriate in a non-military context.

Demotions from the middling ranks (Nag'Ogar/Gosh'kar/Gul'thauk) tend to be done because those positions entail a certain basic competency and responsibility, or more simply, trust is placed in those orcs. When they continually abuse that trust through irresponsible behaviour or incompetent execution of duties, demotion is only natural.

The question of Oathbreaking is more difficult, because the Oath of Blood isn't some document of law with subclauses that orcs agree to, but a more vague pledge of loyalty to the tribe's values -- so in a lot of cases, the claim of whether an orc has broken that Oath is ultimately subjective (unless they're doing something irredeemably evil like eating babies).

I have to say, I share your ultimate concern about demotions leading to lack of OOC motivation, because it generally takes a far shorter period of time to 'lose' a rank than to train (or retrain) as one, because between all the tasks and such, it's far harder than ever to actually attain a rank in the guild.

I guess I'll end my reply by asking two questions of my own, both for Krogon, Groshnok, and anyone else to answer:

1- Do you think lashings and the like are appropriate within the culture of a tribe? And if not, do you have any ideas about more suitable punishments that would fall short of demotion?

2- Do you think too much is asked of orcs wanting to become Nag'Ogar/Gosh'kar/Gul'thauk, and do you have any suggestions about how the tribe structure and training might be reformed accordingly?

Well...

To the first point, yes and no. The tribe has always had an an on-off relationship when it comes to being either overly 'family' orientated or more military based, we've drifted back and forth a fair bit over the years. To that end yes, but not always. Its very hard to pin point. Lashes are certainly one option, a kind of public humiliation or labouring of extra duty's could work too, of which refusal to undertake may cause much harsher punishment. Cleaning up after the wolves, cooking the tribes food at night, hunting our meals, any kind of extra 'simplistic' effort that doesnt make for much honour may prove adequate.

To the second, overall I like the direction Koz has in mind for the Nag'ogar in particular. Rather than lone/single warriors fighting for personal honour he's pushing the nag'ogar toward a 'team', giving it great emphasis on teamwork/unit based efforts rather than what loners can/can't do. But, unlike the gosh'kar (or gul'thauk, but me and most folks are unaware how thats run now) theres no step by step system to achieving the rank, Don't get me wrong I enjoy war trainings but some folks have been waiting upward of six months to become nag'ogar... so that answers your last point too, I do believe in some cases its quite difficult to attain a rank, especially for the Nag'ogar. But again, I don't know what Koz has in mind for the future. So we shall see. I do think regular events for each path, such as war training for the nag'ogar and their trainee's to build inter path bonds is good, but it often needs more reliable substance in the form of regular events/aims.

But as I see it, each of the 'senior' ranks (Gul'thauk/Gosh'kar/Nag'ogar) should have four standard'ish tasks to complete to achieve their rank, Not counting the respective Alphas of course. Standardisation is never a bad thing I think, and giving people clear objectives to strive toward is something I would like to see.
Title: Re: Suggestions and Feedback
Post by: Gridish on February 01, 2015, 08:11:14 PM

To the second, overall I like the direction Koz has in mind for the Nag'ogar in particular. Rather than lone/single warriors fighting for personal honour he's pushing the nag'ogar toward a 'team', giving it great emphasis on teamwork/unit based efforts rather than what loners can/can't do. But, unlike the gosh'kar (or gul'thauk, but me and most folks are unaware how thats run now) theres no step by step system to achieving the rank, Don't get me wrong I enjoy war trainings but some folks have been waiting upward of six months to become nag'ogar... so that answers your last point too, I do believe in some cases its quite difficult to attain a rank, especially for the Nag'ogar. But again, I don't know what Koz has in mind for the future. So we shall see. I do think regular events for each path, such as war training for the nag'ogar and their trainee's to build inter path bonds is good, but it often needs more reliable substance in the form of regular events/aims.

But as I see it, each of the 'senior' ranks (Gul'thauk/Gosh'kar/Nag'ogar) should have four standard'ish tasks to complete to achieve their rank, Not counting the respective Alphas of course. Standardisation is never a bad thing I think, and giving people clear objectives to strive toward is something I would like to see.

As for some insight on the Nag'Ogar training. Let me start by saying I am not trying to dsirespect Grogona nor Kozgugore's ways in any way. Since my break from WoW, there has been some things going wrong in the section of Nag'Ogar training. We had agreed upon a training plan for future Nag'Ogars training before my departure but got lost along the road. Now that I've returned, I want to try out the initial plan we had with sed Nag'ogar training. With this comes more structure clarity and less the feeling of it taking "forever to progress". The  Nag'Ogar trainings won't be done in groups anymore as that is too much of a hastle OOCly to get very trainee in on the night of the training which ultimately leads to the training dragging out. I can tell you that the Nag'Ogar training will have five tasks, unless special circumstances call for more tasks for specific trainees.

As this is a test run, I will most likely be modifying the training as I go. Any constructive feedback is always welcome ofcourse. As for your concerns of the Nag'Ogar training leading to nowhere, I hope that with me returning to the Rrosh'tul position, there'll be more structure and signs of progression in the Nag'Ogar training. You can always contact me through PM on the forums or in-game if you have any questions on joining the Nag'Ogar training program or more on the changes of the Nag'Ogar training.
Title: Re: Suggestions and Feedback
Post by: Rashka on February 01, 2015, 10:26:57 PM
So since in writing from my phone I'll try and make this rather short, let me start off with "does it take too long" Both yes and no. No if it's the first time you're going through it, and yes if it's the second(or third or forth, as it is atm due to a lot of changing orcs actually "training" the Nag'ogars)
In my case I defiantly lost motivation upon what happened to Rashka. I completely agree that what she did was wrong, and should not by any means be ignore, since it -was a really bad/stupid thing to do-, but to take something away a person had been working on for -months- so easily is really a punch to the face, and then furthermore saying that the person no longer is allowed to train as a Nag'ogar is just taking it a bit too far. Atleast in my opinion. Especially since the person handing out the punishment have had done something even worse.
It would defiantly had been better with several amount of lashes/other kind of punishment in publicly than demotion. Especially with an Orc like Rashka where honor is a big deal. It'd of been something to be even more ashamed off, in my opinion atleast.. I'm gonna stop ranting now cuz I'm not going to write a whole essay from my phone xD
Title: Re: Suggestions and Feedback
Post by: Therak on February 01, 2015, 10:38:40 PM
As you brought it up yourself Rashka.
It was (to the best of my knowledge) not just one incident with Rashka, but several times she'd actually attacked other Red Blades, not to mention doing so -during- Kosh'harg. She had been given several chances to change her behaviour but did not do so. Eventually things does reach a certain point where a demotion is the 'last resort'.
I really doubt it's a permanent ban from training as Nag'Ogar, but rather one where until such a time as you have proven yourself beyond the specific actions that led to the eventual demotion she is barred from it. Once she's proven herself capable of acting as is expected as a Nag'Ogar then she can most likely begin such training again.
Title: Re: Suggestions and Feedback
Post by: Okiba on February 01, 2015, 10:43:21 PM
As you brought it up yourself Rashka.
It was (to the best of my knowledge) not just one incident with Rashka, but several times she'd actually attacked other Red Blades, not to mention doing so -during- Kosh'harg. She had been given several chances to change her behaviour but did not do so. Eventually things does reach a certain point where a demotion is the 'last resort'.
I really doubt it's a permanent ban from training as Nag'Ogar, but rather one where until such a time as you have proven yourself beyond the specific actions that led to the eventual demotion she is barred from it. Once she's proven herself capable of acting as is expected as a Nag'Ogar then she can most likely begin such training again.

'prove yourself'.

"how"?

Is the inevitable question. we're forver hearing that sentance yet no clear instruction on how comes to the forefront.
Title: Re: Suggestions and Feedback
Post by: Rashka on February 01, 2015, 10:48:32 PM
As you brought it up yourself Rashka.
It was (to the best of my knowledge) not just one incident with Rashka, but several times she'd actually attacked other Red Blades, not to mention doing so -during- Kosh'harg. She had been given several chances to change her behaviour but did not do so. Eventually things does reach a certain point where a demotion is the 'last resort'.
I really doubt it's a permanent ban from training as Nag'Ogar, but rather one where until such a time as you have proven yourself beyond the specific actions that led to the eventual demotion she is barred from it. Once she's proven herself capable of acting as is expected as a Nag'Ogar then she can most likely begin such training again.

Actually no. That was the first incident. As far as I remember then. Afterwards she did however slap Vanara. But that's everything. And yes Krogon. "Prove yourself" She was told that by Grogona after completing all her training too, and honestly... She had? Loads of times. Really.
Title: Re: Suggestions and Feedback
Post by: Sadok on February 01, 2015, 11:03:20 PM
I think it's important to note that while this thread is about suggestions and feedback, it'd be preferable for all concerned to voice that in the form of constructive criticism rather than complaining about past treatment. We are receptive to things that have happened in the past, and we do want to make a change for the better rather than just defend past decisions.

Actually no. That was the first incident. As far as I remember then. Afterwards she did however slap Vanara. But that's everything. And yes Krogon. "Prove yourself" She was told that by Grogona after completing all her training too, and honestly... She had? Loads of times. Really.

I can certainly sympathise with the feeling of starting over again, and how that can be frustrating both ICly and OOCly. As Gridish noted in his post, the Nag'Ogar training was being done in a different way up until somewhat recently -- one that I think wasn't the best for actually equipping the trainee for the tools required of Nag'Ogar duties.

That said, training for a rank is ICly a privilege rather than a right, so just as good deeds should count in favor of promotion, any slip-ups should also be counted as stumbling blocks in the training -- it wouldn't be right, after all, to reward someone for any mistakes, just as it wouldn't be right to punish them for their successes. I can't and won't speak for Grogona's decisions, but she's no longer in charge of Nag'Ogar training, and Gridish does seem to want to do things in a different way.

It is my understanding that whatever ban was on Rashka's training has been lifted, and you're now retraining again with the new, improved Nag'Ogar formula. I do think there's more we can do to punish people without stripping them from training, so as ever, I'm receptive to any good ideas.

'prove yourself'.

"how"?

Is the inevitable question. we're forver hearing that sentance yet no clear instruction on how comes to the forefront.

I guess there's no formalised point at which an orc has "proven" himself, but it's as with anything a combination of time and behaviour. Your own heavy involvement in events and such usually does propel you above your peers in that regard.

There have been some cases when orcs have simply fallen through the cracks and a short period of "proving" themselves has been turned into a much longer process -- Trakmar's trial period of being reprieved from exile turning into a kind of indefinite purgatory was definitely one such example, and I personally wanted that sorted out ASAP once it was within my power.

If anyone does feel as though they've been forgotten about, or any period of 'proving themselves' has become unusually wrong, I'd encourage people to contact an officer preferably OOCly to speak about it -- we're usually receptive to such things, but we're not all-seeing and occasionally we do forget.

I would once again caution everyone involved in this thread to not get swept up in an antagonistic fervor, because this thread was posted with good intentions, and it does exist because OotRB isn't perfect in every way, and we won't pretend it is -- we're looking for any ways to improve the experience our guild offers, so I'd encourage people when posting to both consider problems and possible solutions. Thanks!
Title: Re: Suggestions and Feedback
Post by: Sadok on February 02, 2015, 10:48:56 PM
Alright, we've had an OOC meeting about the feedback raised in regards to alternate punishments, and we've got a compromise measure, which I'm submitting for the likes of Rashka, Krogon and such to provide their opinions on:

Suspension (or Lapsing/Barring/insert suitable orcish name)

An orc who has trained once for a rank and been promoted is clearly competent enough to perform the duties the rank entails (be it rituals for Gosh'kar, pack-tactics for Nag'Ogar etc). Most demotions tend to occur due to discipline issues or miscellaneous factors, and retraining doesn't really address that issue -- it's more of a chore for all concerned, from the orc demoted to the orc having to fully retrain them.

As such, here's the example for the new system:
a) Nag'Ogar A refuses to follow a direct order (or some other offense);
b) Nag'Ogar A is suspended from their duties. They are still Nag'Ogar in the guild-roster rather than being demoted, but have none of the rights or responsibilities of their rank until the suspension is waived;
c) The suspension is waived whenever the orc has been deemed by their appropriate elder (in the case of Nag'Ogar A, a Rrosh-tul or the Chieftain) to have earned trust back by performing task(s) related to the offence in question -- in our example, Nag'Ogar A might be called upon to carry out an order similar to the one he initially refused;
d) Whenever the suspension is waived, Nag'Ogar A once again assumes the full duties of Nag'Ogar. No further retraining or rigmarole is required.

In short, it's an effective 'demotion' until the orc has repented of the specific offences that earned their suspension, but they do not have to go through the whole process of retraining and so once a rank is 'earned', it cannot be forever unearned.

Any thoughts on this as a more player-friendly alternative to "Nag'Ogar A has been demoted to Oathbound, and must prove himself before even beginning to retrain"? If there's positive feedback, we may introduce this system ICly as soon as a week or two from now.
Title: Re: Suggestions and Feedback
Post by: Okiba on February 02, 2015, 10:54:39 PM
Alright, we've had an OOC meeting about the feedback raised in regards to alternate punishments, and we've got a compromise measure, which I'm submitting for the likes of Rashka, Krogon and such to provide their opinions on:

Suspension (or Lapsing/Barring/insert suitable orcish name)

An orc who has trained once for a rank and been promoted is clearly competent enough to perform the duties the rank entails (be it rituals for Gosh'kar, pack-tactics for Nag'Ogar etc). Most demotions tend to occur due to discipline issues or miscellaneous factors, and retraining doesn't really address that issue -- it's more of a chore for all concerned, from the orc demoted to the orc having to fully retrain them.

As such, here's the example for the new system:
a) Nag'Ogar A refuses to follow a direct order (or some other offense);
b) Nag'Ogar A is suspended from their duties. They are still Nag'Ogar in the guild-roster rather than being demoted, but have none of the rights or responsibilities of their rank until the suspension is waived;
c) The suspension is waived whenever the orc has been deemed by their appropriate elder (in the case of Nag'Ogar A, a Rrosh-tul or the Chieftain) to have earned trust back by performing task(s) related to the offence in question -- in our example, Nag'Ogar A might be called upon to carry out an order similar to the one he initially refused;
d) Whenever the suspension is waived, Nag'Ogar A once again assumes the full duties of Nag'Ogar. No further retraining or rigmarole is required.

In short, it's an effective 'demotion' until the orc has repented of the specific offences that earned their suspension, but they do not have to go through the whole process of retraining and so once a rank is 'earned', it cannot be forever unearned.

Any thoughts on this as a more player-friendly alternative to "Nag'Ogar A has been demoted to Oathbound, and must prove himself before even beginning to retrain"? If there's positive feedback, we may introduce this system ICly as soon as a week or two from now.

I quite like that, very simple and likely effective. Though I'd not call it a 'suspension' :p we're not good cops gone bad!  ;D

perhaps a "shaming" or some made up orcish word, but overall I like the idea.
Title: Re: Suggestions and Feedback
Post by: Regorn on February 02, 2015, 11:15:12 PM
perhaps a "shaming" or some made up orcish word, but overall I like the idea.

hmmm...

Mak'gora = Duel of honor
Mak'Rogahn = Duel of Will

So 'gora' would mean honor.

Lak'tuk = suffering

Gora Lak'tuk = Honor Suffering? (Or Lak'tuk Gora, as with Orcish you seem to be able to place two words before or after)
Gora'tuk? Gora'lak?

Or just smash it together with some untranslated Orcish line to make it sound good.
Gul'gora, Revash'gora, Gesh'gora etc. etc.

Or, pick something entirely different
Kagh = run, Kagh'gora = Honors run (away).
gol = home?, gol'gora = Honors home (bring your honor back home)
Trk'hsk = bloodshead in battle, Trk'gora = bloodshead honor? (killed your honor)

this happen when I get bored on the evenings
Title: Re: Suggestions and Feedback
Post by: Rashka on February 02, 2015, 11:19:49 PM
Alright, we've had an OOC meeting about the feedback raised in regards to alternate punishments, and we've got a compromise measure, which I'm submitting for the likes of Rashka, Krogon and such to provide their opinions on:

Suspension (or Lapsing/Barring/insert suitable orcish name)

An orc who has trained once for a rank and been promoted is clearly competent enough to perform the duties the rank entails (be it rituals for Gosh'kar, pack-tactics for Nag'Ogar etc). Most demotions tend to occur due to discipline issues or miscellaneous factors, and retraining doesn't really address that issue -- it's more of a chore for all concerned, from the orc demoted to the orc having to fully retrain them.

As such, here's the example for the new system:
a) Nag'Ogar A refuses to follow a direct order (or some other offense);
b) Nag'Ogar A is suspended from their duties. They are still Nag'Ogar in the guild-roster rather than being demoted, but have none of the rights or responsibilities of their rank until the suspension is waived;
c) The suspension is waived whenever the orc has been deemed by their appropriate elder (in the case of Nag'Ogar A, a Rrosh-tul or the Chieftain) to have earned trust back by performing task(s) related to the offence in question -- in our example, Nag'Ogar A might be called upon to carry out an order similar to the one he initially refused;
d) Whenever the suspension is waived, Nag'Ogar A once again assumes the full duties of Nag'Ogar. No further retraining or rigmarole is required.

In short, it's an effective 'demotion' until the orc has repented of the specific offences that earned their suspension, but they do not have to go through the whole process of retraining and so once a rank is 'earned', it cannot be forever unearned.

Any thoughts on this as a more player-friendly alternative to "Nag'Ogar A has been demoted to Oathbound, and must prove himself before even beginning to retrain"? If there's positive feedback, we may introduce this system ICly as soon as a week or two from now.

I like it. It sounds nice.
Title: Re: Suggestions and Feedback
Post by: Sadok on February 02, 2015, 11:22:27 PM
I quite like that, very simple and likely effective. Though I'd not call it a 'suspension' :p we're not good cops gone bad!  ;D

perhaps a "shaming" or some made up orcish word, but overall I like the idea.

Yeah, suspension isn't the right word, we agreed that in the meeting. It pretty much describes the process well enough, but it's not sufficiently orcish enough.

"Shaming" is a decent notion. I'd personally suggested "Lapsed", but the term also needs to work as both verb and adjective. So:

"Sadok is a lapsed Thur'ruk"
"Sadok has been lapsed"

"Krogon is a shamed Nag'Ogar"
"Krogon has been shamed"

Etcetera. So obviously, any ideas as to what the term would be are also welcome, although for now it's primarily about the concept itself.
Title: Re: Suggestions and Feedback
Post by: Srelok on February 02, 2015, 11:42:27 PM
I personally like shamed more then lapsed. Shamed sounds somewhat harsher. With lapsed I think on things like 'he's had a lapse in vigilance' AKA big deal. Someone who's shamed himself sounds more like this person did something dishonorable.
If that makes sense...
Title: Re: Suggestions and Feedback
Post by: Okiba on February 21, 2015, 09:25:37 PM
Right... new suggestion. Be patient with me as this may take a bit of hacking together.

After reading a lot of the responses I've gotten from many of the RP'ers and PvP'ers (i didn't pay any heed to the 'Griefers') in my Roleplay forum RP-pvp rule set thread, and the one on DefiasRP, I've come to several conclusions that I think the guild, as well as the Horde RP community as a whole should strive toward.

After deep consideration. We seem to be getting very evasive of Wpvp of late. and rather slack in how we approach it. whats more, we are held back somewhat by our lack of entry into it. We seem to run back to the garison far too easily when we should endeavour to engage in combat, afterall we do claim to be "taking names since 2005" and a very PvP heavy guild. To that end, I believe we should do the following:

1 - Ensure/promote that guild members at level 100 do their upmost to have a suitable transmogged set of pvp gear of some description. So their able to fight at a seconds notice.

2 - Along with the main Horde PvP guilds, ensure our guild members and other RP guilds all use a particular ooc chat channel. this way we can call in help and even take part in Wpvp in aid of each other, other guilds as well as get back into the greater swing of it. I understand a lot of people have a lot of channel, but the 'lfrp' channel horde should probably be dropped at least.

3 - Make an effort for a weekly event that isn't 'strict', that involves W-pvp in some form, with other RP guilds and even pvp guilds. We shouldnt be afraid of the spires of arrak for example, we should be waist deep and leading the charge. We've become far too stuck to rigid RP focus locations and should for one night a week at least, get out there and let loose. A monday night for example, or friday/saturday. Not main event days, would work great.

Anyhow, all in all these are things I believe would do much for the guild in terms of not only allowing us stave off Gankers, pvp guilds and such, even put Griefers down. But most importantly, allow us to embrace the PvP side of the server.

Thats all!
Title: Re: Suggestions and Feedback
Post by: Okiba on February 21, 2015, 10:22:28 PM
Infact, i can confirm that Necronos and Dominion are interested. just need to get hold of the Shade GM now.
Title: Re: Suggestions and Feedback
Post by: Okiba on February 23, 2015, 11:54:25 PM
Sorry for triple posting. but <The Shade> are interested too.

