I will preface this by stating that I do appreciate the time and effort that the admin put into new content. These are my opinions, and are not presented as fact.
Anything new and shiny:
Initially, we get all excited and run to buy credits/become involved. Then, the hype disappears as the lackluster becomes evident. This is usually because the cost of participating is way too high, or the effort involved outweighs the payout. For instance, Shipfitting. I was so so excited for this marvelous new thing that I ran out and bought credits for my 12th trade skill. There is no need for me to elaborate on how expensive that is. Anyways, I then found out that the comms required are not regular comms, but prepared materials consisting of rather large combinations of other comms. Then the realization sank in that I'll likely never use this skill, or if I do, it will be very rare. To date, I've yet to use it. There are countless other similar examples. Sailing (cost, chops, time involved), mining, etc.
Large scale events:
These can be very exciting, depending on what they involve. The yearly games are open for anyone to participate in, but let's face it, only the top 5% will win anything in them (aside from maybe design contests). Other events usually consist of players bowling each other over to get mentioned in an events post. Others in the background don't stand a chance when NPCs initiate events cause the loudest ones flock to them and take over. That kills the motivation of many. Have a look at most event posts and you'll generally see the same names mentioned over and over. I'll leave you to consider why.
Old problems/requests overlooked for the newest shiny:
There are many things that players have asked for that have gotten overlooked in favor of the -new-. Things are broken, but hey, we have new! Personally, I'd appreciate most effort being put into the smaller player requests and solving old problems than into the next big credit hole. You might be surprised. Players may actually spend more money here if you address things they complain about. Who wants new features that are either broken, or disappointing?
Tips:
If it requires long amounts of time, a ton of effort and high cost, with little payout, people simply don't want it. No, I don't want to spend days gathering comms to make more comms for a skill that will rarely be used. No, I don't want to spend hours sailing through chops and dodging seamonsters and pirates to get to an island. Ship trades you say? Ha! Not on your life. That involves sailing to multiple islands, through chops, while dodging people who want to sink me.
We have grown up. Most of us can only spend huge chunks of time in game on our days off. Give us content that is more suited for the casual player. We have jobs, families, and responsibilities.
Involve the average Joe. Players who
are quieter, keeping to themselves. Stop catering to the same select
few. It never hurts to reach out to random players. You want people to keep coming back and potentially fund your
game? Great! Keep them motivated and involved. The last thing you
want is for your players to become bitter over time. Some of the
things I've been seeing leads exactly to that situation.
Comments
My personal hardest gripe right now is ink vs pigments in inkmilling/Artistry. We didn't need a new commodity type with pigments. They both use the same reagents, use the same device to make (mill), both produce little dusty pellets of coloured powder. We could have just used inks to mix into our media.
I love that the game (despite my recent downturn in play time) has dedicated admin, builder, and coder teams. But I would love it more if their legacy wasn't a string of broken 'new things' that require 'god level' intervention. And an encyclopedia to remember all the new syntax for charms and items and baubles.
Can't speak for the rest, but if you're talking about denizen rp et cetera this is already a thing. And it also strikes me as a bit incongruous that on the rants thread you shamed people for being overeager when presented with chances for interaction, but here say those people just aren't reached out to.
The soul of Ashmond says, "Always with the sniping."
(Clan): Ictinus says, "Stop it Jiraishin, you're making me like you."
I just think you're not really understanding the point.
Aegis, God of War says, "You are dismissed from My demense, Astarod. Go forth and fight well. Bleed fiercely, and climb the purpose you have sought to chase for."
But also, if you think it's the same five people who always get the talking points (which isn't necessarily true either: look at that incident with the Mhunna after they made the alliance, and whoever that newb was the Mhunna was talking to) maybe you should figure out what in their behavior is making the difference. The admins give opportunities for interaction: how people respond determines how things progress.
The soul of Ashmond says, "Always with the sniping."
(Clan): Ictinus says, "Stop it Jiraishin, you're making me like you."
I think the perception that Ismay has, and I can understand and kind of share is that the same people get interactions. Granted when I look at these people, I think they are in the realms more than I, a better RPer than I, or a better fighter than I, or in most cases sadly, all three.
I also realize that I've never been in a city, or house with an active patron, and my total denizen interaction count is 1, which at rank 30 something, multiple leadership positions, and 123 years old, is kind of sad. But, I don't really blame anyone for it. I've had a ton of interactions with other characters, and I figure it's just like I think it was Nicola who said something like we would love to have more volunteers. I also think people stop saying things are going on because like Ismay said, people will FLOCK to an incident/event for the simple sake that something is happening, even it's its a small child who lost a sock.
