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Greetings! I'm pulling this conversation over here because this started getting off the topic of the thread it started in.
Thread the discussion began (page 4)- https://forums.massivecraft.com/threads/a-change-to-faction-pricing.45898/
I would like to write out my thoughts and hear the opinions you guys have. Something of this scale, if even considered, is clearly something that would take a good while to implement. Possibly even requiring a separate section of lore staff or forums. Something to keep in mind is I'm not exactly an RPer, but I'm well versed in the lore and the world surrounding it so I'm not walking into this blind. I am also quite familiar with the layout of for approved character sheets and I will try to approach this in somewhat the same fashion of those.
Purpose of the thread: Discuss incentives to make the faction world more appealing, mainly including the implementation of factions into lore. Much like how there are approved Guard Charters for Regalia. Also to generally make owning or joining a faction feel more meaningful.
A few things first. I'd like to write out overall most of what would need to be undergone and looked at for each faction to be considered being canonized in Massive lore. I'll follow up with counterpoints stated by others and then respond with a possible way to circumvent those points.
Now that I've said my bit I'll bring up the counterpoints and complications brought up by other parties involved.
MonMarty stated the following:
-Survivalists assign too much value to themselves in roleplay just to run around important versus people who work their asses off in roleplay and don't get that far.
Response:I've seen many RPers assert themselves as more important that survivalists. It goes both ways. Both are integral to the server. Only those who are interested in something like this will take the time to read up on lore and the proper RP etiquette as well as character sheets. Just because it exists doesn't mean everyone will use it. Those who aren't interested will continue to do their own thing regardless. Start the bar high. Expect no less.
-Survivalists are inconsistent, factions leave/die/grow/stagntate etc in a rapidly fluctuatingenvironment. Keeping record of that would be really resource intensive.
Response:This is something that could be an issue but I believe a near zero tolerance policy would be effective. Upon entering lore, factions essentially need to agree that they relinquish all rights if they go inactive or fall apart. Staff should be given full control over how to write out all faction. If a leader leaves or quits, it'll be much simpler. Inheritance or by vote of faction members, a leader should be chosen. The previous statement of relinquishing all rights if gone inactive should apply to the leader as well. Not much has to be said about members as not every RPer kills off their character, they just abandon them most of the time. As long as this is stated at the beginning, there should be no room for argument. This being said, if notice of inactivity is given, perhaps a time limit to return should be instated?
-We don't want roleplay to be pulled away from Regalia because it benefits us as a server for PR value as well as a roleplay community to keep people centralized in one location.
Response:It's also not great for new members who come seeking to build to walk into the Faction hub and see below 10-20 members at and time in each given world when the map is so heavily convoluted with factions. Having more people out in the faction world will breed retention of survivalists in the faction world and if RPers end up disliking faction RP I imagine they'd just return to Regalia.
-Having your faction canonized gives you instant roleplay priviliges. Roleplay priviliges have to be earned in our community though and are constrained by a series of ethical guidelines. If a player becomes lore canonized as a leaderof a faction, they have instant access to privilege without quality control.
Response:This is why quality control needs to be a brick wall you have to break through at the start. I honestly believe 80-90% of faction time should be ignored because there will still be PvP and non-canon happenings. The other 20-10% will actually count. Organized events, tournaments, wars, assassinations. These will happen on small scale and go through a quick check with a staff member before happening. Possibly a minimum of a weeks heads up to be approved as a faction Lore event. And maybe limit these events to once or twice a month?
Alj23 said the following:
-If the server can't facilitate end goals for players in the survival world, leaders of factions must.
As a ranking officer in a quickly growing faction, I have end goals in mind that will keep me and my members occupied for the next few months and upwards of a year. After that, I'll have to find something new for people to work towards.
Response:Regardless of goals or incentives being provided or not by the server, faction officers and leaders have a duty to provide these goals themselves. If the faction itself has no goal, the faction might as well just be building on as private creative server. Goaless factions are the ones that get abandoned in a week or less and serve no positive purpose to the server.
Well I think I covered everything. Discuss below. I wanna hear what ya'll have to say. Just wanted to get this out there and possibly breed some great ideas, even if they're not as grand a scale as this.