So... as the channel with already the most active rp'ers in it is the <HordeRP> one i'd recommend raising it at the horde gathering and trying to shephard folks in there. once thats done I can shephard the pvp guilds in too.
Title: Re: Suggestions and Feedback
Post by: Gridish on March 03, 2015, 12:12:14 AM
A shout out to those training for Nag'Ogar/Those that have recently completed their training as Nag'ogar under my supervision.

As you are the first ones to actually receive this training, I'd like some feedback on it. I'm searching for ways to improve the training as a whole.
If you think it was to short, put it down! If you think some tasks need changing, let me know! Do keep in mind that the majority of you have skipped a task due to completing it under Kozgugore's supervision before my return to wow!
other than that, please let me know what you think of the training so far/what you've experiences in the training for Nag'Ogar!

Thank you in advance!

- Gridish
Title: Re: Suggestions and Feedback
Post by: Okiba on March 03, 2015, 07:56:11 PM
A shout out to those training for Nag'Ogar/Those that have recently completed their training as Nag'ogar under my supervision.

As you are the first ones to actually receive this training, I'd like some feedback on it. I'm searching for ways to improve the training as a whole.
If you think it was to short, put it down! If you think some tasks need changing, let me know! Do keep in mind that the majority of you have skipped a task due to completing it under Kozgugore's supervision before my return to wow!
other than that, please let me know what you think of the training so far/what you've experiences in the training for Nag'Ogar!

Thank you in advance!

- Gridish

Overall I quite enjoyed it, I felt the crafting of a weapon as a symbol of the rank/training was fitting and something that could be built on/used in future with other things.

I'd still like to see the group stuff built on though. I really loved the idea that Koz instilled that the Iron guard isn't the rank of an individual but a team spirit. the whole "Rrosh!" chant was great. Formations and such don't have to be a part necessarily, but that united team spirit/ethos is wonderful, and it really does look good too. Hell, we could have an Iron guard Hakka...



Something to intimidate the enemy :D
Title: Re: Suggestions and Feedback
Post by: Therak on March 03, 2015, 08:06:15 PM
We actually discussed the group things, and the Hakas were mentioned.
The problem with group activities is that if people don't show up, others might find it hard to progress. Say there was a Nag'Ogar training on a wednesday and Buckethead#1 was the only one able to show up because Buckethead#2 and #3 was doing RBGs. Then #1 simply can't continue at that point.
I'm not sure what Gridish's plan is. But it could be that there'll still be group things, but they won't be required as a part of the training.
Title: Re: Suggestions and Feedback
Post by: Okiba on March 03, 2015, 08:35:45 PM
We actually discussed the group things, and the Hakas were mentioned.
The problem with group activities is that if people don't show up, others might find it hard to progress. Say there was a Nag'Ogar training on a wednesday and Buckethead#1 was the only one able to show up because Buckethead#2 and #3 was doing RBGs. Then #1 simply can't continue at that point.
I'm not sure what Gridish's plan is. But it could be that there'll still be group things, but they won't be required as a part of the training.

oh no no no. I completely get that, but such trainings should occur for those who do attend. Nobody's Nag'ogar specific training (to become that rank) should be dependant upon 'group stuff'. The group stuff could involve the tactics, duelling, practice team stuff sure, but the individual stuff should remain the sole source of the promotions requirements, just as you said.

I think that makes sense... Yeah that makes sense. I just really, really like the idea of the Nag'ogar being seen as a Fierce unit of disciplined combatants, rather than individual bucket-heads.
Title: Re: Suggestions and Feedback
Post by: Gridish on March 04, 2015, 07:26:07 PM
Hey Krogon. First of all I'd like to thank you for your feedback and I am glad that you enjoyed the training. The training as a group has been indeed discussed and everyone shared the same opinion on it: It's not reliable as a task within the path to Nag'Ogar itself. Looking at previous feedback it worked in a negative way and prolonged the training way too much ( also a complaint about trainings in the past.

I agree with you that the group tasks were a fun aspect to the training and I can inform you that when we get a few more trainees to Nag'Ogar, I'll be trying out some events that will focus on teambuilding, tactics and more for the Nag'ogar and initially those interested in such kind of training events. However, mostly it'll be nag'ogar and nag'ogar trainee only.

I hope this satisfies your request. I myself enjoyed Koz's team oriënted trainings and have been thinking for a while how to implement it (the best way possible) into the life of nag'ogars and those training to the title.

If you see any others around that have completed the nag'ogar training under my watch, than please point them to this thread as I'd like as much feedback as I can get.
Title: Re: Suggestions and Feedback
Post by: Okiba on March 06, 2015, 09:09:37 PM
Another new suggestion!

I recommend making a Red blade guild twitter account! - that can be managed by the officer team or just one, to provide coverage of events and such, as well as link up the accounts of guild members!
Title: Re: Suggestions and Feedback
Post by: Sadok on March 06, 2015, 10:15:48 PM
Another new suggestion!

I recommend making a Red blade guild twitter account! - that can be managed by the officer team or just one, to provide coverage of events and such, as well as link up the accounts of guild members!

We've discussed this amongst this officer-team, and while in theory it's not a bad idea, there's no appetite amongst us for an OotRB Twitter feed. The main issues are twofold.

The first being time and effort vs results, as the RP community on Twitter is currently very small and incestuous compared to the bulk of WPvPers on there -- whereas something like our recruitment threads are seen by a lot of fresh eyeballs, I'm not sure about how many 'new' people will see Twitter posts.

The second is mainly given our current griefing and harassment issues, I don't want to give our exact whereabouts in a zone away too freely by having people tweet out selfies and such. The benefits of informing the RP Twitter community of what we're doing are largely outweighed by the drawbacks of also informing those who want to track us down and gank us into the ground.

That said, if anyone wants to make their own Twitter feeds, they're more than welcome to. But there's no demand at present amongst the officer team for an 'official' guild Twitter account.
Title: Re: Suggestions and Feedback
Post by: Sadok on June 08, 2015, 08:31:13 PM
With the move to AD upon us, I reckon now is the time to solicit another batch of feedback!

If you have constructive criticism, suggestions or other ways to improve any aspect of the IC and OOC OotRB experience, post them here and the officer team will discuss and respond to every point. Whether it's something to do with AD itself, this website or whatever else, we want to hear it.

Thanks in advance!
Title: Re: Suggestions and Feedback
Post by: Okiba on June 23, 2015, 02:36:21 PM
Just a quick post.

With us now settled and established on AD, I think it may be a worthy idea to perhaps offer to loners/non-Orc RP'ers the chance to follow us about and par-take in our events, like moneyfix and others once did, maybe on a moderate scale. Bring a few folks along to Draenor when we return, or the training in STV etc.

Just an idea! to expand our sphere of contacts/friends.
Title: Re: Suggestions and Feedback
Post by: Gridish on October 20, 2015, 01:18:42 PM
Good morning everyone!
During our OOC officer meeting last night (19/10/2015) we touched on a couple of topics concerning plots we, as a tribe, come up with and do. We would like some feedback from your guys’ and girls’ thoughts! There are two parts to this topic, so do let us know your feelings on both of them.
Plot events per week: During the last few plots that we’ve done, it has been 3 major plot event nights a week, those being the Tuesday, Thursday and Sunday (Bar the OotRB Ft. HoA plotline which had different days, but still 3 days a week.) We as an officer team feel that 3 plot events a week is too much for a couple of reasons:

- If you are unable to attend even 1 event night, you’ll miss out on a big part of the active plot, which could result in disinterest for the  duration of the plot.
- The tribe burns through the set up plot rather quickly, leaving more “idle” time open and exhausting more and more of the explorable  world and exhausting it faster.

Right now we are considering having 2 “major” plot nights a week, Sunday and Tuesday, with a “relax” day being the Thursday. Please give us your thoughts on this topic: Would you like to see this change implemented? If so, for what reason? If not, for what reason? :)

Rest periods between plots: It has been brought up that we jump from issue to issue rather rapidly. One moment we’re fighting the epic awesome Murloc warlocks from the alternate Thrall to defeating Darth Vader and destroying the Death Star in two months of time… To then hop on over to the next dispute. On an OOC point of view, it’s quite nice: having new “content” to explore created by the officer team, giving more action packed events and in general giving somewhat more stuff to do. At the same time, it’s not as realistic. After going through a tough campaign and hopping on to the next without any real rest for the Tribe. So here is the question: Would you guys like to see longer rest periods between plots? This will give those that are interested more breathing room to create their own events for character development or simply for poopoo and giggles. Or are you guys more interested in hopping from action packed thrills to action packed thrills?

The officer team would like to review the answers at the next Officer meeting, which is Monday the 26th of October. Any constructive feedback is welcome and will be taken into consideration!

Strength and honor!
-   The officer team.
Title: Re: Suggestions and Feedback
Post by: Mozrogg on October 20, 2015, 02:19:50 PM
I agree completely with everything that has been stated there. From my personal experience at least, the entire ORB ft. HoA plot I missed completely mainly due to being on lates for that entire week, so when i finally did manage to catch an event i was sort of lost completely which then lead to slight disinterest.

As much as I love our overarching plots as the next guy, I think it'd be a grand idea to have a little longer for "down time" in between, allows the one off events to take shape that do not necessarily fit in or contribute to the main storyline.
Title: Re: Suggestions and Feedback
Post by: Vanara on October 20, 2015, 02:20:21 PM
I think that its a good idea reducing it to two major plot nights for the reason that its goes through rather fast.

The relax day for me personally would be better on Tuesday because I'm always stuck at work on that day and end up missing the event :(

Rest periods between the plots is fine the way it is currently for me, however I wouldn't mind if it changed to have a longer resting week in between. I think both sides have its ups and down, some rather have extra time to do their own things while others rather have go from one plot to another as fast as possible so to say.
Title: Re: Suggestions and Feedback
Post by: Therak on October 20, 2015, 04:18:49 PM
Our reasoning for the Thursday being the quiet night is that it's the day with the lowest attendance over all.
Title: Re: Suggestions and Feedback
Post by: Umaua on October 20, 2015, 04:55:43 PM
Personally yes, the plot lines taking longer time would be  better. I am on the more realistic camp and not just plowing through enemies and shrugging injuries off and moving off the next day. Then again...whatever this is successful or not, depends on the consistency of the people and how well they interact during downtime.

2 plot days a week has up and downsides. Upside being more downtime time and possibilities for other tribe members to host their own events. But then..when its condensed into 2 days it makes missing a day even more devastating if you want to keep up. Unless the contents of the events are also diluted so it isn't so condensed as they have tended to be

As for days, I too would like the plot day to be something else than Tuesday. This however is personal reason of that being the only viable pen & paper night with me friends. So if there's 2 days of plot stuff a week, I will miss the other with 90% certainty.

All in all, your plans require either very active campfire RP or active smaller event makers/smaller events. As if the events last longer and there is more downtime, it all effects to this.
Title: Re: Suggestions and Feedback
Post by: Revax on October 20, 2015, 05:44:03 PM
Just a brief feedback on your thoughts there from me! Ive been wanting for some time now to increase my activity and RP more overall. I do raid on thursdays and sundays so when it comes to plotlines I very much approve of having two days (one being tuesday \o/) on a personall level. I love random RP, but missing 2/3 plot-sessions every week will be daunting, some of the time Ill be missing 3/3. Missing 1/2 or 2/2 sounds less horrible :D
Title: Re: Suggestions and Feedback
Post by: Azolg on October 20, 2015, 05:44:58 PM
Quote
But then..when its condensed into 2 days it makes missing a day even more devastating if you want to keep up

This is the point I was going to make. While it doesn't affect me personally, as I could turn up to every event if I wanted. But say somebody has to do a late shift on a Tuesday, it makes it utterly crippling for them to keep up with as they might miss a major plot part. Perhaps keep the 3 days, but have one of the days (Thursday as you said it's the lowest attendance day) as a "Minor plot day"?

Im just pulling ideas out of my ass here, heh.
Title: Re: Suggestions and Feedback
Post by: Gridish on October 20, 2015, 05:58:02 PM
Just a few things I'd like to highlight here real quick:

Our reasoning for the Thursday being the quiet night is that it's the day with the lowest attendance over all.

As Therak has already mentioned, we conciencly concidered Tuesdays and Sundays being the best suited nights for plot events as Thursday is usually the day with the lowest attendance. It's been that way for at least a year. Of course this can be a subject to change if need be. The days are not set in stone, hence why we're asking for feedback :).

2 plot days a week has up and downsides. Upside being more downtime time and possibilities for other tribe members to host their own events. But then..when its condensed into 2 days it makes missing a day even more devastating if you want to keep up. Unless the contents of the events are also diluted so it isn't so condensed as they have tended to be

The events will just continue as how it's set up now. There won't be any "extra" plot added to the two plot days, we'll simply thin the plot events out over multiple days.. Otherwise we'd still be stuck with going way too fast through our plots, admittedly ;).

All in all, your plans require either very active campfire RP or active smaller event makers/smaller events. As if the events last longer and there is more downtime, it all effects to this.

This is a main reason why we are bringing this forward. We would like to see how the tribe reacts to these possible changes and see if this will create some type of...  motivation to try and engage in more random RP. It's a real tough topic when it comes to: "How much can you loosen the reins before it backfires.

keep the lovely feedback coming ladies and gents!
Title: Re: Suggestions and Feedback
Post by: Karak Stormsong on October 21, 2015, 09:29:07 AM
Does it have to be Tuesdays? I've been having trouble attending this day for the past year and probably will continue to do so for the next academic year!

My concern is, narrative-wise, you risk drawinig out the plot for too long. You occasinally pull on the suspension of disbelief when your Arc Villian escapes/delays for another week, particularly when the more pro-active personalities of the tribe have a bone to pick with them. The recent examples on Draenor is something  I had with Siyah; cornering the villian (Akesh/Rakosh/whoeever) who suddenly pops a shield and teleports away because the plot isn't due to end for another fortnight whereas the casters in the party 'should' be able to prevent him from doing that (for example). Particualrly if you have a vengeful or skilled character who would naturally go down and slaughter the villian mid-monologue; it occasioanlly feels like player agency is taking a sideline. Switching to two days a week is fine in practice, just be wary it doesn't extend anything more than it should. Lengthy campaigns are again, fine, but if there are players who are missing out on the occasional day you risk alienating them and switching to two days only increases this risk. Perhaps having a series of 'villians of the week' that peice together the overall plot would be better?

Bear in mind I come from a tabletop roleplay background that is very heavily narrative focused and complain about everything anyway so I'm probbaly talking nonsense. This isn't to say I'm -opposed- to this sort of thing for any reason (Hell Siyah now pathologically hates warlocks obbsesses over breaking wards because of it now, which is lovely character development).
Title: Re: Suggestions and Feedback
Post by: Umaua on October 21, 2015, 10:19:50 AM
Could be argued that perhaps they are serious threats and so can have much stronger shield that we can just simply break.  ;D

But Siyah raises another point I was not thinking. Overly long delays with plots can be detrimental to the story...if there is a very dangerous enemy, it makes sitting at campfire or going to do something in between awkward.
Title: Re: Suggestions and Feedback
Post by: Rhonya on October 29, 2015, 07:46:33 PM
Keep the suggestions coming if you still want to, we'll be deciding on some things soon! So if you want your voice to be heard still about the next plot etc at least, now is the time. ;)
Title: Re: Suggestions and Feedback
Post by: Gridish on December 04, 2015, 10:51:10 AM
Ladies and orclemen,

With the Storm Peaks part of the plot coming to an end, there are some questions the officer team has for you!
To start things off: How are you guys enjoying the plot/how did you enjoy the plot? Was it still too fast? Was it on a nice pace? Is this "2 plotnights a week, 1 filler night a week" a good formula? Were the events satisfying and were they performed well, or do you feel that something can be done better next time?

Secondly: What's next? Well... We this is actually a legit question directed to you guys because it is quite simple; We came to Northrend to fight off this Dwarven warband. Instead, because of Captain Skidderbeard's -amazing- piloting skills, we overshot our target, crashlanded in Storm Peaks and have come across some insane-making whispers. So the entire idea behind the 'original' plotline isn't done just yet! However... We won't be starting off the next plotline imidietly. As people have suggested in the feedback thread, it isn't that realistic to jump from plot to plot. They want to see larger rest periods between plots and I fully agree with that. Another thing that is in the way are Christmas and New Years. Therefor, it is a given that we'll be taking a couple weeks off from any plot ( DOn't worry... there will be events.... Some... Maybe-....) It is also a given that during the holidays, people are out and about being busy doing christmassy stuff. Therefor activity might be a tad low. This time off can be taken on a few locations and we as the officer team would like to get your input on this.
So here are the suggestions:
- We stay on Conquest Hold during the Christmas/New Years 'break'. It might be rather quiet in camp due to festive times. There might not be a whole lot RP going on BUT once this break is over, we can delve into the next part of the plot which will take us through Grizzly Hills and Howling Fjords.
- We  go to Razor Hill, near a major RP hub making it less likely for times to be quiet in RP. Once the break time is over, we can find a way to transition back to Grizzly Hills and Howling Fjords -if- people are still interested in this part of the plotline.
- We head to the 4 day "Wonderfaire Veil" from the 20th to the 23rd. There will certainly be RP. After that we can head to a major RP hub and sit out the remainder festive period. Once the break time is over, we can find a way to transition back to Grizzly Hills and Howling Fjords -if- people are still interested in this part of the plotline.

Lastly: Do you have any ideas? If it concerns any plot ideas, event ideas, chocolate fondue recipe ideas or anything else, let us know in this thread!

To make sure our members have as much fun as possible, we'd like as many people as possible to read through this and give their 10 cents on the situation. This way we can improve in the future and have a great time set up for you in the new year!

Strength and Honour!

- Rrosh'tul Rimeweaver.
Title: Re: Suggestions and Feedback
Post by: Vanara on December 04, 2015, 11:15:25 AM
The plot so far is going great and I am enjoying it, the pace is just fine like this, its not to rushed. For me the 2 plotnights a week and one filler event is just fine.

As for what is next I think all of the option you said is a valid one. For myself I woudln't mind having to wait in Conquest Hold and finish the plot. I understand if others rather have us move to a major RP hub so that they have something to do in the times that will most likely be more quiet.

Basically everything is fine for me and I'll go with what the majority wants. I do however want to finish the entire plot and not let it rest for now after the Storm Peaks part.

Title: Re: Suggestions and Feedback
Post by: Azolg on December 04, 2015, 02:05:06 PM
Im going to play devils advocate here, because while you know full well what I think you all do is fantastic, I have a few issues about this campaign (Which I can actually comment on because i've been here for every event, yay!) that im going to raise. I'll try not to be harsh because its a lot of work gone into it; But i won' dance around any points at the same time.

The Plot: I think the plot had great potential. I loved the survival aspects and the maddening whispers in the area referencing that a certain something wasn't entirely defeated as was first thought back in WOTLK. I loved the environmental updates and I loved the general theme of the place and not knowing where we are. I disliked that some folks acted like they knew where we were - But that's out of our hands, and its down to those individuals to have a suspension of disbelief and go along with the plot otherwise it ruins things. I could genuinely have had a survival plot as we made out way out of Storm Peaks, with the whispers as an undertone and scene setting in the background as simply another thing to escape from (We've barely any gear, food is limited and we're all struggling to sleep as it is.) Before we found civilization and then went on to find this Dwarf warband and take them out for good.

Heres what I don't like: Why on earth are we so driven to take out the source of these whispers when it's clear that the further away we are - We wont hear them. We're struggling for food and supplies. We're overtired, struggling to sleep and frankly in some of the worst conditions we will ever face and we're delving into Ulduar and the surrounding areas to stamp out whatever source is offering these whispers, which in real terms is going to be a being of some formidable power if im perfectly honest. It makes such little sense for a Tribe that I consider to be quite logical in it's actions. We could move out, get our bearings. Find some maps from a nearby town in Grizzly/Howling Fjord or get some local intel. Recharge up and then head back in for the final confrontation; Yet we're needlessly I feel trying to struggle against a foe we could easily come back to and take out when we're in a better place. It feels strange, and Makaroth shared the same view; We never heard any whispers before we got here why don't we just leave instead of taking the fight when the odds are stacked against us? I've deliberately stopped mentioning it IC'ly because I feel all it will do is create more tension without changing anything - As I can't expect the plot to just get dropped and be done with it; Thats not fair on anyone at all, mostly the guys involved creating this plot.

I feel it's tarnished the experience a little. I know the Tribe has never been to Ulduar, and it's a cool place to incorporate into the storyline, and probably would be an extremely awesome story-arc; But the current conditions we face I can't get past the fact it just feels like lunacy to go against this foe when we're struggling to stay alive.

As for Skidderbeard; I could go on about how we could have jumped on the Goblin when he said we were going to fly into a storm; But we needed a way to crash the zeppelin, so I can suspend disbelief for that one - I can't think how the Tribe would ever trust the character again though.

