Author Topic: Guild Size Control  (Read 4135 times)

Reor

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« Reply #60 on: January 18, 2006, 11:42:41 pm »
Quote
Originally posted by Karyuu
Besides that, newbie tutorials have been discussed many times before in the Wishlist :)

I had a tinkling feeling about that one being true  :D
Guess I should\'ve searched and put a link to one of those threads at the end of my post. But... aaaah, I\'m just lazy  :P
That however wasn\'t my point.
My thought was that if this thread really is meant for figuring out ways to reduce the numbers of losing prominent RPers to mass-recruiting guilds, then IMO it\'s gone way off track with such suggestions as limiting guild sizes and taxes and whatnots.

PS. I now tried to search for some wishlist thread about newbie tutorials that would inform players about RPing too but couldn\'t find one. I\'d appreciate if someone could post a link to an ancient thread concerning that  :)
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Karyuu

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« Reply #61 on: January 18, 2006, 11:56:58 pm »
[ Read some of the following :) ]

Entry level game training.
Training Academy
\"noob\" world
Newbie island??
Helping a newbie!
Anaani Academy

And now I\'ve completely lost track of the thread :>
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Smith: No, My Lord. I am attempting to conceal it.

Sangwa

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« Reply #62 on: January 19, 2006, 12:10:08 am »
Reor. You have no idea what we\'re speaking about, have you?

We\'re speaking about measures that make recruiting difficult for mass-recruiting guilds which lure players with trias and weapons and then point the way to the arena.

How does this promote RP?
    Check these easy steps of achieving RP promoteness:
    1. New players have time to understand this is a roleplaying game (they don\'t get told \"Here. There\'s a weapon, now join my guild and slice them wicked Rogues!\");
    2. They thoughtfully consider the character they created;
    3. A conclusion is finaly reached and they roleplay their path, joining the other players in the evergrowing roleplaying community of Planeshift;
    4. They help other new players and thus, RP Promoteness is achieved.


Plus there is no way a guild leader could gather different people under his will without having good charisma and some Guild Management skills. I like the idea too. Though I can see some issues with its training... Heh, that would be a tough part.
« Last Edit: January 19, 2006, 12:13:33 am by Sangwa »
Disclaimer: This is my opinion and I can be reasoned with. I'm probably right, though.

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Reor

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« Reply #63 on: January 19, 2006, 12:45:38 am »
Ah, thank you for those links Karyuu
I guess newbie was the keyword XD

Quote
Originally posted by Sangwa
Reor. You have no idea what we\'re speaking about, have you?

We\'re speaking about measures that make recruiting difficult for mass-recruiting guilds which lure players with trias and weapons and then point the way to the arena.

How does this promote RP?
    Check these easy steps of achieving RP promoteness:
    1. New players have time to understand this is a roleplaying game (they don\'t get told \"Here. There\'s a weapon, now join my guild and slice them wicked Rogues!\");
    2. They thoughtfully consider the character they created;
    3. A conclusion is finaly reached and they roleplay their path, joining the other players in the evergrowing roleplaying community of Planeshift;
    4. They help other new players and thus, RP Promoteness is achieved.


Plus there is no way a guild leader could gather different people under his will without having good charisma and some Guild Management skills. I like the idea too. Though I can see some issues with its training... Heh, that would be a tough part.

Well the things in that list we\'re what I was thinking, particularly the first two. When the new player is more aware of the world and what his character is supposed to be, he/she is less likely to say \"Yes\" when a mass-recruiting guild asks him/her to join and instead thinks \"That probably isn\'t the right guild for me\". Therefore the mass-recruiting guild gets less people and doesn\'t grow too large, do you agree?

Still don\'t like the idea of adding another skill just for the purpose of increasing a guilds size...
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Pestilence

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« Reply #64 on: January 19, 2006, 03:22:37 am »
A skill would only mean an other thing to level. Doesn\'t seem very RP encouraging I think. Nor very realistic what is an other goal of PS.

Sangwa

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« Reply #65 on: January 19, 2006, 12:54:23 pm »
I have to disagree. It will further the realistic part of the game. It is hard to imagine an uncharismatic person leading a big guild.

I agree that it might be troublesome though.
« Last Edit: January 19, 2006, 12:55:18 pm by Sangwa »
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VMann

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guild management skill
« Reply #66 on: January 19, 2006, 01:43:17 pm »
I don\'t think that such a skill would be a bad idea, at least not if the game was more or less complete. It is meant to involve political careers anyway.
I think the problems about the skill is rooted in the fact that you can only learn from fighting (which might be the biggest problem in PS by now). Killing this feature might be the solution for this problem, such as some other RP-concerned problems. I guess that would be a big deal and i am sorry i cannot help because of my poor skills of programming, but i think it is much more important to do this than discussing about temporary solutions for the time when you  only learn by fighting.

please don\'t ban me, i do not want to blame anyone with this ;)
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Cherppow

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« Reply #67 on: January 19, 2006, 04:05:43 pm »
Hi

Hmm, I don\'t know much of the guild things, but here\'s some of my thoughts:
Personally I think we should promote roleplaying by making more fun stuff for roleplayers, not by restricting others. We could reward well playing guilds with something that money can\'t buy (eg. a place in NPC knowledge base, unique banners...), since they and their actions (both good and evil) would be \"well known\" to average Hydlaa citizen.

(Imagine a random NPC crying, with tears in her eyes, telling horrible stories of the Cabal. While bards sing praises of Ordo Illuminatis.)

