Raynes, I don't usually agree with most of your posts, but you're spot on here, on both posts. There is no longer an incentive to be creative, to ponder on options; hack 'n slash get's the rewards, guile and cunning, intelligence get nothing. I could just play on the mainland if I wanted that; I get experience/rewards for defeating mobs there.
Lo and behold, even a pen and paper game as bland as Dungeons and Dragons (I'm gonna get slapped for this by Jyudas
) suggests to reward 'clever use and innovative thinking on skills'; the 'bashing-down-the-door' playstyle isn't the only one around, nor the only one to achieve goals.
I was at least hoping Ringmasters would be allowed to dispense rewards themselves or allocate ample points for rewards where they see fit. For instance if I were to create a mission to steal an object from a tribe:
*Get past the guards by slaughtering them: 1 reward point.
*Get by the guards, manipulte scenery object AND if NPC group 1 Guards is still alive: 2 reward points
And I want to create challenges for players in the right levels, not reward Avatars of whatnot to plow through; if I wanted to reward them I'd make challenging maps for their levels. They could have at least tried to use a comparable system as is used on the mainland on distributing experience; you learn less or nothing if it's below your skill. If higher level players are so worried about getting experience, why aren't they gaining it on the mainland?
raynes wrote:Yet again I am left asking why bother with the ring at all?
It's a creative outlet to some, a means to share lore, knowledge, vision, pure entertainment and a joy you get from seeing players wrestle through your machinations. The rewards for players only come second to me; heck I can live without. If you really need to get rewarded (material, experience) for every deed you do, every action you take, why bother? I never understood.
Edit: something to set the record straight: the above is not a sneer at you Raynes, but more a general feeling I get across a lot of games. Motivations ought to be character driven, not player driven.