What happens next?: For me, I absolutely despise Christmas. I am bah humbug in every sense of the word, which I won't rant about here because now's not the time (Don't ask me unless you want your ears blown off in an anti-Christmas hate rant.) I personally wouldn't mind staying in Conquest Hold and just having some down-time. I'll be online all over the Christmas period and willing to hold some mini-events and the like (Hunts, game nights; things like that) for anyone who does want to come online but i'd be apprehensive about heading back to Razor Hill just for the sake of RP and to go and mingle; As I feel it'd tarnish the immersion somewhat of Northrend. Would also give me a chance to get through the massive Steam library I have of games i've never played on nights where it's quiet and nobody's on (Christmas day anyway? I'll be playing Fallout 4) - But thats not a priority of course.

Ideas: I realize this isn't for everyone - But I love PvE roll emote battles. I'd love to see more, but I know that there are some horrible memories of hours and hours of rolling battles floating around, plus I know there's a large consensus that doesn't like roll battles in PvE situations. I'd personally love to implement full detailed character sheets for us to fill out, DnD style with lots of different customization options; Again I fear i'm probably dreaming here - But i'd happily help create such a thing if it came to fruition.

I hope that at least offers a critical but fair viewpoint. I do love all the work you do and you know I always want to help out whenever I can. I love this Tribe, and I'll always want to try and improve things with you all.

Much love my cherubs.
Title: Re: Suggestions and Feedback
Post by: Mozrogg on December 04, 2015, 03:09:27 PM
I'd have to agree with some of Makaroth's points, as i've enjoyed the whole survival aspect and basically trying to scratch out a living, however I find it odd that we're going after this big bad in such a state of disarray, however I've chalked that up to us being "the last line of defense" as it were, if we don't do it then who else will bother sort of thing, however as has been said perhaps instead of rushing straight for the throat in Ulduar it would've made more sense to have regained our strength somewhere else in Northrend and then head back into the heart of darkness so to speak.

I've loved the whole weather aspect and having to survive part of the plot as it's not necessarily something active that anyone can monitor, it relies on everyone's IC reactions to it, which in turn allows you to bounce off of their reactions, it's atmospheric more than anything which I've really enjoyed.

I think it'd do more harm than good if we were to return to Razor Hill "Immuurshunnnn ruuuined11oneone" I'd be all for a wind down period in Conquest Hold, although the danger there lies with the christmas and new year period being historically quiet so with us being further segregated from the world and RP community it could possibly have a negative impact.

I also love that idea of a DnD styled character sheet, not for every event but it'd be nice to see something along those lines as I myself have never done any form of DnD outside of the lightly DM'd events in WoW, so something different like that could be really interesting.

Overall I've enjoyed the plot immensely so far despite some confusion as to why we're doing certain things!
Title: Re: Suggestions and Feedback
Post by: Nosh'marak on December 04, 2015, 06:34:42 PM
Im going to play devils advocate here, because while you know full well what I think you all do is fantastic, I have a few issues about this campaign (Which I can actually comment on because i've been here for every event, yay!) that im going to raise. I'll try not to be harsh because its a lot of work gone into it; But i won' dance around any points at the same time.

The Plot: I think the plot had great potential. I loved the survival aspects and the maddening whispers in the area referencing that a certain something wasn't entirely defeated as was first thought back in WOTLK. I loved the environmental updates and I loved the general theme of the place and not knowing where we are. I disliked that some folks acted like they knew where we were - But that's out of our hands, and its down to those individuals to have a suspension of disbelief and go along with the plot otherwise it ruins things. I could genuinely have had a survival plot as we made out way out of Storm Peaks, with the whispers as an undertone and scene setting in the background as simply another thing to escape from (We've barely any gear, food is limited and we're all struggling to sleep as it is.) Before we found civilization and then went on to find this Dwarf warband and take them out for good.

Heres what I don't like: Why on earth are we so driven to take out the source of these whispers when it's clear that the further away we are - We wont hear them. We're struggling for food and supplies. We're overtired, struggling to sleep and frankly in some of the worst conditions we will ever face and we're delving into Ulduar and the surrounding areas to stamp out whatever source is offering these whispers, which in real terms is going to be a being of some formidable power if im perfectly honest. It makes such little sense for a Tribe that I consider to be quite logical in it's actions. We could move out, get our bearings. Find some maps from a nearby town in Grizzly/Howling Fjord or get some local intel. Recharge up and then head back in for the final confrontation; Yet we're needlessly I feel trying to struggle against a foe we could easily come back to and take out when we're in a better place. It feels strange, and Makaroth shared the same view; We never heard any whispers before we got here why don't we just leave instead of taking the fight when the odds are stacked against us? I've deliberately stopped mentioning it IC'ly because I feel all it will do is create more tension without changing anything - As I can't expect the plot to just get dropped and be done with it; Thats not fair on anyone at all, mostly the guys involved creating this plot.

I feel it's tarnished the experience a little. I know the Tribe has never been to Ulduar, and it's a cool place to incorporate into the storyline, and probably would be an extremely awesome story-arc; But the current conditions we face I can't get past the fact it just feels like lunacy to go against this foe when we're struggling to stay alive.

As for Skidderbeard; I could go on about how we could have jumped on the Goblin when he said we were going to fly into a storm; But we needed a way to crash the zeppelin, so I can suspend disbelief for that one - I can't think how the Tribe would ever trust the character again though.

What happens next?: For me, I absolutely despise Christmas. I am bah humbug in every sense of the word, which I won't rant about here because now's not the time (Don't ask me unless you want your ears blown off in an anti-Christmas hate rant.) I personally wouldn't mind staying in Conquest Hold and just having some down-time. I'll be online all over the Christmas period and willing to hold some mini-events and the like (Hunts, game nights; things like that) for anyone who does want to come online but i'd be apprehensive about heading back to Razor Hill just for the sake of RP and to go and mingle; As I feel it'd tarnish the immersion somewhat of Northrend. Would also give me a chance to get through the massive Steam library I have of games i've never played on nights where it's quiet and nobody's on (Christmas day anyway? I'll be playing Fallout 4) - But thats not a priority of course.

Ideas: I realize this isn't for everyone - But I love PvE roll emote battles. I'd love to see more, but I know that there are some horrible memories of hours and hours of rolling battles floating around, plus I know there's a large consensus that doesn't like roll battles in PvE situations. I'd personally love to implement full detailed character sheets for us to fill out, DnD style with lots of different customization options; Again I fear i'm probably dreaming here - But i'd happily help create such a thing if it came to fruition.

I hope that at least offers a critical but fair viewpoint. I do love all the work you do and you know I always want to help out whenever I can. I love this Tribe, and I'll always want to try and improve things with you all.

Much love my cherubs.

Agreed. Well said, Maka!
Title: Re: Suggestions and Feedback
Post by: Karak Stormsong on December 04, 2015, 08:04:47 PM
I liek this quest chain, actually. BUT THAT'S NOT CRITICISM YOU CAN USE SO LET'S GET MEAN.


Heres what I don't like: Why on earth are we so driven to take out the source of these whispers when it's clear that the further away we are - We wont hear them. We're struggling for food and supplies. We're overtired, struggling to sleep and frankly in some of the worst conditions we will ever face and we're delving into Ulduar and the surrounding areas to stamp out whatever source is offering these whispers, which in real terms is going to be a being of some formidable power if im perfectly honest. It makes such little sense for a Tribe that I consider to be quite logical in it's actions. We could move out, get our bearings. Find some maps from a nearby town in Grizzly/Howling Fjord or get some local intel. Recharge up and then head back in for the final confrontation; Yet we're needlessly I feel trying to struggle against a foe we could easily come back to and take out when we're in a better place. It feels strange, and Makaroth shared the same view; We never heard any whispers before we got here why don't we just leave instead of taking the fight when the odds are stacked against us? I've deliberately stopped mentioning it IC'ly because I feel all it will do is create more tension without changing anything - As I can't expect the plot to just get dropped and be done with it; Thats not fair on anyone at all, mostly the guys involved creating this plot.


While I agree in context, I think this can very easily be addressed IC by forcing a few of the leaders/officers into mind control, thus giving people a reason to actually stay. How you do this without being railroady though, I cannot say as obviously, and the rule of tabletop games is "If you plan for A, B and C, the player will do '7'" so people will always want to go do something else based on what their character thinks.

I also love them weather updates, however I think there needs to be a broader account taken into those in which weather and supplies don't count, i.e. deathwalkers and mages [Pff, who needs to hunt? /conjure food]. Other classes, such as shamans and hunter would likewise be less in danger. I fully realise I'm cheesing it by going 'lolmagic' in this instance but the point of a career mage or death knight is that is basically the point of your class. Siyah's is IC a 'support' caster so can quite happily fudge most of the environmental effects himself and have a valid IC to do so that isn't god-mode mary sueism. (or at least, I hope). Now obviously I'm not saying that survival aspects are trivial, but it should be worth highlighting that WoW is a high fantasy world, many members of the tribe have skills or abilities that can easily overcome most obstacles. A deathknight could laugh at the storm. The hunter can provide for the tribe himself. The shaman can plea to the weather for respite. The mage and warlock are nothing if not versatile. Even at our most mundane we are Player Characters and thus have far more agency than a 'real world' person in a similar situation.

Again how to 'solve' this without railroading is... probably something that needs to be disccused with a player directly, which would be a mammoth task in itself. I also realise I say all this while playing a bishonen speshul snowflake freak with undefined powers who's prime directive is to speak in obscure occult and folklore references so how I approach a situation IC is not going to be the same as one of the muggles of the tribe.

I also really like /roll events or events with a genuine 'failure' or 'danger' state. How one fails at a task is just as valid, if not more so than vitory, a way for character development. [As anyone who's taken one of Siyah's cards can probably say  :P]. The issue we've had so far with these is that a lot of people turn up which can really bog people down. Don't use bloodied blades though, golly. The generic /roll 40+ to succeed, 'take as much damage as you want' hosted by a party DM works really, really well and allows players to do what their character would do - i.e. having played support casters for two years now with both Siyah and Nem it's very hard to do anything but attack (can't barrier? Can't slow or debuff?) as it's never taken into account in bloodied blades and impossible to arbitrate properly in large events.
Title: Re: Suggestions and Feedback
Post by: Okiba on December 04, 2015, 09:34:33 PM
I've been nudged to throw in some cents or three for help, and to give my impression of things. I'll go by some previously stated points and then throw out a few of my own...

Quote
Heres what I don't like: Why on earth are we so driven to take out the source of these whispers when it's clear that the further away we are - We wont hear them. We're struggling for food and supplies. We're overtired, struggling to sleep and frankly in some of the worst conditions we will ever face and we're delving into Ulduar and the surrounding areas to stamp out whatever source is offering these whispers, which in real terms is going to be a being of some formidable power if im perfectly honest. It makes such little sense for a Tribe that I consider to be quite logical in it's actions. We could move out, get our bearings. Find some maps from a nearby town in Grizzly/Howling Fjord or get some local intel. Recharge up and then head back in for the final confrontation; Yet we're needlessly I feel trying to struggle against a foe we could easily come back to and take out when we're in a better place. It feels strange, and Makaroth shared the same view;

1) We don't leave then come back because of a multitude of ooc reasons. Namely christmas is coming, we don't have time for back and forth antics. on a more IC level, we don't know how to get down IC, nor do we entirely know if we would get back in time to stem the problem again. it too could recuperate.

2) You are Orcs. What kind of Orc lets hunger or fear dictate actions? You headbutt the problem until it goes away, because thats what Orcs do. Yes, nobody heard whispers until we all got here, but it would be reckless and foolish to leave without dealing with the problem.

Quote
As for Skidderbeard; I could go on about how we could have jumped on the Goblin when he said we were going to fly into a storm; But we needed a way to crash the zeppelin, so I can suspend disbelief for that one - I can't think how the Tribe would ever trust the character again though.

The goblin is for comic relief, and the occasional punching bag. a familiar travelling face used by Gridish as a plot tool, namely an unreliable 'captain' that woudl explain a crash, or five. yes we could all be super serious and not use him again, but wheres the fun in that?

Quote
Ideas: I realize this isn't for everyone - But I love PvE roll emote battles. I'd love to see more, but I know that there are some horrible memories of hours and hours of rolling battles floating around, plus I know there's a large consensus that doesn't like roll battles in PvE situations. I'd personally love to implement full detailed character sheets for us to fill out, DnD style with lots of different customization options; Again I fear i'm probably dreaming here - But i'd happily help create such a thing if it came to fruition.

I hate Bloodied blades. I love Rarg, but bringing that into the guild/RP was just -stupid-, Hated every moment of it from top to bottom. I also have a lot of bad experience with DM'ing, it can be slow, tedious, extremely boring and frankly off-putting. I despite long winded, over thought out encounters that are only meant to grind your character into pulp... all you do is spend weeks with a wounded/maimed character unable to do anything but "rest". No, what I do enjoy is simple, fast paced Dm'ing... as siyah has mentioned and I will go on to now...

Quote
The generic /roll 40+ to suceed, 'take as much damage as you want' hosted by a party DM works really, really well and allows players to do what their character would do - i.e. having played support casters for two years now with both Siyah and Nem it's very ahrd to do anything but attack (can't barrier? Can't slow or debuff?) as it's never taken into account in bloodied blades and impossible to arbitrate probably in large events.

This, the DM system i showed Grid and used with some others in the past does exactly that. The player decides how much/if they get hurt, but the DM decides how soon the monster/mobs die based on how well the team work together and compliment/use skills. I can sow it to you at a later date maka, it would probably be right up your street.

Anyhow, overall i'm enjoying this plot. its fun and new, which is what you want really, keep it up Gridish!

in other matters, christmas... christmas is a wind down time for me, but it can also hurt a guild a lot. And OoTRB tends to very often be quiet over christmas. However, for the time I should be on until after near year, I look forward to some stuff in conquest hold in general.

Inevitable as that guild wide inactivity be is, I would suggest come the new year you all go back to kalimdor and go on a tour of some kind across the continent doing more generic horde stuff, try to make yourself seen and interact with other guilds. From what I read and understand, guilds that isolate themselves on AD for long/continual periods seldom do well or enjoy regular/active prosperity. This is because people seem to enjoy cross-guild RP a lot more, and somewhat expect it.

Anyhow, thats my 2 cents, thanks for the event/plot so far Grid!
Title: Re: Suggestions and Feedback
Post by: Azolg on December 04, 2015, 09:50:46 PM
Alright, i'll offer some counter-points because i'd disagree completely with what you've countered mine with Kroggles m'love.

Quote
1) We don't leave then come back because of a multitude of ooc reasons. Namely christmas is coming, we don't have time for back and forth antics. on a more IC level, we don't know how to get down IC, nor do we entirely know if we would get back in time to stem the problem again. it too could recuperate.

2) You are Orcs. What kind of Orc lets hunger or fear dictate actions? You headbutt the problem until it goes away, because thats what Orcs do. Yes, nobody heard whispers until we all got here, but it would be reckless and foolish to leave without dealing with the problem.

1) Of course I know the OOC reasons; but even still I cant shake the feeling that logic would dictate that it'd be better to focus our efforts on finding civilization or some part of the Horde rather than chasing a foe we really know nothing about, gathering our strength again and attacking once more with intel and resources behind us.

2) Thats a pretty sweeping generalizing statement to make. I'd consider this pretty dire circumstances and only a reckless fool takes their chances in dire circumstances. Cunning and intellect are also part of Orc's psyche, and retreat sometimes offers the best stratagem - Orcs are capable of using strategy, we're not all raging berserkers.

Quote
The goblin is for comic relief, and the occasional punching bag. a familiar travelling face used by Gridish as a plot tool, namely an unreliable 'captain' that woudl explain a crash, or five. yes we could all be super serious and not use him again, but wheres the fun in that?

I personally don't think comic relief extends to crashing and endangering the lives of the Tribe is all. I get comic relief characters, but Skidderbeard i'm not a fan of. Particularly trusting him with the rope bridge -after- the crash.

Quote
I hate Bloodied blades. I love Rarg, but bringing that into the guild/RP was just -stupid-, Hated every moment of it from top to bottom. I also have a lot of bad experience with DM'ing, it can be slow, tedious, extremely boring and frankly off-putting. I despite long winded, over thought out encounters that are only meant to grind your character into pulp... all you do is spend weeks with a wounded/maimed character unable to do anything but "rest". No, what I do enjoy is simple, fast paced Dm'ing... as siyah has mentioned and I will go on to now...

I think this is a simple difference of enjoyments, but i'd be interested in learning more about this system at some point.
Title: Re: Suggestions and Feedback
Post by: Kozgugore on December 04, 2015, 10:02:10 PM
While I've been unable to commit as much time as I would have wanted to attending events in this particular campaign and I therefore can't speak on behalf of the organizer, I can very well imagine retreating to regain our senses for a period of time would have drawn out the plot far too long and wide. It wouldn't be the first (and certainly not the last) time that an IC decision is made, be it for the sake of the plot or otherwise, that doesn't make any sense but is necessitated for OOC reasons. It would quite possibly have taken far too long and it would have removed any manner of climax from the plot. Once again, I'm not sure if that was actually the intention or there was another reason to it, but it seems like a fair logic to me.

As for our next course of action (even though I don't expect my busy period to end any time soon and I'll certainly be gone for Christmas and new years), you know my opinion on that. Though I can safely say I see eye to eye with Krogon in regards to AD and cross-guild interaction.

Edit: Posted while I didn't see the above post yet. Though in my opinion, the point remains that you sometimes have to go with the IC flow for the sake of some OOC convenience. Not -too- much either of course, but I do believe things would have gotten dragged out too much.
Title: Re: Suggestions and Feedback
Post by: Okiba on December 04, 2015, 10:06:52 PM
While I've been unable to commit as much time as I would have wanted to attending events in this particular campaign and I therefore can't speak on behalf of the organizer, I can very well imagine retreating to regain our senses for a period of time would have drawn out the plot far too long and wide. It wouldn't be the first (and certainly not the last) time that an IC decision is made, be it for the sake of the plot or otherwise, that doesn't make any sense but is necessitated for OOC reasons. It would quite possibly have taken far too long and it would have removed any manner of climax from the plot. Once again, I'm not sure if that was actually the intention or there was another reason to it, but it seems like a fair logic to me.

As for our next course of action (even though I don't expect my busy period to end any time soon and I'll certainly be gone for Christmas and new years), you know my opinion on that. Though I can safely say I see eye to eye with Krogon in regards to AD and cross-guild interaction.

Edit: Posted while I didn't see the above post yet. Though in my opinion, the point remains that you sometimes have to go with the IC flow for the sake of some OOC convenience. Not -too- much either of course, but I do believe things would have gotten dragged out too much.

Wait what, we see eye to eye? thats not a typo? yee gods!
Title: Re: Suggestions and Feedback
Post by: Kozgugore on December 04, 2015, 10:20:55 PM
It's not entirely rare - I just rarely go out of my way to admit it!
Title: Re: Suggestions and Feedback
Post by: Umaua on December 05, 2015, 10:12:50 AM
I have so far enjoyed the events even if I am a fan of rolled and DMed events. I also always cringe when an event takes a turn of the most illogical and fool hardy possible, just because we need to get to one fixed point in the story. To me these are especially cringe worthy when it finally comes clear why we had to go against any common sense to somewhere or do something, to get something or someone we didn't know was there. Makes it feel like its all decided, you are just a spectator there watching already decided fate.
I normally don't try to raise a fuss about this because I know the hard part of making these events and all the different characters and their views. But because you are playing your character which you usually are attached to....so atleast for me it breaks the immersion when I have to make a totally OOC decision for my character because a plot demands it. Go against what the character would do.
I emphasize again, I know how hard events are to make and manage. Which is why I try to keep it in mind when I do cringe. :)
Title: Re: Suggestions and Feedback
Post by: Gridish on December 06, 2015, 01:28:46 PM
Hey everyone. I read through the feedback that has been posted so far and I would like to touch on a few things that have been mentioned so far. Before I do though, I'd like everyone to know that I -personally- asked for the feedback on the plot as it's my first one and I simply want to improve. I'm one of those people that steps up to a teacher after receiving a grade for a report and ask them: Why isn't this an A+? And if they give me the:"Oh.. no report is perfect." then I turn around and tell them: "Well, based on this report, what is not perfect on it." and I don't leave until I get my feedback. I'm a strong believer in learning from mistakes, so in no way am I trying to shoot down any feedback in this thread. I'm simply acknowledging it from my point of view and will take everything that has been posted into concideration for the next plot.

I'll be picking out some feedback that most people seemed to agree on and I'll be taking it from the root (Sorry Maka, you're the first to post, so you'll be quoted a lot.. Much bueno for your feedback <3). Anyways.. let's get started:

The Plot: I think the plot had great potential. I loved the survival aspects and the maddening whispers in the area referencing that a certain something wasn't entirely defeated as was first thought back in WOTLK. I loved the environmental updates and I loved the general theme of the place and not knowing where we are. I disliked that some folks acted like they knew where we were - But that's out of our hands, and its down to those individuals to have a suspension of disbelief and go along with the plot otherwise it ruins things. I could genuinely have had a survival plot as we made out way out of Storm Peaks, with the whispers as an undertone and scene setting in the background as simply another thing to escape from (We've barely any gear, food is limited and we're all struggling to sleep as it is.) Before we found civilization and then went on to find this Dwarf warband and take them out for good.

