Suggestion: Remove RP requirement [.] in shops - Implimented
May 6, 2021 21:18:38 GMT -6
Post by Alma on May 6, 2021 21:18:38 GMT -6
Right, so I genuinely feel like there should at least be an option to not roleplay with the shopkeepers, and instead just have the single intro post be the only roleplay post required.
The shop tutorial explains that shops are just to obtain items, and any extra posts are just an unnecessary time sink for staff: "It is highly suggested that you keep your roleplay brief in respect to the Mods that will be playing the NPC." "It really is best if you roleplay a shop visit as politely and succinctly as possible. The shops are a tool to be able to use those hard-earned credits to get something fancy or something you need in character, they aren't really meant to be used to level your characters or do a lot of character development. If you'd like to do Character Development in a shop-like setting, use the Plot Area or No-Boundaries instead- there are ways to request a roleplay with an NPC if you need." "Also keep in mind that these NPCs are sort of like cardboard cutouts to a degree and may not have every aspect of them written down for the people that are tasked with helping you to be able to see. That means that these NPCs may not have a super extensive backstory, and they may not know answers to certain questions due to it. Lots of different people play NPCs, so you can get lots of different interpretations of these 'basic' non-player characters."
^It makes a bit more sense for multiple rp posts in terms of the Heavy Hammer or Underground as both of them require the staff to roll a random value for gems before the player can purchase something. This suggestion does not relate to them, unless staff want to either have a hard value for gems(Which I am not entirely against, but I could see folks preferring the random rolls) or simply have a quick "Hello, I am here to buy things, I have rocks." [Staff OoC Post: Gems valued at xxx. Proceed?] [Member OoC Post: Shopping list changed to reflect rolled value. Please complete transaction.] series of posts to keep it speedier.
The shop tutorial explains that shops are just to obtain items, and any extra posts are just an unnecessary time sink for staff: "It is highly suggested that you keep your roleplay brief in respect to the Mods that will be playing the NPC." "It really is best if you roleplay a shop visit as politely and succinctly as possible. The shops are a tool to be able to use those hard-earned credits to get something fancy or something you need in character, they aren't really meant to be used to level your characters or do a lot of character development. If you'd like to do Character Development in a shop-like setting, use the Plot Area or No-Boundaries instead- there are ways to request a roleplay with an NPC if you need." "Also keep in mind that these NPCs are sort of like cardboard cutouts to a degree and may not have every aspect of them written down for the people that are tasked with helping you to be able to see. That means that these NPCs may not have a super extensive backstory, and they may not know answers to certain questions due to it. Lots of different people play NPCs, so you can get lots of different interpretations of these 'basic' non-player characters."
Which means folks usually have to make at least two normal sized posts while the NPC gives them much shorter replies that offer little to react to. Most threads follow a similar trend of "Hello, I am here to buy these things.+142 words & shopping list" *Few days pass* " Here things, give mons." *Few days pass* "Here mons, I take these things, thank you.+142 words" *Few days pass* "Okay, bye." This makes shops feel like a waste of time in general, both for the staff running the shop and the member trying to buy/sell something.^ Removing them would avoid locking staff into a unnecessary task, let players avoid needing to fluff up posts, and allow both staff and the players to just get on with the transaction.
^It makes a bit more sense for multiple rp posts in terms of the Heavy Hammer or Underground as both of them require the staff to roll a random value for gems before the player can purchase something. This suggestion does not relate to them, unless staff want to either have a hard value for gems(Which I am not entirely against, but I could see folks preferring the random rolls) or simply have a quick "Hello, I am here to buy things, I have rocks." [Staff OoC Post: Gems valued at xxx. Proceed?] [Member OoC Post: Shopping list changed to reflect rolled value. Please complete transaction.] series of posts to keep it speedier.
I thank you for your consideration.