When you find yourself arguing that someone or many someones aren't roleplaying 'right' in an event that's nominally open to anyone, you're getting to a bad place.
This is the equivalent in macrocosm of pencil and paper storytellers answering criticisms of the unapproachability and obtuse nature of an interaction or plot by arguing that the PCs just 'didn't do the right thing.'
That's fine, and the storyteller is absolutely allowed to set what conditions they feel are reasonable and justifiable to require for the advancement of the plot, however... it's easy to get carried away with a clever plot or setup and forget that not everyone is keyed in one hundred percent to what you might consider reasonable or justifiable. If people are repeatedly bringing up the concern that hyperspecific actions/phrases are the only things that move plots, or that character reputation or loudness are eclipsing others' ability to participate in big-time events, that's a pretty legit concern. One of the cardinal rules of running any roleplaying game is to find something for everyone to do, that will provide a rewarding and enriching experience, even if it's just one scene.
Obviously, that's not feasible in a game like Achaea. But if one scans the Announce Posts, some names come up repeatedly and often, while the vast majority of names will not. That's not an invalid criticism, and it's one that bears exploring, even if just to make sure there's nothing that can be improved there.
These are the events that stick out to me from the time I've played, and it didn't feel like players were being meta and trying to get their name in the news, or the admin were catering to any certain players... I guess what I'm trying to say (tldr) is that while it may be that events could be improved, I don't think they're as bad as some are making it sound. Maybe it's because there are often little events involving little players that don't make it into any news, even though they are just as fun.
As to the rest of this... I understand Divine wanting to interact w people who are good at RPing scenarios. My main issue is the self-feeding cycle.
If Divine talk to Player X, they MUST be good at RP. They get a couple more interactions and mentions and suddenly they are the pinnacle of great RP. They are included in a circle of other "amazing RPers" - a pool if you will - for the admin to go-to for RPing stuff.
I think the point of all of this is, you never know who will be great at it until you let them try. You might see people interacting and think they suck. Or maybe they just arent 'in practice'. But they very well may be amazing. Your interaction MAY drive home the entire RP aspect of this game (vs the social hangout one) and DEVELOP a fondness for entrenching more of themselves into the RP side. But you will never know if you aren't giving them a chance because you already know what Farrah or Proficy or whomever, will say or do. (Caveat: I understand a lot of this is building off of older interactions and story lines.)
For example: I am trash at RP for the most part. I like the lore but I don't care enough about the game vs real life to spend hours memorizing every aspect of it (I still don't know all the names for followers of Divine, for example and don't care because I can find it on the Wiki if I need it). But when a God talks to me I try like hell. If an NPC ever did, I would be nervous I fucked up some big event and try harder. And as far as the Divine, sure it means they wasted 10 minutes w me and can go try someone else.
But isn't it worth the 10 minute investment in randos to develop a deeper RP atmosphere in the game?
I do understand the desire to want to participate in every trade, but I do think you should stop and ask yourself, "Am I making a rational decision picking up this additional trade skill?" Chances are you're not and I believe it is unfair to paint a wide brush stroke over a player craft, just because you cannot find the value or energy to do it. It is also unfair to imply that you did not know about the sunk costs as there is an entire news article on Ship Fitting when it was released. Why are you torturing yourself by running out to pick up a trade skill when it appears you have prior complaints?
What I would do instead is reevaluate what trade skills you have now and do what appears to be fun for you. There are people that do enjoy mining, sailing/diving, or foraging and would probably not mind trading their resources with you and vice versa. If you think of these skills as interactive and communicative, it will make life easier for you. For example, I am sitting on -thousands- of commodities from mining that can be used for trade in regards to ship fitting. There are also a bunch of foragers that are in the same boat. USE US.
Finally, it is a disservice to say there is "little payout" from trade skills. Take for example mining... yes, there was an initial cost upfront but the cost diminishes vastly over a month, six months, and a year depending on whether you use it or not. And, surprisingly, I even made money off of it and bought a boat!
No offense to the OP but if you took shipfitting without understanding that ship comms were not normal comms and would be really expensive, you can't have actually read the introduction post. This was in that original post.
That said, for large events: There are absolutely players who will try to dominate conversation and bulldoze others' attempts to participate. I'm not really sure that there's a solution to this, aside from setting mutually agreed upon expectations of a "step up, step back" model. Realistically, people won't adhere to that. Just one of those challenges inherent to the MU part of MUDs.