Heres what I don't like: Why on earth are we so driven to take out the source of these whispers when it's clear that the further away we are - We wont hear them. We're struggling for food and supplies. We're overtired, struggling to sleep and frankly in some of the worst conditions we will ever face and we're delving into Ulduar and the surrounding areas to stamp out whatever source is offering these whispers, which in real terms is going to be a being of some formidable power if im perfectly honest. It makes such little sense for a Tribe that I consider to be quite logical in it's actions. We could move out, get our bearings. Find some maps from a nearby town in Grizzly/Howling Fjord or get some local intel. Recharge up and then head back in for the final confrontation; Yet we're needlessly I feel trying to struggle against a foe we could easily come back to and take out when we're in a better place. It feels strange, and Makaroth shared the same view; We never heard any whispers before we got here why don't we just leave instead of taking the fight when the odds are stacked against us?

During the plot itself, I agree that it started feeling illogical when it came to decision making from an IC point of view. It is also why I decided to change the plot up slightly as we went along. To answer a particular question that you shared here: We never heard any whispers before we got here why don't we just leave instead of taking the fight when the odds are stacked against us?. Gridish is not used to making -the decisions for the tribe.. That's usually the Chieftain's job. He's a Rrosh'tul and his mindset is:"Mess this threat up before it becomes a larger threat."  Through out the campaign Gridish has actually spoken to several characters personally asking for advice and even though they didn't agree with his decisions, they did understand and they would follow those decisions. Of course I'm well aware that it probably had to do with the OOC thought of: It's part of the plot, so I have no choice.... but at the same time, looking from an IC point of view, if Gridish receives these types of "backup", he'd persue with what -he- thinks is the right thing to do.

Does this set Gridish up to being reckless and not a good leader? Yes.. Would I want it any different: Sure, but the option simply isn't there as the plot has played out. It's never stopped people from following Sadok into ludacris plans before and neither has it with Rarg. Mainly this all above is an excuse for IC reasoning. I do agree with you on the OOC point of view though. The plot felt very disconjointed and I do apologize for that. Hopefully my next plot will have a better flow. I certainly will be working on it.

As for Skidderbeard; I could go on about how we could have jumped on the Goblin when he said we were going to fly into a storm; But we needed a way to crash the zeppelin, so I can suspend disbelief for that one - I can't think how the Tribe would ever trust the character again though.

As Krogon stated, though not absolutely correct may I add, is that this is a "mechanic" I used to use for singular events. The reason I've let him come back in the plot is because the times that he -has- been used is because it actually is the most logical situation to use him. Also, as Gridish has stated, the Goblin is a member of the Horde, no matter how much people like him or dislike him. It would simply be a bad idea for the tribe to harm the goblin, no matter how his IQ resembles that of a braindead chimp. My apologies if you don't like the character, but it is the way how I have always done events and this time I tried to pull it into an entire plot. It doesn't necesarely have to be a returning factor ( The use of NPC's, not necesarely Skidderbeard) but it could very well be a returning factor at a given point in time. If it's your personal disliking for the character in particular, then I apologize for that. If it's the mechanic that you don't like, then I also apologize but then I'd also like to ask you if you have any replacement ideas for this mechanic.

Ideas: I realize this isn't for everyone - But I love PvE roll emote battles. I'd love to see more, but I know that there are some horrible memories of hours and hours of rolling battles floating around, plus I know there's a large consensus that doesn't like roll battles in PvE situations. I'd personally love to implement full detailed character sheets for us to fill out, DnD style with lots of different customization options; Again I fear i'm probably dreaming here - But i'd happily help create such a thing if it came to fruition.

This type of DM'ing hasn't really had too big of a place in this plot and it won't be for the final event either... Though don't worry. I do plan on having roll events in the (near) future. Soon(TM) As for the DnD style character sheets... It has been discussed before and what I could gather from it is that it's a -lot- of work. As for the work we're doing right now already is rather time consuming. If I am wrong on how much time it'll actually take to create and implement, do let me know... but I know it has been discussed in the past and hasn't been implemented for good reasons x].

Don't use bloodied blades though, golly.

I wasn't planning on it my dear Karak <3

As for all the feedback that has been given so far, I will be taking this to the OOC officer meeting that is tomorrow night so we as the officers can review the feedback and perhaps they'll have a few pointers of their own for me as well. Thank you all for the feedback so far. If there is anything else you would like to share or anyone else that would like to put their feedback up... Tomorrow isn't a deadline because as I said, I'm here to learn and to #getgud at giving you lot a great time.
Title: Re: Suggestions and Feedback
Post by: Okiba on December 13, 2015, 05:50:58 PM
Good afternoon all! Let me just start by saying what I'm about to write is not intended as a harsh criticsm, Its more an attempt at a well aimed bundle of advice (if thats even within my powers of explenation, i'm notoriously incoherent....)

Primarly this feedback and suggestions I'm going to throw out in a few moments is more about the overall transition from DB's way of conducting bussiness to how things are done/going/proceeding on AD. Overall I think the Red blades have made an impression, gotten the name out and made a little bit of a mark. A good start, but I personally feel that while an impression has been made, integration has been too slow. I'll just make a few comparissons point by point...


Last few months on DB:

-The guild was large, and heavily active due to a shrinking populace, becoming a refuge of sorts for orc roleplayers. Because of this people weremore active as they had few other places to seek Orc RP.

-The guild could go anywhere it pleased for long periods in RP focuses an enjoy relatively good activity and numbers at events without any problems (aside from griefers, but thats an irrelevance). This again, was because of a smaller server population so the majority of orcs came to OoTRB and didn't venture elsewhere on alts.

-The guild also held a strong active and prominent leading position in the Horde gathering, allowing it access to numerous other events and cross guild RP.


Currently on AD:

-OoTRB has, steadily, been suffering a slow deteriation in activity. This could be down to numerous things. Ranging from the typical slumps it always has, its common and those arent to be worried over especially between expansions. But they should never be ignored. Inactivity is never a good thing, I can't and won't hazard to say specifically why its happening, because it'd be a guess, its likely numerous factors, but there are things that can be done about it (which I will explain throughout).

-Also been on several long, out the way ventures where the tribe has been away from city's and members have not been allowed to venture off and do their own thing to a great degree. While I agree immersion can be broken a little by portals/teleports/travel times, its also detrimental to a players interest to be stuck in one place all the time with no option of moving around, especially out the sticks. The current RP plot in storm peaks is an example. not only has it prevented people going elsewhere, often causing them to opt to play alts that can travel instead of their orcs, its also prevented recruitment, i think two recruits had to wait well over a week for an IC interview?

-The tribe has indeed attended Horde'mar summits, and has done a shared plot with the hand of agony. But everything else has been done alone, at its pace and away from randoms/other guilds. So again, people are opting to play alts with other guilds that can do/go where they please with more freedom. I'm not saying this is a bad thing, or that small numbers is a bad thing, but these sort of passive restrictions are unhealthy.


And now for a little bit on AD guilds...

How Guilds work on AD:

Typically, guilds (by my observations) fall into one of two brackets...

Bracket 1 - The large guilds that regularly travel around, but do so only for a week at a time, but allow free travel and have a far more relaxed recruiting policy. They tend to thrive, have large numbers and hefty activity. However, these guilds in turn have snags. They are led quite badly and are often short lived, lasting a year before drama/splitting.

Bracket 2 - The small guilds that stay in one place for long periods and few events. The spirit wolves are example. They have two events a week, 10 tauren show up for 2 hours and then nothing. Activity is dead before and beyond these evening hours on thursday and tuesday. They offer few options and contain a small, tight knit team of members who don't associate/integrate with other guilds. Most other RP'ers/guilds don't even know these groups exist, and can be found across the board in various places.


In Summary:

I personally think due to OoTRB's past, following large plot/expansion events and is nomadic lifestyle especially when coupled with its last few months on DB... is beginning to lean heavily toward the 'bracket 2' I just mentioned. I'm also aware the officer team wanted to ease into AD slowly to get their bearings and size things up, which was wise and I can't fault that. But due to some inactivity on several of their parts, this has been way, way over extended and I dare say beocming alarmingly unhealthy. I know each officer has his/her own good reasons for inactivity, it can't be helped and of course theres no 'fault' in that, but things can be done to mitigate and prevent the impact that has. Ultimately I don't really know what direction you guys want to move in anymore, its not for me to 'judge' or decide, or really have a say in, but from what I've seen and observed... the current course thats being steered is not one where a guild ultiamtely 'thrives'.

While the current Storm peaks plot has been good, its been excellent in fact i've enjoyed all the events... such plots are restrictive. I've found ymself struggling to RP between events as a 'tag along', most guild members are on alts RP'ing where they can go where they please, typically from hub to hub for the bigger interactions and the freedom.

So yes, to summarize, it is my 'opinion' that a middle ground should be sought, and swiftly. The tribe should keep its nomadic roots by all means, and travel. But these long winded, far flung disaster adventurers that lead only to seclusion and massive down time between events? nah, that has to stop. So the following is a list of my suggestions in bullet points, and then I'll follow up with a plot suggestion for thew near year and then for legion.


Suggestions:

1 - In the new year, return to kalimdor. with all due haste may I add. Set up shop in Razor hill at first and get some solid open to others events going in the surrounding area, promote middle rankd guild members organizing events on off nights (not tuesday/thursday/sunday).

2 - Still travel, but for only limited, pre-set amounts of time. The tribes been in Storm peaks for what, four, five weeks now? thats too long to be cut off. I'd recommend making a venture somewhere only two weeks long maximum, no more. otherwise an area becomes stale. So the process would be.... Travel, 1/2 weeks in area, back to core horde camp (crossroads/razor hill, orgrimmar) etc, then 1/2 weeks travel and events, then back to core horde camps, repeat. This maintains variety and allows recruitment/activity to be better maintained.

3 - A tag along initiative, a big one. Invite other guilds to follow the tribe around, and especially randoms, create a large, mobile hub. A "caravan" of sorts, thats follows the tribe. This not only promotes the guild as a whole, and orcish rp... making people consider joining, but also allows for much more random rp and encounters. This is the integration i spoke of.

4 - Start forming some more, solid alliances. Share events with others. Etc, etc... this doesn't even really deserve a bullet point but I thought i'd state and re-iterate it.


Anyhow... now for a new year 'plot'.


New year Kalimdor Tour:

The tribe goes on tour of kalimdor! spending a week (or two) at a time in each core region of the central area within the conintent. The IC aim? to secure, support and develop horde interests within its main regions. Really a going back to basics series of events, as the 'caravan' moves from area to camp, to area. But also allowing guild members to move around freely in those areas, even go back to orgrimmar as they wish, as long a they show up to 'main' events.

1 - could begin in razor hill, heading to the crossroads for a week. have some basic DM'ed events against kor'kron survirors/bandits, quilboar and harpy's, use the mobs already in place or even other things. hunt, drink and get out and about.

2 - next stop? Silverwind refuge in ashenvale, where some kind of short pvp clash with a night elf guild could occur. or even cultists/satyr and so forth, agian back to basics.

3 - On to stonetlaon mountains where tensions are potentially high between kaldorei and orcs, but after the war the land needs healing, the elements tending and oil supplies securing.

4 - Desolace calls! the horde needs its interests supporting in this barren land, and to foester good relations with the cenarion circle try's to help the grove there with some naga or cultist problems, maybe even an IC run of maraudon?

5 - Feralas beckons! plenty to do here ranging from hunting, to trecking, epxloring and even an IC run of fire maul?

6 - southern barrens, a visit to the overgrowth to battle tenacious plant monsters that threaten the whole area?

7 - Brackenwell village and dustwallow, aiding the ogres in ensuring sabotage by alliance forces doesn't overcome their defences (and small brains).

8 - back to northern barrens via rathet.


Now then, this is potentially an 8-16 weeks of RP in one big tour, with randoms, other guilds and a lot of welcoming freedom and interaction. I honestly, truelly believe this would help OoTRB down to the bones to make a real impact and to bounce back from this little slump, theres huge possibilities and options, could even visit mulgore, or tanaris and other things thrown in.

Legion plot/suggestion is is SPOILERS BECAUSE IT MAY WELL BE EXACTLY THAT, SO OPEN AND READ AT OWN DISCRETION:


Spoiler: show

Legion plot suggestion:

-The broken shore is going to be a huge, military disaster. The horde and alliance are going to be -crushed- here, Varian dies, vol'jin is missing... this is not a good/wise place to be IC. furthermore, I srongly suggest -against- beginning the expansion on the broken isles, as has been done with pandaria and draenor before it. Inevitably a visit to the islands is a great idea, but later in the expansions and as part of a greater plot.

-The tribe should, focus on fighting legion forces beyond the isles. Namely a group of dreadlords and minions, trying to cause havoc/chaos beyond the isles. perhaps even try to recover an artifact from them, like the staff of the shaman king? chase one particular 'boss' dreadlord from region to region, fight his forces, foil attempts to summon more of his minions, could visit felwood and other places for such. But allow the freedom of movement i suggested in the "kalimdor tour" stuff.

-eventually follow said boss, who fled back to his masters on the broken isles, to the broken isles! and do a short tour of the regions. keep it brief, a weektwo in each region at most, then back to orgrimmar as the plot develops.


Anyhow, those are my suggestions, and I whole heartedly hope for any criticism on these points, additions or such, thanks for reading and I hope it wasn't too long, boring or out of place of me to supply them.
Title: Re: Suggestions and Feedback
Post by: Izeira on December 13, 2015, 06:34:30 PM
For the most part I agree with Krogon's post here, and I have my own problems with the guild at the moment. Mainly that during most casual events we do have like campfires or tavern meet ups. Mostly everyone seem to already have their own group to be in and mainly just stay with their mates, so people like me tend to just end up sitting there with no one really to talk to. Same with large events when we get a large group of orcs together with so many it tend to be easy to end up going with the flow and be on auto-pilot while the event plays out because of this being on Izeria feel rather dull for me, I can't seem to find a way to help move her character forward or get her more involved in the guild, plus as Krogon said. We tend to be in far off places like on top of a mountain away from other people to roleplay with, so if I log on and no orcs are about...Not much else to do but LFR, Garrison and no RP.
Title: Re: Suggestions and Feedback
Post by: Azolg on December 13, 2015, 08:33:55 PM
Devils advocate time; Sorry Krogon, I like a lot of what you say but I feel im forever disagreeing with you on certain things.

Quote
-Also been on several long, out the way ventures where the tribe has been away from city's and members have not been allowed to venture off and do their own thing to a great degree. While I agree immersion can be broken a little by portals/teleports/travel times, its also detrimental to a players interest to be stuck in one place all the time with no option of moving around, especially out the sticks. The current RP plot in storm peaks is an example. not only has it prevented people going elsewhere, often causing them to opt to play alts that can travel instead of their orcs, its also prevented recruitment, i think two recruits had to wait well over a week for an IC interview?

In a word, I say tough. The Blades have always done things as immersive as we can. We've already had to make changes since coming here like reducing the way travel, such as including more fast travel and using portals more. I don't like it, but I understand it's had to be compromised already. Four weeks is hardly a long time to wait in the grand scale of things; and frankly i'd be somewhat impressed of a guild that sticks to such immersion as we do and not allow ourselves to be found and led safely out mid-campaign. I like the massive immersion we have as a guild and it's one thing i'd utterly hate to give up on. In my honest view if the recruits we're attracting are incapable of understanding that we're mid-campaign and recruitment could be difficult for that time in more conventional members it raises questions to me that are they the type of roleplayer we really want in the guild?

Quote
-The tribe has indeed attended Horde'mar summits, and has done a shared plot with the hand of agony. But everything else has been done alone, at its pace and away from randoms/other guilds. So again, people are opting to play alts with other guilds that can do/go where they please with more freedom. I'm not saying this is a bad thing, or that small numbers is a bad thing, but these sort of passive restrictions are unhealthy.

The Tribe was already in Tanaan when we came to AD I believe (I wasn't active then) And since coming back from Tanaan after killing Akesh we were either in Razor Hill, the subplot with Hand of Agony, Hallows End, then back to Razor Hill before finally coming to Storm Peaks. This is our first venture alone if I'm correct?

Quote
While the current Storm peaks plot has been good, its been excellent in fact i've enjoyed all the events... such plots are restrictive. I've found ymself struggling to RP between events as a 'tag along', most guild members are on alts RP'ing where they can go where they please, typically from hub to hub for the bigger interactions and the freedom.

I would hardly say that most members are RP'ing on Alts. In fact, a few of our active folks don't have many alts they RP outside the guild, while I understand some do. This point i'm touching on here is I feel a difficult one because I also have been on AD on and off the last two years perhaps. A lot of AD roleplayers have what I call the "Butterfly" mentality where they flit from alt to alt. I see it on AD forum posts all the time the 'This is a great idea, i'll throw an alt at this!' They want a slice of every cake but can never actually get too involved in enjoying the concept of one fantastic cake. Im not slating the mentality, I don't agree with it but it's how some people are. Thats not a problem with the Blades, thats a problem with the server.

It's also a tendency to be lazy in roleplayer; It sounds harsh but i've seen a lot of guilds come and go here. I've seen a lot of character concepts given up on because the RP isn't spoonfed. We're not an unwelcoming Tribe quite the opposite actually. We have a great bunch of folks here and we do our best to make new bloods welcome. But we cant be responsible for those with the butterfly effect. We simply continue to treat out Orcs with warm and welcoming arms; and those new bloods that start to stick around we need to keep giving them the chance to be involved and make them feel like they want to log on and Roleplay with us. I probably sound something of an elitist jerk here but I honestly am an advocate of quality over quantity.

Sometimes even us Orcs have the ability to be lazy roleplayers and focus on our bubbles. I'm referring to our first night in K3 when the two new bloods probably thought what is going on with this recruitment process. It was sloppy, and i even recall having to make an effort to include one of the Orcs (The other went AFK and we haven't see him again) The other which I managed to have some great interaction with has now race changed and left the guild to become a Goblin (And im sure it wont be long before they race change again). That's incorrect. We've also had a few other new bloods leave that simply never turned up; or arrived and sat down quietly IC and did no interaction even when prompted.

Why don't I see this as a problem? These arent the type of people I want to interact with. Roleplay is a two-way process and if i'm having to make all of the effort to interact (Which I know I do, i deliberately made Makaroth a sociable Orc so I could do this.) Then thats not a person I want to roleplay with. We can only offer so much before it gets tiring Roleplaying with somebody and if said somebody has an issue with not being included or finding it difficult to talk to Orcs then im afraid you're going to have to be sociable when Orcs interact with you to enable you an interesting person to talk to.

TL;DR: A lot of roleplayers on Argent Dawn have the "Butterfly effect" of roleplaying where they are more interested in making so many different RP concepts rather than stick to one concept and see it through to its ultimatum or have a character evolve in front of them. Some character's these people create are quiet types that don't interact much and thus they leave the guild; Thats a problem with them and not the guild.


Quote
3 - A tag along initiative, a big one. Invite other guilds to follow the tribe around, and especially randoms, create a large, mobile hub. A "caravan" of sorts, thats follows the tribe. This not only promotes the guild as a whole, and orcish rp... making people consider joining, but also allows for much more random rp and encounters. This is the integration i spoke of.

Of all your suggestions however this is the one I agree with the most. It allows us to keep our nomadic roots and not do -too- much fast travelling while still keeping us open to others, which I am all for. I just wouldn't be a fan of popping to Feralas in on event because we've only got two weeks to finish our plot there per-se.
Title: Re: Suggestions and Feedback
Post by: Kozgugore on December 13, 2015, 08:47:18 PM
The discussion about staying in isolation to complete the ongoing plot or going back to provide more random RP has (as one may have deduced from the topic ongoing here thus far) been on our mind for a little while now, so suffice to say we're indeed working on that following the feedback we've received thus far as well. Exactly how we would go about things if we were to return is yet to be decided upon, though we've discussed a few possibilities so far. Suggestions like those are nonetheless always welcome, of course!

As for feeling isolated within the tribe itself like you pointed out, Tazok, I fear that is a timeless problem in any guild or society. I won't go out of my way and say that it's a problem of your own to deal with, but it's always a bit difficult to take everyone's hands and see to everyone's individual needs and desires. I believe something similar has actually been discussed somewhere on these forums before - possibly even this topic. Our members can always -try- and keep an eye out for these kind of situations, of course, but in the end, it may have to come down to a bit of self-initiative as well. It's the old action-reaction formula.
Title: Re: Suggestions and Feedback
Post by: Rhonya on December 13, 2015, 09:21:27 PM
I'll make a long reply to what's been said tomorrow, I had a busy week and have people sleeping in my house (Sadok and Kogra) so that's why I've been inactive.

