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EOS. SO what's wrong with it? Expand / Collapse
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Posted Tuesday, August 19, 2008 11:27 AM
Knight

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There seem to be a lot of threads that basically reiterate over and over how great we all think EOS is. However, the system isn't perfect it can't be. So my question is what bit do you think is most annoying?

Don't hug me I'm British, we only show affection to dogs and horses.
Post #71001
Posted Tuesday, August 19, 2008 12:54 PM


Heroic Knight

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What Blasphemy is this?! This is madness......

(pete... come on i know ur watching the boards )

---------------------------
Michael Corleone: If anything in this life is certain, if history has taught us anything, it is that you can kill anyone.

LT - Giblet - Lions
Eos - Flying Weasel (RIP - Krudak)
Maelstrom - John-Boy Arteman
ShadowWars - Sergei Petrovich Denisov
RL - Godfrey - Mad
Post #71011
Posted Tuesday, August 19, 2008 1:07 PM
Prodigal

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In the spirit of constructive criticism:

1) The refs don't always know the rules, probably because it's a very new system and the rules have already been through several iterations. There was one incident I remember of a player having to explain their ability's rules to a ref, and one incident of a ref being wrong about something in the rules queries thread. This will probably settle down as the rules settle and the refs get more experience of this system, though.

2) The rules aren't instinctive among the player base yet - there are quite a few 'huh, what did that call mean' moments and people not knowing how to react, especially to some of the more esoteric magic calls. Possibly the call system around magic is a bit too complicated and hard to remember / find out what every call you might encounter means. (OTOH this does give a wider and richer range of effects than would be available in a simpler system, call system complexity is always a tradeoff.)

3) Slightly too much 'go to GOD if you want to do X' for my tastes - e.g. this put me off playing anyone who was likely to spend Will as getting it back requires finding a ref. (OTOH this does mean you get personal attention for things which might otherwise have been soulless and automated and dull - it's just a preference thing.)

4) Some processes seem like they need streamlining - e.g. it took my friends a very long time to get new characters generated and sorted out with their stuff when they got themselves killed mid-event. I think this was just one of those unfortunate things that happen from time to time though.

5) Plot occasionally feels stuck on rails (but to be fair we were trying to wreck it quite egregiously and having a satisfying plotline while accounting for every contingency is very, very difficult).

6) Having to do downtime before leaving the site meant people were struggling with quite complicated new system stuff while exhausted and hungry. While that's likely to get better with experience, it was then a bit irritating to find out that certain groups got special treatment and were able to submit later by email, which is an option some of the rest of us would rather have liked to use... (I think it was just inadequate communication rather than actual cliquiness but it did leave a bad taste in the mouth of some of the Cambridge lot.)



Maelstrom: Jessily the Wemic, previously Tourmaline of Weaver
CUTT: Kerriville the Ninth, previously Ref 07/08
EOS: Study the Venin
Post #71016
Posted Tuesday, August 19, 2008 1:25 PM
Knight

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firstly there needs to be more games

secondly there needs to be less time between them

thirdly ... no thAts it

ITS BETTER TO STAND BY THE DEVILS SIDE THAN STAND IN HIS PATH

Post #71020
Posted Tuesday, August 19, 2008 1:50 PM


Champion

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ChessyPig (8/19/2008)
In the spirit of constructive criticism:

5) Plot occasionally feels stuck on rails (but to be fair we were trying to wreck it quite egregiously and having a satisfying plotline while accounting for every contingency is very, very difficult).

Can you expand on this one. Setting plot that is not railed can sometimes be difficult but it is our main goal, so I am keen for good feedback on this on how we can make the plots feel more controllable and guidable by the players.


RL: Stuart Maher
PD: Stuart Maher in a frock coat
LT: Stuart maher in orange hi-vis
Omega: Stuart Maher in a rat mask
BUTT: Stuart Maher in various crap costumes
EOS: Stuart Maher writing plot

EOS - Book now, thank me later.

I was going to copyright my posts... but then remembered this is an LRP forum!

Post #71028
Posted Tuesday, August 19, 2008 2:03 PM


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The corruptor had a bit of trouble making his damage call heard over the noise and through the mask (and past my helmet).

The range of offensive magic is a bit weird. Last time I heard an NPC casting at me, and I knew a spell was going off, but I couldn't catch enough of the words to work out which one it was. I had to ask a ref what had just happened. They told me, problem solved, but what happens if there isn't a ref nearby? Do I ignore it on the grounds that the range of a spell is hearing range and I didn't hear it, or do I run forward, ask what it was, then run back and take it on the grounds that I probably would've heard it if I wasn't wearing a helmet?

Edit: Or I could get a helmt that doesn't cover the ears.

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Eos: Diego Gatito - the worst ninja in the world.
Insurrection: Marcus de Selene - the worst price negotiator in the world.
Post #71032
Posted Tuesday, August 19, 2008 3:02 PM


Christopher Tookey's lovechild.

Christopher Tookey's lovechild.Christopher Tookey's lovechild.Christopher Tookey's lovechild.Christopher Tookey's lovechild.Christopher Tookey's lovechild.Christopher Tookey's lovechild.Christopher Tookey's lovechild.Christopher Tookey's lovechild.

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I've got another one:

EOS3 clashes with Dragonforce doing the north of England.

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Eos: Diego Gatito - the worst ninja in the world.
Insurrection: Marcus de Selene - the worst price negotiator in the world.
Post #71040
Posted Tuesday, August 19, 2008 3:04 PM
Prodigal

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Hmm, I tend to agree.  Least the system managers have decided to sort of drop things about getting will back, or at least carrying those silly pink slips about.  So on the up side , the game is developing from the players driven requests, in a good way.  For me, the calls are still a bit clunky, a few too many to remember (and I NEED to remember them) and the hits / damage system not quite perfect yet, but it's new and I think we are expecting to get things wrong or at least let the roleplay flange over it. 

The lore sheets i've seen are just - well, i'll be blunt - bloody aweful.  Too complex and at night you are going to struggle to read anything as it's codes and you would never remember them all. (i'm sure people know what i'm talking about here - runelore??)

If I could add that, so far from what i've seen, the bartering system is a bit, well, inadequate. I know there aren't resources aplenty, but it shouldn't mean "there almost aren't any at all."  Of course the builders and resources will come in as time goes on, but again, at the start it seems just a bit short on the ground, to the tune of again, almost none existant.

It may well be the player base that decided Not to do it, but of course it then becomes difficult to manage and possibly fall apart.  Which means the system managers then have to work it in or assist.

PD: Dubious (so i'm told) and all round Arms Dealer of Mill-en
RL: Ian, maker of fine-ish LARP weapons
www.makai-larp.co.uk
Now providing replica firearms - delivered to every Maelstrom Event!
 
Post #71041
Posted Tuesday, August 19, 2008 3:30 PM