aardnebb wrote:Furthermore:
Non-PvP Outposts: make em incompatible with PvP outposts. You can have one type or the other. I don't think I need to explain my reasoning on this.
There are games that admit something like this: Ops, bases, whatever you call them: pvp and pve. You can lose pvp bases, and you have to pay dearly in faction points to re-deploy them. You cannot lose pve bases but battles can be arranged around them, be they RP, or against NPCs.
aardnebb wrote:
Alternate methods for aquiring currently "PvP only" content such as OP mats, Crystals (assuming they aren't removed entirely, which would be nice) and flowers.
In this respect Goupi's suggestions seem pretty interesting. You ca let the current OPs produce a minimal quantity of mats/crystals. But let them really spawn only as a result of the overall player population effort. Let diggers, crafters, pve-ers and pvp-ers contribute wach with his effort.
aardnebb wrote:Furthermore:
Neutral faction chat (I really enjoyed Kami Chat during Ep 2, plus as all new players are neutral this would provide them an easier way of getting support in underpopulated regions such as Cities of Intuition or the newbie islands. Alternatively an optional channel like "newbiehelp" that is always on on the starter islands, but toggleable once off them, this way helpful players can make themselves available).
I would add here that being obliged to be overt to use the kami/kara chat leads to endless quarels. You are overt when you want a good fight, not because you want to know where a conflict is to go join.
People pretend now they are wearing pvp flag because they don't fear, but in reality we suffer when we don't have the factonal channel. When you see somebody digging with flag up it's mostly because of that.
An alternative is let people create their own chat channels freely.
aardnebb wrote:Furthermore:
Allow official alliances as an in-game mechanic for Guild vs Guild zones. Make em public as well (the guild clerk could perhaps inform you of current guilds and alliances, listed by faction, civ, even RP stance, as well as listing the guild leader or designated recruitment officer).
In other words discourage monopol and mafia customer system.
Nevrax did a great job buiding up a complex political simulation in game. But politics in RL is leading not once to power monopol and controlling groups via economical interest. While it's fascinating to network and forge relations with real people, it is also dangerous allowing the developpment of such formations (which are nevertheless natural
This will be a real challenge to do in a delicate way without decreasing the complexity of the political system now present in the game mechanics.The will and ambition to have more, to achieve more is separated only by a thin line from greed, real nice people can find themselves stepping over the line without even knowing it. Happiness to get a gift from a friend is separated only by a thin line from being bought by a too powerful friend.
An idea may come from the notion of interest. If the interest is lower we will be much more attentive to our good name and reputation and less to the mechanical game reward we can get if we join a power group or get payed.
(Ironically Samsara who roleplayed for so long the blades to hire, were never really to hire OOC, while the monopole developped constantly over other guilds who had maybe nothing to RP. But that is only a parenthesis as the monopole problem is not only Arispotle's one it seems).
The OP mats+crystals are exerciting too much interest, too much will of possesion. From a generous tool of making the newcommers able to fight and not feel too much the difference to the veterans, they have been transformed into the real active monetary mass in game. Lower their efficiency, make them available by other means than the OPs and interest will decrease.
Finally the OPs are the first guild posessed areas in game. I've heard a lot people saying they are not an extension of the guild hall. In the game mechancis they are not. In the player psychology they are. I've heard so many players exclaiming 'Home sweet home' when passing their OP, we have all seen the reactions when an OP gets attacked. Some of us might consider them just a figt object. But whatever the game mechanics suggests, the psychological approach of the players prevails. If they feel them as home, then let them be a home. Make more of them, no drills and crystals and such involved, but let more guilds be happy with them.
They will be less easy to become customers of other guilds, and the big guilds less interested to conquer them. Then we can have a war once a week, probably between the most pvp lovers on the server and we can chose if to take part or not if we feel like pvp-ing or not.
I am sure it's a hard balance to attain between keeping players motivated and stop this motivation transform the community in a jungle, but I am sure it can be attained even if not from the first try