To the topic of inactive officers, we have five active officers. Sadok has stepped down for an undecided amount of time, Therak has left the officer team.
Ed and me have been away this week, so yeah, you had to do with Gridish, Kargnar and Koz alone. Kargnar has had a lot of issues with his computer and Koz has been very busy with irl.

Officers have a life as well as any of you, but that doesn't mean the guild is 'dying' only if we're away for a little while or finally doing our -first- plot on our own since we came to AD. Last couple of weeks events still has been 10-15 members total, which is often the amount we had on DB as well, so I'm not too worried.

Long answer tomorrow- I need sleeeeep!
Title: Re: Suggestions and Feedback
Post by: Okiba on December 13, 2015, 10:41:17 PM
I'll make a long reply to what's been said tomorrow, I had a busy week and have people sleeping in my house (Sadok and Kogra) so that's why I've been inactive.

To the topic of inactive officers, we have five active officers. Sadok has stepped down for an undecided amount of time, Therak has left the officer team.
Ed and me have been away this week, so yeah, you had to do with Gridish, Kargnar and Koz alone. Kargnar has had a lot of issues with his computer and Koz has been very busy with irl.

Officers have a life as well as any of you, but that doesn't mean the guild is 'dying' only if we're away for a little while or finally doing our -first- plot on our own since we came to AD. Last couple of weeks events still has been 10-15 members total, which is often the amount we had on DB as well, so I'm not too worried.

Long answer tomorrow- I need sleeeeep!

Oh I'm definatly not criticising the activity of officers. I was more getting at things between events, so first, second third or fourth venture out... having 10/15 on an event is grand, but when nobody is online between or at any other time thats hardly endearing to either new members or current ones, especially when it 'may' have a lot to do with location and freedoms of movement.
Title: Re: Suggestions and Feedback
Post by: Rhonya on December 14, 2015, 02:34:50 PM
I've actually had a -lot- of random RP in the peaks, so I'm still not entirely sure where that comes from. We gave the applicants a choice, to meet us later on, or have them put into the plot somehow and meet them sooner. They choose for themselves if they wanted to come up into the stormpeaks or not. If we'd have to stick around public places always, we can never really do a tribe only plot and just have some proper character development in more 'dire' situations, which was the point of this campaign. But if the majority are not happy with more deep plot that focuses really on how characters would do in real danger, then we won't do such anymore. That's why we have this thread, to hear feedback and go with what most people want to do.

Seeing it's still the simple 'you can't please everyone' thing.

I actually agree with what Makaroth said in his last post mainly, that also with people being distant or on the side, it has to come from two ways. Of course people will always stick a little with the ones they know and really enjoy RPing with, because we all play this game for our own enjoyment as well. I always try to include people in RP, but if someone has been away for a very, very long time they can't really expect for everyone to still know them very well or include them in everything as they would do with a good IC friend.

Quote
3 - A tag along initiative, a big one. Invite other guilds to follow the tribe around, and especially randoms, create a large, mobile hub. A "caravan" of sorts, thats follows the tribe. This not only promotes the guild as a whole, and orcish rp... making people consider joining, but also allows for much more random rp and encounters. This is the integration i spoke of.

We've always had this mentality, that people could come visit or join us in things if they wanted to. Though I am somewhat afraid that if we promote this too openly, we'll get Kosh'harg kind of things, and 8 days nearly killed all of the officers because of 120+ people being there. So I'd be a little reluctant to really just invite everyone over for all events and things.
Title: Re: Suggestions and Feedback
Post by: Revax on December 14, 2015, 04:46:35 PM
My two cents on this campaign:

I like things like these, when we end up doing something else than what we expected. We were set to go to Northrend on some business, instead we crash high up in the frozen mountains where we all of a sudden have to struggle to survive, we get to test the mettle of our characters in a dire situation and perhaps develop our characters in ways we hadnt given any thought to beforehand. I also like the whole "daily weather conditions" thing we did on the forum, things to keep in mind during daily random RP is very cool. I think you done well Gridish, having had almost sole responsibility to get it done while also dealing with exams and stuff is a difficult thing. Upstart event makers such as Makaroth also did well. I dont have any specific negative criticism about this particular plot or you Gridish, my concerns lie within each orcs "character sheets" and I'll explain one of those things down below.


Some general thoughts that I feel is for all current and future officers/eventmakers (this is something that has been nagging me for years, not due to any one person or guild, but everywhere I have RPd in wow):

Something that I find a lot of people have problems finding a balance in is the character personalities/experience vs. authority thing. Im going to use ORB as the example here for obvious reasons, not least the fact that I was once an officer that struggled with this very issue myself. One of the ORB tenets is "Obey the Alpha", but what does that really mean? That Oathbound Doomhowl has to follow Rrosh-tul Hellbrew's every command? Well, yes, but the tenet does not say anywhere that Doomhowl cant question the order, offer suggestions and alternatives, as long as he does what Hellbrews final decision instructs. Officers and eventmakers have to be prepared for a change of plans and consider the suggestions of their fellow tribes orcs and not just shoo them away just because the new alternative doesnt add with the OOC plan, and on top of that be told off for coming with suggestions (Ive seen this happen, and its wierd). Would Rrosh-tul Hellbrew's actual personality disregard every suggestion he gets, thats one thing, but to throw idea's away just because they werent your own is a no-no, it stunts RP, it makes people feel like they dont have a place here. Doomhowl may just be an oathbound in the tribe, but he is well versed in the ways of the warrior and soldiery, his suggestions should not be easily rejected as long as he ultimately falls in line when he is asked to. This is what caused Hellbrew to challenge Bloodmark all those years ago, because with Bloodmark it was always "my way or the highway", Bloodmark would often take the suggested idea, roll it up, and whack you in the face with it somehow (bear in mind Im talking IC here) and eventually a few of our characters snapped.
Its not fun RP not to be able to play according to your "character sheet". Having said that, every character needs to have a stance on how they deal with authority, and if they are willing to pay the consequences of disobedience, and every officer need to know how much they value their underlings.

Im not always very good at formulating my thoughts into words, but I hope ya'll get what Im trying to say.
Title: Re: Suggestions and Feedback
Post by: Azolg on January 08, 2016, 06:52:13 PM
The following post is going to be an observation i've noticed in regards to our current lack of active New Bloods. This isn't an inherit fault of anyone in the guild but is merely a continuation of the Argent Dawn "Butterfly Effect" I've noticed. The idea of this post is to make everyone aware of the things we can do to keep New Bloods in the Tribe.

The Problem
I've been active all over Christmas/New Years as I really had nothing going on which wasn't a problem for me. Days were quiet but that was to be expected in reality and it'd be unreasonable to expect any different. However as we steam into the New Year i'm starting to notice a lack of attendance to the restarting of events, random roleplay and the like. Some of this can explained by our Oathbound members and above that are taking a break from the game, bored of WoD in general or simply have pressing real life matters to attend to; All of which I am totally fine with. Life happens and people head away from the game; not holding that against anyone and i'd be a cruel asshole to do so.

My concerns however are the lack of active New Bloods within the Tribe. All three of my New Bloods I was tutoring have gone inactive (Daxran; MIA 2 Months, Rakhas; MIA Just over 1 Month, Gonkrol; Deleted the character) I cant say why or what has caused them to go inactive sadly. Perhaps it really is the butterfly effect in action, perhaps its the fact they have their own RL issues to deal with. I get that, not everyone has the amount of free time that others do. But usually there have been New Bloods to fill in this gap and keep activity high and keep the Tribe a comfortable size and welcoming place and to keep things going while others naturally take breaks from time to time.

Now im not about to start saying the guild is dying because it surely isn't. But it could spiral that way if we don't get some New Bloods to actively stick around and want to be here. Whats caused me to want to raise awareness of this issue i'm potentially see creep up is that last night I covered Gridish's plot event last night - And the tagalongs we have outnumbered Orcs there (That was me and one other) thus forcing me to cancel and think something else up; the storyline technically isn't mine afterall and I didn't want to change anything in it. And thus I move to a potential solution/point to make.

A Rather Crappy Solution

The Tribe returns back to Razor Hill on the 17th and we will once more be around hubs and other RPers. Now I personally am not involved in creating storyplots or campaigns; I simply help out as and where i'm needed to which I love doing. So i've no idea how long we'll be in Razor Hill for or what kind of storyplot is coming along next but I see this as a real opportunity for all of us, not just the Officer team, as a whole to get some fresh blood in to keep the Tribe trucking along.

I'm sure we'll be around lots of different RP'ers, and so while I know we all do our best to ensure people are welcome into the Tribe; I'd like to ask that everyone take extra attention to making sure we dont alienate New Bloods when it's in our power to avoid it. Lets just make them feel welcome, find out about them and just make them WANT to be here. Even if they're "Butterflies" we might be able to convince them that this is the place they want to be, and this is the cake they want.

I adore this troupe of wandering idiots that im proud to call myself part of; And I'll always be doing my absolute best to keep this Tribe going, improving and just being awesome. Thats all I want at the end of the day.
Title: Re: Suggestions and Feedback
Post by: Groshnok on January 10, 2016, 11:22:38 PM
Honestly it's just been how week this expansion has been for RP that's made me lack interest in doing more RP. Had been with the guild for 2 years and was feeling fair burnt out, but the fact that there was very little to go off with the latter part of this expansion I think may have disinterested some others too. I myself would probably return when ye're back to Razor Hill, but I wouldn't worry about newbloods too much. People come and go at that stage all the time, most of the newbloods I've had have never made it to Oathbound.
Title: Re: Suggestions and Feedback
Post by: Mozrogg on January 31, 2016, 02:48:09 AM
Right, we're not idiots I think everyone is aware that inactivity is a BIG problem right now for the guild. I am aware that real life is more important than ANYTHING in game, and I will be the first to stand up for people when it comes to having real life issues in the way of their playing time, I for instance work shifts, however when I am online I try to make damn sure that I am there if someone has gone through the process of organising an event for people.

Anyway onto the matter, and I in no way mean for this to sound like a personal attack on anyone, so if it comes across like that I do apologise, I just have to get it off my chest. 

To me  it seems that there are a select few and I mean very few group of people that seem to be the main intiators of RP within the guild, and I don't just mean via the way of creating events, it could be from simply sitting around a campfire and essentially spoon feeding other people RP, without them there, well people would just sit in silence. This is a big problem, I feel we should be doing things to more engage our members, perhaps hand them the spotlight so that they have a chance to shine as opposed to getting lost in some of the bigger ego's of our IC characters. Without these people, no one seems to want to join in on the "lesser" events as it were, or even random RP, and by that I mean when it is not campaign focused. And when for instance, people do show up for random RP and make the effort, it almost feels like a chore to try and drag people to come along with them.

I understand the need for us to build relations with other guilds, parade ourselves out to the server as it were, which is something that bothered me during this feralas event chain in which we had like two orcs representing the guild at times?

I honestly don't think one person can fix this, nor do I have any ideas on how to fix it myself, what I do know is that it needs to be a group effort in which we come together and discuss things, because right now it feels as if people are leaving a sinking ship almost, and personally speaking I have no idea what we're even doing right now in regards to IC, like we were stationed in Durotar at one point and then whisked away to Feralas - on the same night I may add that an event was scheduled for, an event only two people showed up for.

I understand that the officer teams have their weekly meetings and what-not? But I think for at least now it'd be nice if some of that communication was also issued further down the ladder so that we all have some idea of where things are going?

Apologies again if I've come across like an ass, not my intention at all, this also could just be me overreacting but yeah.
Title: Re: Suggestions and Feedback
Post by: Kozgugore on January 31, 2016, 11:42:24 AM
I'm not entirely sure what the main problem is that you're trying to point out here. Is it the lack of people joining in/initiating RP (or lesser events)? Is it inactivity overall? Some kind of lack of communication towards members? Or is it the going from one event to another part? All seem to be inherently different 'issues', but it kind of seems like there's one particular matter that triggered you to be upset/worried enough to fire off this post.

Either way, I don't think anyone is blind when it comes to inactivity, but this is not really something one particular individual has in hand, like you point out. Inactivity has slowly started becoming a problem throughout WoD due to the lack of content and people just waiting for new content, with RP not being the deciding factor for people to stick around forever. That of course doesn't excuse the guild's own agenda or lack thereof, but the move to Feralas was very consciously done in order to move the guild to a slightly more populated place for the duration of a particular event. The intention was by no means to have people moving over on Thursday in the middle of Vanara's event already. From the impression I got, it appears people started moving out there on their own accord already. So in that regard, a slight lack of communication seemed to be main issue (although it probably wouldn't have happened if more had been able to show up for the event itself).

I don't think the officer team has anything to hide, so if it's transparency you're asking for, by all means. But I'm personally just not quite sure what you need transparency about, since we've decided to simply move back to Durotar to give random RP a chance in order to not constantly be on the move and campaigning. Having said that, there -is- another campaign coming up led by other guilds, true, but tagging along with other, bigger guilds has always been one of the safer ways to re-initiate member activity again (should they be interested in RP in the first place), so we'll just see what the attendance will be like throughout that week. While I'm finally able to show up again more as of tonight, I don't really get the impression a lot of people left in the plot planning Skype chat for example are still active at all, so you have to kickstart things again from somewhere.
Title: Re: Suggestions and Feedback
Post by: Vanara on January 31, 2016, 02:59:14 PM
I think the main problem is the general activity, which is a combination of “core” members so to say that went inactive or have some irl things going on, and not having new people join the guild. We were in feralas for a couple of days now which was rather crowded and then you see guilds that have nearly twenty people around representing their guild, and then you had us which were like mozrogg stated 2-3 people most of the time. This was a good opportunity to show the people there what the guild is about and perhaps make them interested enough to join or make an alt to join. Things like this help greatly in the growth of the guilds roster and possibly activity.
 
The other thing was is that at least myself got numerous questions from other horde members icly on where the blades would go next, which I could not really answer since it was unknown. It was a bit frustrating to have to reply to them in that way.

As for the part that was mentioned about the attendance regarding non plot events or campaign related things, it seems to be the case that there is only little interest for it. I don’t know whether it’s a case of not wanting to put so much effort into it to create your own rp. Or that people feel that they can’t involve themselves enough in the non-plot events. If we can change that I feel that it would help a good amount already in keeping the activity higher than it is at the moment.

The reason I posted this is because I care for the guild and I want it to be fun for everyone in here.  So if there is something wrong that bothers people we can try and come to a solution for it. It would be a shame to see the guild slowly becoming completely inactive

Title: Re: Suggestions and Feedback
Post by: Okiba on January 31, 2016, 03:20:41 PM
I, as it is these days, have little right to criticise the current state of affairs of this guild... But I've been harping on about this particular inevitable problem for a good few months now, its a shame that its getting to this point after so long.

I'll not nudge people to my previous posts but i'll keep this simple.

There are two kinds of guilds on AD, small inactive ones, and Big active ones like the Irontusks, hand of agony and rotgarde etv.

The red blades current format with how it runs things from top to bottom leans it heavily toward the first. So if people, officers, members and the like want the guild to be that, then it should probably be stated clearly. if people want a large, active guild with 10-20 people on every night, then sticking to how things used to be run on DB isn't going to work, ever. On DB the guild got away with it towards the end of its time on that server because orc rp'ers had few options for guilds... here, they have lots.

Unless you have...

-A heftily active Gm
-numerous very active officers
-greater freedom of travel
-go to hubs like orgrimmar to wave the guilds tag and flag, rather than sit in empty razor hill
-interact with other guilds
-ditch the long winded recruitment process (seriously, i know only small, dead guilds do this on Ad)

Your heading for a train wreck.

Sorry again if that was critical, but its just how things are here.
Title: Re: Suggestions and Feedback
Post by: Rhonya on January 31, 2016, 04:19:42 PM
Quote
The other thing was is that at least myself got numerous questions from other horde members icly on where the blades would go next, which I could not really answer since it was unknown. It was a bit frustrating to have to reply to them in that way.

At least to this part, we couldn't really tell that ourselves either. I mentioned a few times in the chat at least and it was on the calendar that we'd go to Silvermoon/Ghostlands for the RP-pvp campaign, but ICly we didn't have any information of this yet. (because the organisers chose it that way.) That thing is now cancelled at least, but we'll go with the alternative to Darkshore.

What I mainly hear from people (and I talk to many) is that the issue is mainly wow being so boring right now. They don't have the urge to log in at all, and don't find the RP only worth it to pay for a game they otherwise don't enjoy. (And that goes for all RP, not only our guild.)
We had the same 'problem' before WoD came out, because the wait betwene expansions is so long as well.
Wow is on an ever low amount of subs right now, so I'm not surprised after WoD's dissapointment that even more people left.
I'm still of opinion, quality over quantity. You can have all the numbers of people you want, but that won't mean it'll be good RP. I'm happier with maybe only 4-5 people to RP with that I really enjoy, than 20 spamming me playing characters I would normally not really indulge myself with.

Time will tell. We'll keep going, do what we can, but even officers can't do without active members. It's a group effort.
Title: Re: Suggestions and Feedback
Post by: Okiba on January 31, 2016, 04:25:10 PM
Quote
The other thing was is that at least myself got numerous questions from other horde members icly on where the blades would go next, which I could not really answer since it was unknown. It was a bit frustrating to have to reply to them in that way.

At least to this part, we couldn't really tell that ourselves either. I mentioned a few times in the chat at least and it was on the calendar that we'd go to Silvermoon/Ghostlands for the RP-pvp campaign, but ICly we didn't have any information of this yet. (because the organisers chose it that way.) That thing is now cancelled at least, but we'll go with the alternative to Darkshore.

What I mainly hear from people (and I talk to many) is that the issue is mainly wow being so boring right now. They don't have the urge to log in at all, and don't find the RP only worth it to pay for a game they otherwise don't enjoy. (And that goes for all RP, not only our guild.)
We had the same 'problem' before WoD came out, because the wait betwene expansions is so long as well.
Wow is on an ever low amount of subs right now, so I'm not surprised after WoD's dissapointment that even more people left.
I'm still of opinion, quality over quantity. You can have all the numbers of people you want, but that won't mean it'll be good RP. I'm happier with maybe only 4-5 people to RP with that I really enjoy, than 20 spamming me playing characters I would normally not really indulge myself with.

Time will tell. We'll keep going, do what we can, but even officers can't do without active members. It's a group effort.


You don't get active members by isolating the guild, actively sending it to far flung places, avoiding hubs and maintaining a silly recruitment process. Not here.
Title: Re: Suggestions and Feedback
Post by: Izeira on January 31, 2016, 04:53:38 PM
I find myself agreeing with Mozrogg, Vanara and Krogon, I mean I still play WoW and as Horde, but I find myself more focusing on my alts than Izeria because of how things are right now.
Title: Re: Suggestions and Feedback
Post by: Mozrogg on January 31, 2016, 04:59:54 PM
I'm not entirely sure what the main problem is that you're trying to point out here. Is it the lack of people joining in/initiating RP (or lesser events)? Is it inactivity overall? Some kind of lack of communication towards members? Or is it the going from one event to another part? All seem to be inherently different 'issues', but it kind of seems like there's one particular matter that triggered you to be upset/worried enough to fire off this post.

Either way, I don't think anyone is blind when it comes to inactivity, but this is not really something one particular individual has in hand, like you point out. Inactivity has slowly started becoming a problem throughout WoD due to the lack of content and people just waiting for new content, with RP not being the deciding factor for people to stick around forever. That of course doesn't excuse the guild's own agenda or lack thereof, but the move to Feralas was very consciously done in order to move the guild to a slightly more populated place for the duration of a particular event. The intention was by no means to have people moving over on Thursday in the middle of Vanara's event already. From the impression I got, it appears people started moving out there on their own accord already. So in that regard, a slight lack of communication seemed to be main issue (although it probably wouldn't have happened if more had been able to show up for the event itself).

I don't think the officer team has anything to hide, so if it's transparency you're asking for, by all means. But I'm personally just not quite sure what you need transparency about, since we've decided to simply move back to Durotar to give random RP a chance in order to not constantly be on the move and campaigning. Having said that, there -is- another campaign coming up led by other guilds, true, but tagging along with other, bigger guilds has always been one of the safer ways to re-initiate member activity again (should they be interested in RP in the first place), so we'll just see what the attendance will be like throughout that week. While I'm finally able to show up again more as of tonight, I don't really get the impression a lot of people left in the plot planning Skype chat for example are still active at all, so you have to kickstart things again from somewhere.

Well that was the point I was trying to make, it's hard to pinpoint the exact root cause but as people have already mentioned it does boil down to inactivity, or at least keeping people engaged. We've had countless new members join and seem to just disappear into the nether, which i understand is probably something to do with the realm itself as there seems to be a lot more "guild jumping" as it were, which as far as I recall was something that hardly ever happened on DB at least. Indeed they are all different issues hence my post was a shot in the dark more than anything to try and get some form of discussion going on the matters.