I am thinking, a per member fee for guilds would further the guild\'s need to hoard treasures, thus giving them more reason to hunt creatures. An one time fee to allow guild to advance over certain member count, would be better from that point of view, but might result in same consequences. The guilds that want to grow fast, would need money fast.

I think charisma could affect to the characters leadership abbility, but I\'ll leave it up to the rules department to decide.

*edits*

To hitancrias: That confirms that I\'m not very aware of the guild stuff. ;) Still there\'s many more citizens to convince.

Thanks for reading. :)
« Last Edit: January 20, 2006, 12:15:16 am by Cherppow »

hitancrias

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« Reply #68 on: January 19, 2006, 11:35:12 pm »
Quote
Originally posted by Cherppow
(Imagine a random NPC crying, with tears in her eyes, telling horrible stories of the Cabal. While bards sing praises of Ordo Illuminatis.)

Actually, one guild I know of has already be rewarded in such a way. There is an NPC who talks about an \"Exploration guild\", if asked the right questions. :D
Hitancrias. Herbalist. Explorer.

Andrek

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« Reply #69 on: January 20, 2006, 07:53:32 am »
Quote
Originally posted by Karyuu
Crimsonn will have to do the searching - looking through the stickied Guild List may be a good first step in narrowing down the preferred purpose of the guild.

Concerning mass recruiting, I still like my old idea of reversing the process - meaning that players will have to send requests to join, and guilds accept. It will at least encourage guilds to hold conversations and try to catch the eyes of new players, instead of immediately inviting anyone willing to click \"Accept.\"


A-STINKING-men!  I could deal with this well enough.  As well you as guild members could RP recruiting.

I am against any form of money and was turned here by a powerleveler.  I have a great relation with many Powerlevelers.  THey have not ruined my game.  I started as one before the wipe and tried it again, but found that I liked to help others more... [No I am not an advisor but I do their job well enough :P]  So that is how I go about and with how I am set in my guild I need to have some power gamers for the requirements that I stack on them.  They need to kill large prey with normal weapons.  So they boost scores and ask me to train them to beat the prey the best they can.  

I need to know that I have strong and smart members in our guild (IC) for war times.  They are a needed part to give the flavor I try to balance in my order of the guild.

Though yes I do like the idea that they must ask and any that have permission to /inviteguild can still let them in.
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Pestilence

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« Reply #70 on: January 20, 2006, 12:32:24 pm »
hmmm having people request to join a guild. Now thats an idea I think would indeed effectively kill massrecruiting at the \"everything with two legs\" approach.

I think thats a very good idea indeed Karyuu :)

Quote
It is hard to imagine an uncharismatic person leading a big guild


It\'s hard to imagine someone being charismatic if he has to level everything and thus hardly roleplays and when he does he is being rusty at it.

So we have a skill we would have to level and money that needs to be earned to grow and all this would make people roleplay more?

As said before this would make the need to gather money and to level only greater

I think the goal is admirable, but the means don\'t seem to work to the goal you mentioned.

Andrek

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« Reply #71 on: January 20, 2006, 05:58:50 pm »
I agree with Pestilence.  

Kandrek is not very Charismatic.  He has too many scars and does not have a very educated presence about him.  When he relates to deep disscussions he alwyas brings it back to war and trys to explain it in that fashion.

Now as IRL I have met very Charismatic people that many will follow for a few weeks and then it all falls apart.  Then there are those who are honest, true, loyal, and helpful (can be played by good or evil characters, and don\'t give me crap about no good and evil I already know) who slowly gain support of others but their organizations are soild from day one until well after they leave.  They do not have much charisma but they have true friends and that is what makes them strong with the groups.

So let them mass recruit, they want to start a guild war AWSOME!!!!  This will result in great RP for the other guilds who need to beat down the Power level guild!   Think LOTR, Gandal\'fs crew agains Salron\'s lot.  You think the orcs were social?  The Uruk Hai only spoke when it came to killing in great anger (few exceptions).  Why limit those who wish to have this mentality.  So they are into power leveling, when they max out they will be gone if they did not find good friends.

This is my opinion.
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defender43

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« Reply #72 on: January 21, 2006, 05:05:32 am »
Quote
Originally posted by Induane
Quote
World=ic_rules+ooc_rules

I thought some more and here is what I think is fair.


Considering it takes 20K to start a guild, it is reasonable that a guild leader also generate revinue from its guild.

Breakdown:

10 Trias per day for each active member that day.  
 - a member has an active day if they are online for 1 hr or more.

0 Trias per day for each player that is not online that day.  

-15 Trias per day for every character deemed \"inactive\"
 - An inactive player is a player who has not had 1 active day for more than 30 days.

* days refers to real life times, not the ps clock which is tough to sync to.  A guild leader does not get trias for his/her online time.

A guild leader may fall into debt.  If his/her debt reaches -20k the guild is automatically disbanded.  Debt transfers to other characters upon transfer of guild leardership. When the guild disbands the debt factor is reduced to 0, but only if it automatically disbands.  If a guild is disbanded by the leader while in debt, the debt remains.



As for IC explanation, several excellent ones were suggested that work fine.

Large guilds who can maintain active players will make good money.  Maintaining a large guild is more difficult however.  A active power leveler can keep his guild out of debt easily for a while, but eventually he will quit playing.  Powerleveling guilds will collapse eventually.  

any corrections/suggestions/uberjigglyotherstuff?


This is the first GOOD idea I have read thusfar, IMO. Powerlevelling guilds gain lots of players for a little while, but the players get bored and become inactive one by one. Eventually, PL guilds become economically unviable, and eventually disintegrate. Roleplaying guilds, on the other hand, gain very few members and the members stay active. Thus RP guilds gain much money, and stick like glue.
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