I fully agree that WoD has hardly been the expansion to inspire people, such promise that quickly dwindled out. The move to Feralas almost felt out of the blue, I believe people began moving there of their own accord was simply down to the fact that there seemed to be nothing going on for us in Durotar. It was put up on the calendar but as far as I recall there was no communication as to why we were going there, and as a guild that seems to pride ourselves on 'realism' when it comes to travelling from point A to point B as opposed to teleporting all around the world it seemed like a second thought.

Never was I even insinuating that you guys had something to hide, or asking for transparency. Simply a bit more communication from ALL members of the guild so that we can all pull in the same direction? As I said, I apologise if it came across as a personal attack because I by no means meant for it to come out that way, I wouldn't be bothering to make this post to try and score points on people, it's simply because I care about the future of the guild.
Title: Re: Suggestions and Feedback
Post by: Kozgugore on January 31, 2016, 05:52:29 PM
We've hardly been isolating ourselves, Krogon. If you had kept up with the guild's recent activities (which I wouldn't ask you to do, but you seem so keen on criticizing and judging that you must seem to care for some kind of reason), you'd know we've attended one mass-event over the weekend, and plan to attend another this coming week. Staying in Razor Hill is hardly an isolationist tactic either - it was to get away from the isolation that a campaign of our own brings and closer to Orgrimmar, where people were free to go to for random RP if Razor Hill didn't offer any.

As for going from point A to B all of a sudden Moz, I myself vouched for a faster move to Feralas because the invitation took place on such short term. I would have used Thursday to organize a travel event, but Vanara was unable to move the Wyvern event. So then, the alternative was to either go easy on the long-time traveling process for once (as we have done on some exceptional cases in the past as well, so it's none too exclusive for this time around) or miss out on the event entirely. And considering the inactivity we were facing in Durotar as you say, the latter seemed like an even worse idea.
Title: Re: Suggestions and Feedback
Post by: Mozrogg on January 31, 2016, 06:15:09 PM
I agree with the means of travel and why we went there, but it seems baffling that an event was specifically asked to be hosted by someone on that day if it was already knowledge that we'd be moving to Feralas during that time anyway? Instead of allowing someone to go through the process of organising an event why not simply chalk that day up to a travel event as you said, I myself had no idea we'd be moving to Feralas until about 8:30 realm time which as you know was when the event was already happening., unsure if other people knew what would be happening however.
Title: Re: Suggestions and Feedback
Post by: Rhonya on January 31, 2016, 06:32:27 PM
We asked Vanara to host an event, and didn't want him to cancel it. I wasn't sure myself if I'd be there for the event, but I wanted to take people on a travel -after- the event if we had people interested. When Vanara cancelled the event due to lack of interest, you two decided to move on your own already, and I didn't think it needed to go walk all the way with the lack of interest there already. Better then to just go there faster by yourself and RP with the others.
By no means did we ask Vanara to cancel the event for a travel. That was his own choice due to lack of attendence.

Also, when we asked people if they wanted to host an event, we didn't know yet ourselves that we'd go to Feralas, that was a bit of a last minute dicision. Seeing we had no days left anymore to do the travel otherwise (apart from maybe friday during the day, but then we'd miss a part of RP already) and Vanara couldn't move the event to tuesday, we decided to just go after the event then. (But then that was cancelled! :P )
Title: Re: Suggestions and Feedback
Post by: Vanara on January 31, 2016, 06:36:45 PM
It was my own choice yes.
Title: Re: Suggestions and Feedback
Post by: Mozrogg on January 31, 2016, 07:03:34 PM
Never did I say that anyone asked Vanara to cancel the event, and I can only talk about my own point of view here, it is rather demoralizing to be the only one sitting around a campfire simply waiting or more hoping that another person comes along for RP, hence why I personally took the decision to go where the RP was, I can only imagine that is what Vanara thought as well only more so because he'd put the effort in to plan an event, but then that's my view point not trying to put words in anyone's mouth.

As far as I remember, it was Vanara and myself readying for an event and then 5 minutes later both in the OOC channel and ICly via guild chat it was said that you can make your way to Feralas now or make some travel RP up as you go along, but considering there was only the two of us there it didn't make much sense to make a big deal out of travelling there.

And fair enough, I was under the impression that going to the Feralas events was an idea that was on the table for a while, hence my whole problem with someone being asked to fill an event slot despite the probability of it clashing with something else. If that's not the case then my bad! And the event was cancelled as far as I'm aware simply down to lack of people showing up, hard to host a trial of the wyvern with 1 participant so the whole point of moving after the event is a little redundant.

I get the impression that people think im trying to dig out the officer team? Which isn't the case at all, as i've said countless times it needs to be a group effort, but when the group isn't there well, yeah.
Title: Re: Suggestions and Feedback
Post by: Rhonya on January 31, 2016, 07:06:48 PM
Not thinking you're out to do that, I'm simply explaining why I mentioned you could go to Feralas, after Vanara mentioned he was cancelling the event in the ooc chat. I wouldn't have said that IC nor OOC if Vanara did not say he wouldn't do the event. xD
It's always sad of course if a planned event can't continue due to lack of attendance, but it does happen, even with us officers holding an event sometimes. If there had been some more people I would've taken everyone on the travel after the event.

So for the good of you two as well getting some RP, I just mentioned it a little sooner. We only decided to go to Feralas on monday. And by then every day of the week was planned with events already. :)
Title: Re: Suggestions and Feedback
Post by: Mozrogg on January 31, 2016, 07:29:37 PM
Mm well it's a vicious cycle, someone plans an event, people don't show up, so people stop planning events and then people get annoyed by inactivity. I know I don't make events myself, but I try to at least be an initiator of RP. Hence why it may have sounded a little hypocritical of me. Once again it wasn't a case of not wanting to do an event, it was simply impossible due to no one being there.

But I shall stop moaning and suck it up as it seems none of us really have any ideas on a solution. - Well that's probably an exaggeration, i'm just being a doom monger! Not that I mean to be, just passionate about stuff etc.
Title: Re: Suggestions and Feedback
Post by: Grogok on February 09, 2016, 03:24:10 PM
Hey Guys. I want to ask something that have been on my mind for a while.

Back when we were in Conquest Hold, for our " rest week". We in the officer team, wanted to try out an idea, to make Random Rp a bit more than just, sitting in an inn, or around a campfire. So we made an Ic Request board, where we could post "mini events/task" given by random npc's in the area we were in, aswell for you guys to post Ic request to other orcs, like for example. " Orc A looking for hunting party, to hunt prey x" Or "shaman B look for orcs to help gather ritualistic materials" or "Nag'Ogar C have found a place where the elements are angered, and request aid from a shaman" and so on and so forth. But Even though we made it, it seemed that people didn't react to it at all. I only know of two people who reacted to it, Tamrah, which thought it was an awesome idea, and Krogon, who tried to bump it up so it would appear in the recent topics. So I wanna know, didn't you people react, because you didn't know it was there ( it is in the ic posterboard atm, since we didn't want to make a forum if people didn't want to use it). Or was it because you didn't like the idea, in which case, what would you see implemented instead. Because I think one of our problems with the low amount of people, is also that unless some persons make event's of their own, like makaroth did while in stormpeaks, The random Rp is rather limited, which makes it perhaps a bit less appealing. I hope you guys will have some great ideas on how we can improve this ( incase it was because you didn't like the idea of the request board rather than not knowing it was there) ofcourse even if you liked the idea, but have some way to improve it, or some other way to make the Random rp, a bit more varied you are more than welcome to post it so we in the officer team can try to make the game and the guild as best as it can be, a long with our great members.

Title: Re: Suggestions and Feedback
Post by: Sadok on February 09, 2016, 04:52:32 PM
Forgive me for poking my nose in here, as a retired officer, but I first suggested the addition of an IC quest-board in mid-2013, and while I no longer have access to the initial post on the officer forum, both Rargnasha's implementation and the most recent endeavour haven't been taken up due to a lack of visibility and an IC rewards system.

I can assure that you if you make a new feature easy and convenient, then give a reasonable IC reason to engage with the concept, you will see uptake. That's what we did for the RP focus concept, new New Blood teaching system (Marks), Tribe Annals section, and OOC elements like the Event Calendar, Gallery, and even these forums -- my goal in April 2015 was to increase forum usage, and it went from 294 posts per month in April to 1617 in May, and never below 600 until November.

I've raised the matter with the officer-team in the past, and more recently with Rhonya and Kozgugore directly, but I haven't yet seen any direct feedback. So that it doesn't fall through the cracks when this exact question has been posed again:

Quote
On 11/01/2016, at 21:32, Dave wrote:
By the way, I don’t understand what’s happening with this quest board thing. From what I get from [redacted], there’s some sour grapes about people not paying any attention to them and [redacted].

Granted, I didn’t even know it was a thing until I accidentally clicked on the Poster Board thread. But if you want to make it work, come up with a reward system (even if it’s BS, that’s the whole thing underpinning the forum’s shiny-pixel reward scheme), give it its own forum, and make each mission its own topic.

And announce it in the event-planning chat, since I haven’t seen anything about it, and explain it in terms that even a child would understand.

To get people to embrace change, you need to railroad it down their throats. Otherwise they’ll stick with status quo.
Quote
It doesn’t necessarily need to be hand-holding, it takes all of 30 seconds to burp out a generic quest. The important things need to be visibility and relevance — the latter namely being reward-based.

I guess if time is the major concern, you can just delegate amongst the officer team. Once you’ve set the thing up after a bit of brainstorming, in theory it shouldn’t take much effort to keep momentum up — you could even encourage people outside of the officer-team to post their own quests.

The concept isn’t flawed, it’s the execution. It’s clear some work has already went into it, so just improving visibility and providing some sort of reward would significantly encourage uptake.

Also, I don't want to sound like too much of a dictator (I did set this thread up after all), but if you ask random members for ideas too often, it can sound like there aren't any strong ideas coming from the officer team. Feedback and suggestions are always welcome, but rule by a committee as wide as our member-base will never please everyone all the time, as I noted at my last Skype meeting in early December.

Anyone here would have left OotRB fairly quickly if they didn't like the overall flavour of our events, RP and plots, so it's better to stay the course with vigour, enthusiasm and activity. We have never suffered from a lack of casual RP in the past, so long as the key cornerstones of the guild remained intact -- simple but effective plotlines, trainee-tutor relationships, an active ranks structure from New Bloods to officers, and a sense of tribal culture.

Watch the pennies and the pounds will take care of themselves, as the saying goes. I'm confident that the guild is in the best hands possible, so don't change things up too much.
Title: Re: Suggestions and Feedback
Post by: Azolg on February 09, 2016, 08:54:58 PM
I will be perfectly honest; I didn't know it existed Kargnar. I'd love to get involved with it however, and I have to agree with Sadoks point that it deserves it's own sub-forum. An excellent and easy place to keep it up to date, and it doesn't clutter just one thread then. People can also reply to say the bounty is complete that way!
Title: Re: Suggestions and Feedback
Post by: Kogra Windwatcher on February 10, 2016, 04:56:40 PM
When I saw the board and the quests and all that on the forum, I enjoyed the idea of having it there, personally I think it adds ideas for the people to act upon if random rp is dull or people just need ideas for events.

Now the problem that I had with it at the time (and partially at the moment still) is that my character is blind, and I did not have the time back then due to college acting up and consuming a large amount of my time. By the time I did have more moments to spare, we were already out of conquest hold so it no longer seemed relevant to proceed with those quests.

Now a few months later, I must admit that I did forget about the whole board because it wasn't used that much probably. Anyway, I did like the idea of it being there.

P.s. apologies if there are random words in heart,  sitting in a wobbly train and autocorrect is on my tablet x)
Title: Re: Suggestions and Feedback
Post by: Kozgugore on February 29, 2016, 12:45:55 AM
Just to point out, don't forget to throw in any feedback you might have on the new Notice Board and Prestige Rank system here! Feel free to be brutally honest, as we're still in the "Beta" phases, as it were, in trying to see how to best work this out in practice. One thing that has been raised up is the amount of new rank names, for example. Let us know if you have anything in particular  to point out!
Title: Re: Suggestions and Feedback
Post by: Bamm on February 29, 2016, 01:36:11 AM
Looks interesting, makes me wish I had a functional PC I miss you guys . My bad jokes spam can only mildly iriate you all so much. I like prospect of reward for non officer team created rp very much. The only minor issue I'd have is with rank getting muddled by the prestige tier names not the roles of course. But Wouldn't keeping the original path name be easier to manage with names like alphas betas deltas?
Title: Re: Suggestions and Feedback
Post by: Revax on February 29, 2016, 02:07:58 AM
Probably wont be an issue if people utilize MRP/TRP well enough.

Questions regarding switching paths, If I become for example a Thur'ruk, and decide I want to go back to follow the path of strength, I will have to start from scratch? Varog'gor rank is now only achievable through the Gul'Thauk path?
Title: Re: Suggestions and Feedback
Post by: Okiba on February 29, 2016, 02:32:57 PM
While I have no right to criticize this new rank structure/system, a few people have asked me my opinion on it.

And it's not bad, at all, I actually very much like it. Its a huge shift in terms of freedom to create RP/events, allowing core members and new members to generate their own RP outside of fixed plot events. More so, it encourages it through a reward for effort system (the fangs.) I can't fault the concept on these grounds, its something that atleast to me has been sorely missing for a while. So while some may have used the old "change for changes sake" line, I say "about time", good stuff.

I will however make a suggestion, one for vigilance. My maths has never been perfect, but I do like to think ahead when I plan things... I'm not sure how often these fangs will be handed out or by whom and how... But I have this feeling that the middle ranks may very quickly become 'bloated', (bloated may be a poor word to describe this, but i'll run with it). By bloated, I mean those making events may not progress as quickly/suitably as those attending while those they give fangs to may quicly catch them up. I don't know, maybe thats why you need so many to progress? I could just be waffling, but as Koz said previously its a beta stage thing, and I -do- like the look of it, very much. It has awesome potential.

Either way, good job and an excellent road to go down.
Title: Re: Suggestions and Feedback
Post by: Groshnok on February 29, 2016, 08:59:49 PM
Probably wont be an issue if people utilize MRP/TRP well enough.

Questions regarding switching paths, If I become for example a Thur'ruk, and decide I want to go back to follow the path of strength, I will have to start from scratch? Varog'gor rank is now only achievable through the Gul'Thauk path?

I'd also be interested in the answer for this one.
Title: Re: Suggestions and Feedback
Post by: Srelok on February 29, 2016, 09:30:09 PM
Elder consideration isn't changing at all. Same as ever, Varog'gor is a rank you'll be selected for. :)
Title: Re: Suggestions and Feedback
Post by: Sadok on March 01, 2016, 05:34:57 PM
I’m going to keep this very brief but precise, because I have limited interest in being shouted down under the guise that opposing elements of the deluge of new changes is tantamount to being against generating RP initiative. Unfortunately, you can’t put the genie back in the bottle, so I’m not under any aspersion that the system will be changed two days after the announcement.

I like the Notice Board and quest system in a broad sense, It’s exactly what I suggested in this very thread, when Kargnar asked for feedback on the last implementation.

Unfortunately, I greatly dislike the new rank/sub-rank/sub-sub-rank/sub-sub-sub-rank system. Let me quote from my reply to Koz, whenever we discussed this specific structure prior to its implementation:

Quote
I think the key thing is to avoid it becoming too much like a currency/rep grind, and to ensure it adds to the guild's flavour and concept rather than detract from it.

I think it’s too easy to conceive of the tribe as some sort of warband of Big Damn Heroes, which is what Rarg yanked it pretty heavily towards, and which it's in danger of drifting towards via autopilot when we focus so much of our creative efforts on combat-focused events and plot-lines.

The guild is a tribe, of course, and a nomadic tribe is basically a mobile village, and a village is a self-sustaining society with different roles that benefit the community — hunters, craftsmen, mystics and elders. Yank the focus back towards that and as long as you provide some cool events, the rest takes care of itself.

New Bloods learning from their tutors, Gosh’kar/Thur’ruk telling tales and performing everyday rituals, Nag’Ogar/Rrosh-tul hunting and crafting armor/weapons, Gul’thauk/Varog’Gor policing the tribe and taking care of threats inside and outside, and the Chieftain at the head of the whole society as its figurehead and leader.

Just need to give people a reason to care and invest themselves, ICly and OOCly. What they do should feel like it matters -- while something may be called a rank, a helpful way to look at it is a 'job'. Give everyone a job and some theoretical and practical thing to do in between events, and it starts to feel like an IC community.

To use the Path of Strength as an example, since a common refrain in the past has been that they have nothing to do outside of battle: any tribal society’s fighting force are warriors during war and hunters during peace — ergo they should be in charge of feeding, clothing, arming and supplying the tribe. That’s basically the easiest RP there is, because everyone needs to eat, wear things, wield weapons and use things.

The other two paths have even more obvious and applicable non-combat roles. The Path of Cunning are basically scouts, spies and police. You could give them a diplomacy role too, as double-agents gathering intelligence. The Path of Wisdom are your priests, scholars and lorekeepers.

Above all, I think the guild just needs to remember its concept and bring that to life in as full and immersive a way as possible. A successful, practical concept is a self-sustaining entity. If you make people feel like something interesting and fun is happening, they will log on and they will participate.

So, the tribe has gone from a simple path structure of a trial rank, three junior ranks, three senior ranks and a GM. It’s easy, it’s flexible and it works for the structure of an informal tribal society rather than a militarised warband or bureaucracy.

At present, this has been changed to a trial rank, three junior ranks with five strata of sub-ranks each with three unique names (fifteen total, plus the generalised form, for twenty new sub-ranks), the lower sub-ranks not strictly considered officially part of said junior rank, and the penultimate highest junior sub-ranks having their own sub-sub-rank of champion, with forty-three separate but multi-choice sub-sub-sub-ranks, which are all nominally voluntary but encouraged, along with two separate currency grinds with exchange rates!

Which means that the tribe’s structure has went from six distinct concepts along three paths to sixty-six separate concepts. I fail to see how we can ever meaningfully depict this with a guild whose active membership rarely exceeds twenty online players even during good times — and indeed, the last time the officer-team spoke on rank reform, it was to reduce the number of ranks, rather than increase them by a factor of ten.

I don’t want to be funny, but I’m a reasonably intelligent person. I’m not a genius, and my memory’s not great, but I consider myself at least average. I’ve been a strong believer in keeping things neat and simple. How do you possibly expect people to remember all of this without constant reference to various explanatory threads? Tribal societies were formed of large overlapping professional bounds, such as ‘the hunters/warriors’, or ‘the wisemen’. I’m afraid that the new structure is grossly inefficient, and certainly a case of less equalling more.

Furthermore, it’s natural that when coming up with over fifty new names, they’re not going to all be original or distinct. Yet there’s no obvious logical flow in particular between the various sub-rank and sub-sub-rank names. For instance:
- Why is a seer a rank rather than a specialisation, given that it specifically refers to someone with supernatural talent for augury, not someone who grinded 40 of a currency?
- Ditto for keeper and caller, which are not ranks but distinct talents. Why is a keeper above a caller? Why is a keeper below a seer? They could realistically come in any order and make the same amount of sense.
- Shadow and Reaver are even worse, because of their sheer generic nature.

The very first place to cut out the bloat would be here, given the purely arbitrary nature of many of these labels, and the fact that they seemingly overwrite the genericised sub-ranks of Oathbound, Seeker, Proven and Chosen, which don’t seem to have any particular descriptive use and could just as easily be filled with numbers one through four.

In addition, this new structure is ostensibly designed to increase initiative, but in multiple regards, it only restricts opportunity until you’ve grinded enough currency. Some questions:
1- Why do you have to grind 60 Fangs (or complete on average 30 missions!) before you can lead a warband, if the goal is to enable more people to use their initiative?
2- Why does the Alpha, the right-hand of an Elder, need his own right-hand of a Champion? And what do they even do in any meaningful sense, in a guild with 20 people in it at the best of times?
3- Why do you have to ‘earn’ a member spotlight? Why not take a moment to highlight a newer member making a splash, or otherwise ask people to volunteer instead of locking it behind a 40-fang grind?

In short, it feels like rearranging the deckchairs and getting carried away with a bunch of fancy different ranks, instead of focusing those creative energies on the guild’s events and concept — breathing life into the notion of an orcish tribe, rather than a 66-tier specialisation system from some D&D manual. Since I joined OotRB in 2011, I always appreciated the lack of fan-wank, pretence and simple bull-shit that weighed down so many guilds, their concepts and their rank-schemes.

I’m afraid that this has simply gone too far in the opposite direction, and it doesn’t matter how much time or effort you’ve put into it — that doesn’t affect its intrinsic merits. A good idea is good whether it took you a minute or an hour, and a bad idea is a bad in the same regard. I have, after all, put time and effort into this feedback, and that doesn't mean you have to agree with me.

Thanks, and I would appreciate level-headed responses to my feedback.
Title: Re: Suggestions and Feedback
Post by: Wornag (Kronnor) on March 01, 2016, 06:00:10 PM
I have to agree with Sadok on this one. The new ranking concept is suitable for a high population guild, but for ours is just useless. Most of the ranks and specialisations probably won't even be used since I do not think we even have so many active members lately.
Also, people will now start to take part in events just so they can grind a currency to advance to a higher rank. This feels like grinding rep in the game just so we can buy new stuff from a certain faction. The old system was good as it was... If something is not broken why change it?
But the quest board is very good for adding rp between events and campaigns.
Title: Re: Suggestions and Feedback
Post by: Rhonya on March 01, 2016, 06:14:36 PM
Also, people will now start to take part in events just so they can grind a currency to advance to a higher rank. This feels like grinding rep in the game just so we can buy new stuff from a certain faction. The old system was good as it was... If something is not broken why change it?
But the quest board is very good for adding rp between events and campaigns.

I'd like to shortly reply on this part.
That's the entire idea of the fangs. I have not been part of thinking up this system, but I am of opinion it's a great idea. We've had issues a lot with people trying to make events, but no one would show up unless they were lead by an officer. People (beside officers) eventually just stopped making events of their own, which was a sad thing, because not everything should be spoonfed by the officer team.
If people come to RP more now because they get a reward, it generates more RP, people want to lead events, because people now -do- show up because they're rewarded.
So that's only a win-win situation. You can't -grind- them, because you have to put effort into them, and RP through them, or create RP for it. So all you do is create more RP, which in turn means more people show up, which means people will want to join, because we have so much going on.
Title: Re: Suggestions and Feedback
Post by: Mozrogg on March 01, 2016, 06:21:43 PM
I think people are getting too hung up on the whole fangs and specialisation and titles and what-not, that is simply a little incentive for people to actually RP without their hands being held by an officer. In an ideal world people would be RPing 24/7 and no incentive would be required, but that isn't the world we live in. In my eyes, the whole idea of this concept is to simply generate more RP outside of the tues/thurs/sun rotation of events, which is a great idea in my eyes, and if it gives you something to aim for ICly well, I'm all for it. Humans are material creatures by nature. GIVE ME ALL THE FANGS.
Title: Re: Suggestions and Feedback
Post by: Kozgugore on March 01, 2016, 11:23:13 PM
Long-ass text, but I'm left with no other choice here, it seems!

I will however make a suggestion, one for vigilance. My maths has never been perfect, but I do like to think ahead when I plan things... I'm not sure how often these fangs will be handed out or by whom and how... But I have this feeling that the middle ranks may very quickly become 'bloated', (bloated may be a poor word to describe this, but i'll run with it). By bloated, I mean those making events may not progress as quickly/suitably as those attending while those they give fangs to may quicly catch them up. I don't know, maybe thats why you need so many to progress? I could just be waffling, but as Koz said previously its a beta stage thing, and I -do- like the look of it, very much. It has awesome potential.

I'm not certain whether I completely understand what you're trying to describe, but as for having a lot of people "stuck" on the Proven rank: That's not necessarily a bad thing. The Proven are -supposed- to make out the bulk of the Paths, after all. Though advancement both beyond that and even beyond Oathbound is, in the end, completely optional. No one -has- to force himself to collect enough Fangs to advance to the next rank. They can only do so if they feel enthused enough to actually make an effort for that, but by no means will they miss out on anything IC or OOC by not doing so.


And as for Sadok's post: From the text you quoted from the Skype conversation we had a while back, there are a few lines that actually put emphasis on exactly what it is that we're trying to achieve here:

Quote
The guild is a tribe, of course, and a nomadic tribe is basically a mobile village, and a village is a self-sustaining society with different roles that benefit the community — hunters, craftsmen, mystics and elders. Yank the focus back towards that and as long as you provide some cool events, the rest takes care of itself.
Quote
New Bloods learning from their tutors, Gosh’kar/Thur’ruk telling tales and performing everyday rituals, Nag’Ogar/Rrosh-tul hunting and crafting armor/weapons, Gul’thauk/Varog’Gor policing the tribe and taking care of threats inside and outside, and the Chieftain at the head of the whole society as its figurehead and leader.
Quote
Just need to give people a reason to care and invest themselves, ICly and OOCly. What they do should feel like it matters -- while something may be called a rank, a helpful way to look at it is a 'job'. Give everyone a job and some theoretical and practical thing to do in between events, and it starts to feel like an IC community.
Quote
To use the Path of Strength as an example, since a common refrain in the past has been that they have nothing to do outside of battle: any tribal society’s fighting force are warriors during war and hunters during peace — ergo they should be in charge of feeding, clothing, arming and supplying the tribe. That’s basically the easiest RP there is, because everyone needs to eat, wear things, wield weapons and use things.
Quote
The other two paths have even more obvious and applicable non-combat roles. The Path of Cunning are basically scouts, spies and police. You could give them a diplomacy role too, as double-agents gathering intelligence. The Path of Wisdom are your priests, scholars and lorekeepers.
Quote
Above all, I think the guild just needs to remember its concept and bring that to life in as full and immersive a way as possible. A successful, practical concept is a self-sustaining entity. If you make people feel like something interesting and fun is happening, they will log on and they will participate.

These few snippets each resemble some of the thoughts that went into this new prestige rank system (which I also explained to you in quite some detail in that same Skype chat, which you didn't seem as overwhelmingly opposed to at the time). The guild will be, indeed, like a self-sustaining society with different roles in the community. This is done, more so than before, by giving people a chance to throw up notices on the notice board to ask for help or to try and get people to do something they need. This is also done by allowing people to choose a Specialization, which signifies to all the other members that member X is a [profession] and can seek out that exact orc in times of need. Everyone has a role that they can play out, given the right circumstances. Ideally, everyone has a place and a particular role of importance.

By ensuring everyone's appointed to a specific Path, the increased number of orcs belonging to each of them should allow for more Path-specific events and, as we've taken to calling it, "flavour" for each path such as war bands and shaman meetings or specific Path-related events. I'll add to that that I'm very much aware that there's a chance we might not end up having enough people in each path to commit to Path-specific events regardless, and that would be a shame. But we won't know until we actually do try to streamline the process and make it a simple case of trial and error. If it fails, there's nothing stopping us from ironing things out even more or, if need be, revert to the previous rank system.

At present, this has been changed to a trial rank, three junior ranks with five strata of sub-ranks each with three unique names (fifteen total, plus the generalised form, for twenty new sub-ranks), the lower sub-ranks not strictly considered officially part of said junior rank, and the penultimate highest junior sub-ranks having their own sub-sub-rank of champion, with forty-three separate but multi-choice sub-sub-sub-ranks, which are all nominally voluntary but encouraged, along with two separate currency grinds with exchange rates!

Which means that the tribe’s structure has went from six distinct concepts along three paths to sixty-six separate concepts. I fail to see how we can ever meaningfully depict this with a guild whose active membership rarely exceeds twenty online players even during good times — and indeed, the last time the officer-team spoke on rank reform, it was to reduce the number of ranks, rather than increase them by a factor of ten.

I don’t want to be funny, but I’m a reasonably intelligent person. I’m not a genius, and my memory’s not great, but I consider myself at least average. I’ve been a strong believer in keeping things neat and simple. How do you possibly expect people to remember all of this without constant reference to various explanatory threads? Tribal societies were formed of large overlapping professional bounds, such as ‘the hunters/warriors’, or ‘the wisemen’. I’m afraid that the new structure is grossly inefficient, and certainly a case of less equalling more.

I'll start off by saying that it feels like you seem to be needlessly complicating things with your explanation here just to try and prove your point since at the core of it all, it honestly isn't all that complicated. Whether something is complicated or not is probably a subjective matter, but I get the feeling that the main problem here is that these are too many ranks -in a single change-, rather than altogether. I won't deny that there's some truth in that. There are, indeed, a great many changes when one looks only at the number of ranks that have been added. However, bear in mind that someone won't have to learn each and every rank from the top of his head. Someone entering the Path of Strength has little reason to be forced to know every single tier of the Path of Wisdom, and vice versa. I -will- say that having so many rank names is not ideal, but was chosen in order to give each individual Path its own separate identity. As mentioned before however, this is still a system we're very much experimenting with. Be it in the ranks, the amount of fangs required or the rewards. Plenty of things may still be subject to change, which is why feedback is not a bad thing either (so long as it's done so without any manner of needless passive-aggressiveness).

In that same Skype chat that you mentioned, you quoted some of your own pieces from, you also said this:
Quote
I guess a helpful way of thinking about it is thinking about what you would do if OotRB was a new guild you were launching, instead of something that's been going along for a decade. Focus on what you think the guild should be, then think about how to make that a reality.

If I were to make a new tribal guild right now, these would be some of the things I would implement. A self-sufficient means for player interactions (the notice board) and a rank system that allows people to keep on longing for more and gives incentive to RP (prestige ranks). The main point to note about the latter is that one isn't -required- to climb it if they don't want to. They can just keep on sitting on the Oathbound rank is that so suits their needs. But through regular bits of RP, it should be easy enough to gather up a few Fangs and to, eventually, climb up nonetheless. I believe you referred to this kind of concept as "cynically manipulating the typical WoW player's insatiable need to acquire pixels and empty titles in a desperate search for any kind of self-worth" in the Last Post thread yourself. And that's what it is in the end. Only in this case, it ultimately serves the purpose of feeding random RP (and therefore, fun) to people who choose to participate in that.

Furthermore, it’s natural that when coming up with over fifty new names, they’re not going to all be original or distinct. Yet there’s no obvious logical flow in particular between the various sub-rank and sub-sub-rank names. For instance:
- Why is a seer a rank rather than a specialisation, given that it specifically refers to someone with supernatural talent for augury, not someone who grinded 40 of a currency?
- Ditto for keeper and caller, which are not ranks but distinct talents. Why is a keeper above a caller? Why is a keeper below a seer? They could realistically come in any order and make the same amount of sense.
- Shadow and Reaver are even worse, because of their sheer generic nature.

The very first place to cut out the bloat would be here, given the purely arbitrary nature of many of these labels, and the fact that they seemingly overwrite the genericised sub-ranks of Oathbound, Seeker, Proven and Chosen, which don’t seem to have any particular descriptive use and could just as easily be filled with numbers one through four.

This is a question that could be asked for pretty much -any- (RP) guild out there. Why do they have the naming structure that they have? Why does "Legionnaire" come before "Veteran" in some guilds, even though the one might just as easily imply the other in a historical sense? Because you need to build structure somehow. And you sure can create structure by naming a rank "Number 1", "Number 2", "Number 3" and so on, but that's hardly going to create any immersion. Having said that though, there -has- been thought put into the order of the current rank structure and if one would ask, it can easily be explained why the one comes before the other.
Anyone that does have ideas for better names is quite welcome to come up with them. Once again, the system is a WIP. If enough people are in favour of it, we can just as well drop the sub-ranks and stick to only the normal ranks (Proven, Chosen, etc.). However, as I pointed out, the sub-ranks have at present been chosen to be included so that they would give each individual Path an identity; a structure of their own. That's exactly what I would have done, had I wanted to create a new guild. Certainly not when it would be a small guild due to a lack of people, but I would in this particular case because I believe this guild has the potential to have enough people to accommodate multiple ranks by now. Even if it's just for the sake of encouraging people to keep climbing that ladder.

In addition, this new structure is ostensibly designed to increase initiative, but in multiple regards, it only restricts opportunity until you’ve grinded enough currency. Some questions:
1- Why do you have to grind 60 Fangs (or complete on average 30 missions!) before you can lead a warband, if the goal is to enable more people to use their initiative?
2- Why does the Alpha, the right-hand of an Elder, need his own right-hand of a Champion? And what do they even do in any meaningful sense, in a guild with 20 people in it at the best of times?
3- Why do you have to ‘earn’ a member spotlight? Why not take a moment to highlight a newer member making a splash, or otherwise ask people to volunteer instead of locking it behind a 40-fang grind?

1. Warbands are not to be mistaken with one's ability to organize any kind of random hunt. Warbands have been a concept we've been playing around with a long, long time, which I still believe would be an excellent addition to the aforementioned "flavour" that each Path could sincerely use. Warbands have a use of their own when it comes to this kind of flavour RP - one that can only be realized once enough people have been added to the Path of Strength, so until that time, it's not really something one will have to worry about to begin with. In due time, we'll hopefully be able to realize the warbands plan (along with the other rewards mentioned for Alphas). Suffice to say though, it's - once again - a simple addition that should encourage tribal flavour RP. Moreover however, you seem to imply that people aren't allowed or able to have any initiative before they would earn this rank. On the contrary: People are showing initiative - and creating RP for others and themselves - by working towards that rank. The created RP is the main reward one should reap here - not the Alpha privileges which are primarily there for flavour and E-peen.
2. I'm not sure where you got this idea from, but the Alpha does not have a right hand in the Chosen rank. The Alpha is the only right hand here.
3. Because from the very start, the member highlight was made up to give extra attention to members who deserve a little bit of extra recognition for their efforts done in the tribe.

I’m afraid
I don't mean to take the words out of your mouth, but I think this is where the core of the problem might lie. The impression that I'm getting is that you've become afraid of change - be it in the tribe's structure or otherwise. Now as I said before, I realize full well that these changes are indeed a lot to swallow at once. I completely agree with you in that. We originally hadn't even intended on changing the in-game ranks to the new ones right away, just to experiment around with it first. But in the end, going all-out seemed the better option to at least make sure that everything would be made as clear as possible in the end, rather than having some vague ranks floating around in the old rank structure. That might make things a bit challenging right now, but as soon as everyone -has- gotten used to things, it should hopefully make things a lot smoother. As for newcomers who are just getting acquainted with the system? You earn your New Blood Marks, you choose your Path, and then you earn Fangs through random RP for special rewards within that Path if you have any interest in climbing the rank ladder. It's as simple as that. One isn't going to be forced to advance or forced to choose a specialization if they don't care for it or forced to care about earning Fangs at all.

Yes, the amount of new titles can be a bit overwhelming. Once again, that's something I certainly will agree with you and I'm open for suggestions otherwise or, if a majority prefers it, to remove the individual Path's sub-ranks at the price of the aforementioned Path-flavour I mentioned. But other than that point, I can't really say anything other than the fact that I believe this is a change we needed to make. The truth is that we -do- need to shake things up a bit. Not only to continue innovating and to ensure we don't keep standing still in our own progression as a guild, but also because barely two weeks ago, there were hardly any people online whatsoever. Compared to zero people online two weeks ago, we've had several people online today before it was even "event prime time". I'm not saying that has something to do with these rank changes alone, because we've had a few people returning to the game in the meantime as well, but the long term will simply have to prove whether or not the prestige rank system has a positive influence on member attendance and initiative. So far, I see plenty of increased activity rather than a decrease due to anyone being particularly confused. Perhaps it's just a spur of the moment and things will die down, but this is not something we'll ever find out if we just keep on speculating and hoping that random RP will -somehow- come back by itself.

To conclude, one thing I have to point out is that you used the word "grind" six times (one of which from the copied Skype log, but with the same intent) in your post. I personally believe "grind" is an incorrect word to use in this entire system, however. Yes, you grind for them in the sense that you gather X amount of nonexistent pixel items, but I feel "grind" is used in the negative context of the word here. You do not earn Fangs by doing something repetitive and boring like one would do in the general context of MMO "grinding". You earn these Fangs, without any further obligation, by creating and participating in RP; Pro-active RP that's made outside of events, which is something I feel is safe to say we've been in dire need of. So to use the word "grind" in the sense that you do, would do a disservice to what the entire point of the system is supposed to be.
Another thing to bear in mind lies in the very name of the system: These are Prestige ranks. You don't earn anything by them other than prestige. It's not about what someone does or doesn't deserve or can't do: It's about what you're obliged enough to do in order to create or participate in random RP and whether the incentive thereof is enough for you to participate in that. If not, fair game. One can just as well not pay any attention to the prestige ranks whatsoever and still keep on doing their own, personal thing in the tribe without having to learn a whole new dictionary of ranks.
Title: Re: Suggestions and Feedback
Post by: Kozgugore on March 01, 2016, 11:23:59 PM
And yes, I know that post is far too long. What can I say, I like to torture my fingers.
Title: Re: Suggestions and Feedback
Post by: Sadok on March 02, 2016, 12:22:52 PM
Firstly, I’d like to note that I don’t mean to cause offence, and there’s no passive-aggressiveness intended. You’ve asked for feedback, and this is my feedback — as I noted before, I would love to be proven correct, frankly. If a bunch of changes are made, they may as well be positive changes.

Quote
These few snippets each resemble some of the thoughts that went into this new prestige rank system (which I also explained to you in quite some detail in that same Skype chat, which you didn't seem as overwhelmingly opposed to at the time).

That would be specifically because the scope of just how much was being added was unclear. At the time we spoke, you were proposing a three-tier prestige system, of which one would be Oathbound and the final would be Alpha (both of which already existed to a degree).

To be honest, I was just glad you were excited about an initiative, because without breaking officer kayfabe, I had been worried about your disengagement for a while. But given that my objections largely centre around less being more, it’s natural that I’d become more opposed to an idea when you add more stuff from the last discussion.

Quote
I'll start off by saying that it feels like you seem to be needlessly complicating things with your explanation here just to try and prove your point since at the core of it all, it honestly isn't all that complicated. Whether something is complicated or not is probably a subjective matter, but I get the feeling that the main problem here is that these are too many ranks -in a single change-, rather than altogether.

Needlessly complicating things? Not any more than is already apparent in the new structure, to be honest. Sixty-six is a larger number than six, in terms of delineating the Path structure. If you must retain things the way they are now, I feel like the path-specific sub-ranks are simply unhelpful and confusing — in the quest for giving each path its own identity, the tribe as an entity becomes significantly more complex and muddled.

Quote
There are, indeed, a great many changes when one looks only at the number of ranks that have been added. However, bear in mind that someone won't have to learn each and every rank from the top of his head. Someone entering the Path of Strength has little reason to be forced to know every single tier of the Path of Wisdom, and vice versa.

This, for instance, is not a selling point. Graduating from a structure everybody understood in full, to one so complicated that members of one part of the tribe can simply shrug at the complexity, because they probably don’t need to know anyway, is not an upgrade by any sense of the word. Especially from an IC standpoint of being able to easily identify a chain of command in the field of battle or other conflicts.

Quote
If I were to make a new tribal guild right now, these would be some of the things I would implement. A self-sufficient means for player interactions (the notice board) and a rank system that allows people to keep on longing for more and gives incentive to RP (prestige ranks). The main point to note about the latter is that one isn't -required- to climb it if they don't want to.

This could naturally be said for the last rank structure, so it doesn’t have any specific bearing, positive or negative.

Quote
This is a question that could be asked for pretty much -any- (RP) guild out there. Why do they have the naming structure that they have? Why does "Legionnaire" come before "Veteran" in some guilds, even though the one might just as easily imply the other in a historical sense? Because you need to build structure somehow.

We RP within the setting, and either in Azeroth or in the real world, certain ranks and words accrue meaning with time and internal logic, or slowly become detached from their original meaning yet retain usage. The latter was the in-universe explanation for the original archaic orcish ranks, such as Nag’Ogar or Varog’Gor, which were spiritual successors to former Clan Redblade ranks that more literally reflected their meaning.

Of course, that was all player-made lore used by Akesha and others to justify certain changes within the framework of the guild’s mythological backstory. Is it truly so unreasonable to want similar attention to detail and in-universe logic with any new ranks, rather than just saying “why not?” and pointing to the often inane rank-structures of other guilds.

Quote
2. I'm not sure where you got this idea from, but the Alpha does not have a right hand in the Chosen rank. The Alpha is the only right hand here.

Well, what do the Chosen do? I don’t understand. It doesn’t seem like they exist for any IC or OOC reason other than to have an additional rung of the ladder, while downgrading the Alpha competition notion down one rung.

Quote
barely two weeks ago, there were hardly any people online whatsoever. Compared to zero people online two weeks ago, we've had several people online today before it was even "event prime time”.

It’s difficult to credit a certain change for increasing activity even before said change was announced. Activity fluctuates up and down, and for a range of reasons, including event quality, plot relevance, seasonal variances, and in particular officer activity, which has most certainly picked up the last fortnight in spirit. There are ways to kick things into gear without restructuring everything, and indeed I welcome the Notice Board concept as a method for generating RP. I simply dislike the accompanying wholesale rank changes.

Quote
I don't mean to take the words out of your mouth, but I think this is where the core of the problem might lie. The impression that I'm getting is that you've become afraid of change - be it in the tribe's structure or otherwise.

I don’t want to be funny, but mischaracterising me as being afraid of change? The officer forum is littered with my various brainstorms for new rank structures, and I specifically proposed many of the recent-ish rank changes such as Gul’thauk, Alpha and Marks of the Red Blade.

The only difference is that I didn’t press forward with a change if it wasn’t better than the existing system. Change for change’s sake, or just to “shake things up” as you said, isn’t a universal positive. Furthermore as I noted, many of these changes involved reducing ranks rather than increasing them tenfold — so is it truly shocking to imagine I might disagree?

I understand that this is your baby, and you wouldn’t have implemented it if you didn’t believe in it, but please, to characterise anyone against one or more elements of a whole raft of announcements as being ‘afraid of change’ is simply an unfair and reductive way of looking at things.
Title: Re: Suggestions and Feedback
Post by: Rhonya on March 02, 2016, 03:03:59 PM

Needlessly complicating things? Not any more than is already apparent in the new structure, to be honest. Sixty-six is a larger number than six, in terms of delineating the Path structure. If you must retain things the way they are now, I feel like the path-specific sub-ranks are simply unhelpful and confusing — in the quest for giving each path its own identity, the tribe as an entity becomes significantly more complex and muddled.



Just want to note again, even though I also did on skype already..

There are -no- 66 ranks. Specialisations have absolutely nothing, and then I mean nothing, to do with ranks. They're for flavour. -Extra-. On the sideline. Something as ideas for people to work towards. No ranks. No nothing to do with ranks. So the only new ones are the '3' total other ones and a few sub ranks that are only important once you're on the path itself to know to point out which path you're on and giving that something special. It's really not that hard.
So far I've only heard people how positive they were after reading things through and actually coming on a few missions so far which people are happily posting up and coming to, they're getting along well with the new system so far Perhaps here and there will need to be pointed out about the ranks or things, but that would've happened with smaller changes to.

So I got no complaints so far, give it a few weeks for people to get used to it and learn the ropes and pass it onto new people, and we'll be perfectly fine.
Title: Re: Suggestions and Feedback
Post by: Revax on March 02, 2016, 11:18:20 PM
Just like to point out that I, as a person who gets easily gets confused by things, have not gotten confused by the new rank stuff.
Title: Re: Suggestions and Feedback
Post by: Rashka on March 03, 2016, 12:23:04 PM
So without reading any of the above, I just wanna give my five cents. I LOVE the new idea of this ranking system. To me it seems very motivating. \o/
Title: Re: Suggestions and Feedback
Post by: Kozgugore on March 03, 2016, 01:26:22 PM
I certainly don't blame anyone else for just skimming over these little walls of texts. For me personally, this will certainly be the last bit I'll be saying about this particular part of the discussion because I don't believe we'll get any further at this stage right now. I've reached the point that I've had to sit down and try to pose a decent enough response over the course of three hours, so I'm going to try and keep this however short I can.


That would be specifically because the scope of just how much was being added was unclear. At the time we spoke, you were proposing a three-tier prestige system, of which one would be Oathbound and the final would be Alpha (both of which already existed to a degree).

Nowhere did I mention there were only three ranks. In fact, I used the word "progression tree", which already implies a wider progression than that. Nothing has been added any more but the exact names of each individual rank of the basic structure that I laid out at the time. Granted, they -are- a lot if you count every single sub-rank in the paths, but it's impossible to add a bit of complexity without doing just that. And personally, I do not mind the slightest bit of complexity as opposed to the simplicity that you promote, so I guess that's simply a matter of opposing ideals.

Needlessly complicating things? Not any more than is already apparent in the new structure, to be honest. Sixty-six is a larger number than six, in terms of delineating the Path structure. If you must retain things the way they are now, I feel like the path-specific sub-ranks are simply unhelpful and confusing — in the quest for giving each path its own identity, the tribe as an entity becomes significantly more complex and muddled.

I have no idea where you pull the 66 number from, but even if you count the individual Path and Elder names into the equation, you'll find no more than 25 rank names on the new chart that's been laid out. Specializations, as mentioned before, serve no purpose in the hierarchy of ranks other than the kind of flavour that individuals themselves could just as easily have put in their own MRP/TRP description far before this system was introduced (and which some actually already did. Marnosh for example already titled himself a Gladiator). So yes, I do think you are needlessly complicating things.

This, for instance, is not a selling point. Graduating from a structure everybody understood in full, to one so complicated that members of one part of the tribe can simply shrug at the complexity, because they probably don’t need to know anyway, is not an upgrade by any sense of the word. Especially from an IC standpoint of being able to easily identify a chain of command in the field of battle or other conflicts.

It's not meant to be a selling point for that matter. You're simply not going to be forced anywhere along the line to learn every single rank from the top of your head. The Oathbound to Alpha rank, sure. Those would be useful to know. But they're five rank titles in total which have a clear enough hierarchy if one looks into the meaning of the names. Once more, I won't be opposed to removing the sub-ranks if enough people do agree to that - it was one of the things I was less certain about myself from the get-go - but I feel it's best to set up a poll for that to make every voice count rather than now, when people are more likely to skim over these walls of texts anyway.

Having said that, wasn't the whole point of the tribe not being purely militaristic one of the major problems you tried to point out in your previous post? With the sub-ranks, you'll have a structure that deviates from the usual military-oriented rank names by offering a deviation from the Path of Strength names, which can still be used for military situations. For a guild that's always tried to strive to radiate some manner of village or tribal RP, it's always been quite the challenge to come up with names or ranks that aren't purely military-oriented. Had I considered it a possibility, I would have gladly even gone as far as to include a "civil" path to go alongside the other three as well (which is sadly not an option due to obvious reasons).

This could naturally be said for the last rank structure, so it doesn’t have any specific bearing, positive or negative.

Yet the obvious flaw with the previous rank structure, as has been shown over the past eight years that the system was active, is that no one had any incentive whatsoever to climb that ladder. So I personally believe there certainly is a more positive bearing and addition to the new system.

Is it truly so unreasonable to want similar attention to detail and in-universe logic with any new ranks, rather than just saying “why not?” and pointing to the often inane rank-structures of other guilds.

It certainly isn't, but I feel it's unwise to create archetypes and rank names with flavour as intricate as the likes of Nag'Ogar or Gosh'kar in simple sub-ranks. In these cases, I do feel a bit of simplicity is more warranted, as to prevent people from having to learn another set of unintelligible, self-made orc names. For example, one of the options was to use existing orc army names for the Nag'Ogar path, but was opted not to be used in order to avoid a connection with the official Horde army. We've simply gone with the best options that we could think up within the officer team, and that's the only and simplest explanation that I can offer at this point, without going balls deep into the details that went behind the making of every single rank name.

Well, what do the Chosen do? I don’t understand. It doesn’t seem like they exist for any IC or OOC reason other than to have an additional rung of the ladder, while downgrading the Alpha competition notion down one rung.

The same reason the others exist. That ladder is exactly -why- they exist. To have another prestige rank to strive to and to create the friendly competition that the concept of the Chosen Champion represents, instead of what the Alpha rank used to have but barely got executed because it had to be set up by officers first-hand. It was Makaroth who came up with the Chosen Champion idea and I thought it was an absolutely brilliant addition that could present immensely entertaining RP. How that turns out remains to be seen when we actually have some Chosen to choose from, but that's all just a matter of time while the system is getting its bearing.

It’s difficult to credit a certain change for increasing activity even before said change was announced. Activity fluctuates up and down, and for a range of reasons, including event quality, plot relevance, seasonal variances, and in particular officer activity, which has most certainly picked up the last fortnight in spirit. There are ways to kick things into gear without restructuring everything,

And yet I feel it was high time we did have some restructuring, because like I said, the previous rank system did not provide the intricacies that the tribe needed in a rank system in order to promote random RP. The lack thereof has been an issue for a very, very long time, as you well know. The notice board concept has come up as an idea before but found little leverage when it was first introduced. After some considerations, I considered prestige ranks the best, and in the end the only, solution to getting it to work properly. And as I said, I'm not crediting the change in activity to these changes right away. However, we've already had several undertakings and initiative that would not have been done otherwise - had the orcs no incentive or reason to even set a foot outside of the Crossroads.

I don’t want to be funny, but mischaracterising me as being afraid of change? The officer forum is littered with my various brainstorms for new rank structures, and I specifically proposed many of the recent-ish rank changes such as Gul’thauk, Alpha and Marks of the Red Blade.

While I would want to argue that some of the concepts you mentioned come from a collective of different officers' insights, the main difference to bear in mind is that these changes weren't in the same spectrum or scale of what's been done this time around and weren't -meant- to have as much of an impact at the time. I don't doubt that such a large scale change as this one can be frightening or intimidating to some, and I won't blame anyone for thinking so. All I've asked for thus far, is that it's given a chance to develop itself and to see where the chips will eventually fall.

The only difference is that I didn’t press forward with a change if it wasn’t better than the existing system. Change for change’s sake, or just to “shake things up” as you said, isn’t a universal positive. Furthermore as I noted, many of these changes involved reducing ranks rather than increasing them tenfold — so is it truly shocking to imagine I might disagree?

Once again, this was not a change merely for change's sake. Those are your words. It was clear to me that change was needed when those few weeks back, there was barely anyone online and something -clearly- had to be done for the long-term future of the guild. At this point, I don't see any reason to go back to the previous structure or a smaller structure because the entire point of the prestige system is to have -more- ranks rather than less. Keeping the concept vague without any tangible ranks to show for it, would most certainly not work out.

As mentioned before, I would at the very least be willing to see whether a majority of people would agree with things being any better if the sub-ranks of each Path were to disappear. In the end, they're just there for flavour anyway. I actually think it'll be more of a matter of whether people will actually choose to use the sub-rank names in practice, in-game, rather than the overarching rank names instead (Oathbound to Alpha). If there turns out to be a tendency to use the latter altogether anyway, I would most certainly not be opposed to removing them either.


Still not a very short response by any means, but I hope that at least clears up just a few things along the way. TL;DR, I'm not opposed to leaving the sub-ranks out if enough people believe that's the better course of action and I might see about a way to set up a poll for it, if in-game results don't already prove otherwise.
Title: Re: Suggestions and Feedback
Post by: Groshnok on March 03, 2016, 01:51:07 PM
Gonna agree with Koz' point about activity there. In my opinion this expansion itself presented a hard task of RPing in (we were stranded in Draenor for months, hopping from place to place as raiders eventually got stale but there wasn't exactly room to do any other type of plot). I myself had to take a three month break because of how bored I was getting with RP. However this new system gives the opportunity for some interesting RP on days where we don't have any events, and is a pretty motivating factor to come online. My only hope is people do keep posting events to the notice board, I myself will try to create some. To me they're like side quests to the main plot of whatever the event chain we're doing is, they fill up time and also can allow for more character growth.
Title: Re: Suggestions and Feedback
Post by: Claws on March 04, 2016, 02:42:10 AM
To much for my old brain and eyes.
Total lost after 2-3 pargraph  :o :'(

Koz and Sadok fingers must be just little stumps now.  :-[
Title: Re: Suggestions and Feedback
Post by: Rashka on March 12, 2016, 03:45:10 PM
I have a suggestion for the notice board quests. How about, every 1 or 2 week, an officer can put up a special quest of sort, that has a deadline, and must be completed with atleast 4-5 other people? Sort of like a mini raid, or similiar, that could be a bit harder than the other ones, and award maybe 3 fangs? Just an idea :3
Title: Re: Suggestions and Feedback
Post by: Srelok on March 12, 2016, 04:04:59 PM
I was actually thinking of a few like that, yes :)
Title: Re: Suggestions and Feedback
Post by: Okiba on March 12, 2016, 04:24:08 PM
Thats quite a clever idea. a good calendar filler for a wednesday, or monday when officers have their meeting.
Title: Re: Suggestions and Feedback
Post by: Rashka on March 13, 2016, 01:15:30 AM
I just thought it'd be a cool idea - A written script can be made beforehand, and perhaps be handed out to whoever volunteers to lead it, incase the officer won't be able to do it themselves :3
Title: Re: Suggestions and Feedback
Post by: Gridish on March 13, 2016, 08:35:52 PM
I just thought it'd be a cool idea - A written script can be made beforehand, and perhaps be handed out to whoever volunteers to lead it, incase the officer won't be able to do it themselves :3

This is how I prepare every event.
Title: Re: Suggestions and Feedback
Post by: Claws on March 13, 2016, 08:40:05 PM
A written script can be made beforehand


?.?.?.?.?.?   :o
Title: Re: Suggestions and Feedback
Post by: Groshnok on March 21, 2016, 11:37:58 PM
I know real life can get in the way of a lot of things, but just there I did a quick /who on the members of the guild present at the festival tonight and it's a bit weird that the guild organising it is at the lowest number in attendance. I just hope this won't reflect badly on us for future Kosh'hargs.
Title: Re: Suggestions and Feedback
Post by: Rhonya on March 22, 2016, 08:42:52 PM
We've never been such a big guild like Rotgarde or Irontusk. I can remember from last year that organising and holding this event is hella lot of a stressful thing ic and ooc, to arrange everything. Seeing there are only 3 active officers at this moment, of who one is abroad, it's just two managing this now. I can't speak for other people of course, but in my own case it's indeed RL being a bitch. Not to mention people being bored with wow in general and taking breaks till Legion. Or just taking breaks in general, like you did the past 4 months or so. Gotta row with the oars we have, people will come online or not.
Title: Re: Suggestions and Feedback
Post by: Rashka on March 28, 2016, 12:04:02 PM
I have a suggestion, that hopefully could help the officer team, in case it gets accepted; Us "Senior" officers, (those interested anyway) could make a sort of chat night as well, to help come up with fresh new ideas for our RP experiences. I've not spoken with anyone about this yet, but the idea has been in my mind for a few days now. I'm not saying that the senior ranks should feel obligated to do this, but I have some feeling it might be a good idea, if people would want in on it. Might loosen up the weight of responsibility on the officer team a little then.

Thoughts? Opinions?
Title: Re: Suggestions and Feedback
Post by: Gridish on March 28, 2016, 02:29:24 PM
I have a suggestion, that hopefully could help the officer team, in case it gets accepted; Us "Senior" officers, (those interested anyway) could make a sort of chat night as well, to help come up with fresh new ideas for our RP experiences. I've not spoken with anyone about this yet, but the idea has been in my mind for a few days now. I'm not saying that the senior ranks should feel obligated to do this, but I have some feeling it might be a good idea, if people would want in on it. Might loosen up the weight of responsibility on the officer team a little then.

Thoughts? Opinions?

There are two things I'd like to point out in this idea.
first and foremost, this might just be a personal something from my end, but if it is the idea that officers are at this chat night, it'll be yet another night that will have to be made free (Beyond the weekly OOC officer meeting and the standard event nights) and I personally don't have the luxury to do so.

Secondly, we have a Skype group dedicated for everything involving events and is meant for our senior members. It's a skype group that you were part of until you left it a while back. So instead of dedicating yet another night to brainstorming for plots and what not, I think the Skype chat that has been dedicated to this idea to let it works its wonders if any of the senior members do have anything they'd like to pitch in the way of events and plots.

I'm glad to see you're coming with ideas though.
Title: Re: Suggestions and Feedback
Post by: Rashka on March 28, 2016, 03:12:04 PM
I have a suggestion, that hopefully could help the officer team, in case it gets accepted; Us "Senior" officers, (those interested anyway) could make a sort of chat night as well, to help come up with fresh new ideas for our RP experiences. I've not spoken with anyone about this yet, but the idea has been in my mind for a few days now. I'm not saying that the senior ranks should feel obligated to do this, but I have some feeling it might be a good idea, if people would want in on it. Might loosen up the weight of responsibility on the officer team a little then.

Thoughts? Opinions?



Quote
first and foremost, this might just be a personal something from my end, but if it is the idea that officers are at this chat night, it'll be yet another night that will have to be made free (Beyond the weekly OOC officer meeting and the standard event nights) and I personally don't have the luxury to do so.

I didn't mean for the officers to be in this weekly chat - If we got any ideas we'd send them your way to refine, or trash.

Quote
Secondly, we have a Skype group dedicated for everything involving events and is meant for our senior members. It's a skype group that you were part of until you left it a while back. So instead of dedicating yet another night to brainstorming for plots and what not, I think the Skype chat that has been dedicated to this idea to let it works its wonders if any of the senior members do have anything they'd like to pitch in the way of events and plots.

This is true.
Title: Re: Suggestions and Feedback
Post by: Kozgugore on May 24, 2016, 11:09:46 PM
So it's been a little while since we've first introduced the new prestige rank system and its new, little flavour ranks. Now that we've all had a little bit of time to experiment around with it, I figure we can now look back on it and try to reflect on what we've seen with it so far. First and foremost, I'm pondering whether or not the Paths' individual sub-ranks should remain in place, considering they may or may not create additional confusion for all the increased amount of rank names that orcs will have to keep into account and remember.

So, if you haven't already, take a look at the sub-ranks page here (http://orcsoftheredblade.com/forum/index.php?topic=4265.0) and when you've done that, please cast your vote in the poll right here (http://www.strawpoll.me/10302296)! Every single vote counts, so make sure to leave yours!
Title: Re: Suggestions and Feedback
Post by: Groshnok on May 25, 2016, 01:40:41 AM
If there was one addition I could suggest, is maybe including fang gaining through participating in main events also (However this would be at a reduced rate, perhaps a quarter or a third of a fang per event)
Title: Re: Suggestions and Feedback
Post by: Kozgugore on May 26, 2016, 03:25:35 PM
We've considered that in the early stages of the concept, but there's some pros and cons to that idea. For example, while it might promote activity on the events and ensure that people who don't have a lot of time for random RP can get their share of fangs as well, it also means the concept of the notice board might be jeopardized as it wouldn't be the only means to earn fangs any more, and people could just garner a high rank through a long time of attendance despite possibly not even doing a whole lot at said events. Still, it's something we can look into, considering the notice board system we have in place thus far is still in its "beta" phases in many ways.

Having said that, do please keep on voting if you haven't already! (and of course, refrain from double-voting) As it stands now, the score is running very equal, so it's increasingly difficult to come to a sound conclusion just yet.
Title: Re: Suggestions and Feedback
Post by: Sakinra/Akanra on May 26, 2016, 03:34:32 PM
Having said that, do please keep on voting if you haven't already! (and of course, refrain from double-voting) As it stands now, the score is running very equal, so it's increasingly difficult to come to a sound conclusion just yet.

There's a vote?

./horribly confused
Title: Re: Suggestions and Feedback
Post by: Kozgugore on May 26, 2016, 03:35:56 PM
Right here, silly!

So, if you haven't already, take a look at the sub-ranks page here (http://orcsoftheredblade.com/forum/index.php?topic=4265.0) and when you've done that, please cast your vote in the poll right here (http://www.strawpoll.me/10302296)! Every single vote counts, so make sure to leave yours!
Title: Re: Suggestions and Feedback
Post by: Sakinra/Akanra on May 26, 2016, 03:53:02 PM
THANKS! *crawls off into her "SMAT" box
Title: Re: Suggestions and Feedback
Post by: Rashka on May 26, 2016, 06:21:16 PM
My suggestion about the weekly boss still stands!
Title: Re: Suggestions and Feedback
Post by: Kozgugore on May 26, 2016, 07:57:30 PM
Ah, right! Will keep on keeping them in consideration! Perhaps we can start putting those into effect on the upcoming plots. Though, people aren't really doing a whole lot of quests from the notice board right now as it is, so... Get to questing, lazy people!
Title: Re: Suggestions and Feedback
Post by: Rashka on May 26, 2016, 09:09:12 PM
I'm planning to do them once I'm back on Tuesday - unless they've already been completed by then :p
Title: Re: Suggestions and Feedback
Post by: Kozgugore on August 10, 2016, 03:54:29 PM
Time for another poll! This time, it's regarding our activities once Legion comes out. As some of you older members know, we called for a brief break from RP upon the release of WoD to allow people to explore the new content, before coming together to continue our Draenor RP campaign. We can repeat this 'policy' once Legion hits (though people would still be able and free to RP among themselves and on their own terms until the tribe officially comes back together) or choose to just continue with our weekly planned events. Cast your votes!

http://www.strawpoll.me/10959449
Title: Re: Suggestions and Feedback
Post by: Okiba on August 21, 2016, 03:39:20 PM
Hey! Rhon suggested I put my thoughts here after having a short ramble in the #LPW6 thread. Namely it's regarding what I suppose could be a 'trueblood hall of fame'. Essentially I just got the slightly sad feeling A character like Sadok needed something truelly eternal to commemorate his characters time in the guild, yeah I know I'm not a member anymore but the titanic impact he had needs something.

Anyhow, my idea has floated around a little and gone down two little paths of thought... either could work.

1) A basic section in the tribe annals area of the forum dedicated to putting up a short 'profile' of a Trueblood, but focused less on their personal details and aimed toward heralding their deeds/actions/accomplishments.

2) Another chapter in the annals, but this time specifically for Lok'vadnod's. It's often been spoken of IC about how the tribe tells the tales of the ancestors around the fire, why not have a forum chapter/section dedicated to compiling some? It could prove an interesting IC tool or pass time for the path of wisdom to compile/write the songs of the dead for Trueblood, or the red blades dead overall.

Anyhow, just the thought I had after last week. Even though I didin't see it, it's had me a bit stunned for a few days knowing Sadoks character is, well, no more.

And that sucks, still, hopefully a suitable way of commemoration can be found.