Thread the discussion began (page 4)- https://forums.massivecraft.com/threads/a-change-to-faction-pricing.45898/
I would like to write out my thoughts and hear the opinions you guys have. Something of this scale, if even considered, is clearly something that would take a good while to implement. Possibly even requiring a separate section of lore staff or forums. Something to keep in mind is I'm not exactly an RPer, but I'm well versed in the lore and the world surrounding it so I'm not walking into this blind. I am also quite familiar with the layout of for approved character sheets and I will try to approach this in somewhat the same fashion of those.
Purpose of the thread: Discuss incentives to make the faction world more appealing, mainly including the implementation of factions into lore. Much like how there are approved Guard Charters for Regalia. Also to generally make owning or joining a faction feel more meaningful.
A few things first. I'd like to write out overall most of what would need to be undergone and looked at for each faction to be considered being canonized in Massive lore. I'll follow up with counterpoints stated by others and then respond with a possible way to circumvent those points.
First there needs to be classifications of factions, atleast two. Large and small.
Large would entail a faction around the size of Regalia. However due to the sheer weight and power this faction would lord over with in the RP world there should be slots. Perhaps a maximum of 3. Requisites involving member count and minimum size as well as a maximum taken up on the map. Can't have kingdoms that much more impressive than Regalia can we?
The smaller would be something like that of a tribe or small fort. Village perhaps. Not quite a city. Minimum of 5 members. Something around these lines.
Next up on the guideline list would be racial origins and relations with the already established empires of Aloria. Is it a Northerne raiding clan or perhaps a melting pot like Regalia? Many of the relations with other empires would be cut and paste. For example a Void Shendar tribe would be openly hated and be on practically zero footing or acceptance from the majority of the world. This section would possibly need to be expanded on in the wiki. Possibly a premade list of military ranks that could be implemented into these factions because more than likely most will try and come up with their own system instead of being unified like they should be. And lastly the name of the faction. It would be expected, just like a roleplay character, to follow the naming customs of its racial background.
Following suit would be building design compliancy. This might take a bit of time as there aren't many established examples of racial building apart from what we see in Regalia. This would certainly require mod review.
Up next is possibly one of the most important but hardest to follow which would be location. Should a Northerne faction be required to live in Jorrhild? Or just anywhere there is snow? This is where the meaningfulness of owning a faction comes into play (such as upping the price of creating one to lessen the access new players have). With such a sheer amount of factions clouding the map this would be the hardest criteria to follow. I'm not quite sure where I stand with this. It's not like you'd be making the trek back and forth everyday.
And finally, the backstory. Who's behind the faction? Who started it? Who are the members? Is the leader someone who inherited it? Or was there a coup that took it over. This is probably the area you'd have the most freedom to write but at the same time would need to strictly adhere to something believable. A city isn't going to pop up over a few months. It could take years. For the most part it would be highly doubtful a young character could create a faction and still be young. If you're a nomadic tribe and just carry tents here and there that's different but otherwise, structures don't just magically appear. On top of this, you need strengths and weaknesses. Do you have a small navy? Seige weapons? Are you highly agricultural based? What is your main source of income for the faction? Do you specialize in certain products or exports? Are you trade based? Or self sufficient? Details are important here.
Large would entail a faction around the size of Regalia. However due to the sheer weight and power this faction would lord over with in the RP world there should be slots. Perhaps a maximum of 3. Requisites involving member count and minimum size as well as a maximum taken up on the map. Can't have kingdoms that much more impressive than Regalia can we?
The smaller would be something like that of a tribe or small fort. Village perhaps. Not quite a city. Minimum of 5 members. Something around these lines.
Next up on the guideline list would be racial origins and relations with the already established empires of Aloria. Is it a Northerne raiding clan or perhaps a melting pot like Regalia? Many of the relations with other empires would be cut and paste. For example a Void Shendar tribe would be openly hated and be on practically zero footing or acceptance from the majority of the world. This section would possibly need to be expanded on in the wiki. Possibly a premade list of military ranks that could be implemented into these factions because more than likely most will try and come up with their own system instead of being unified like they should be. And lastly the name of the faction. It would be expected, just like a roleplay character, to follow the naming customs of its racial background.
Following suit would be building design compliancy. This might take a bit of time as there aren't many established examples of racial building apart from what we see in Regalia. This would certainly require mod review.
Up next is possibly one of the most important but hardest to follow which would be location. Should a Northerne faction be required to live in Jorrhild? Or just anywhere there is snow? This is where the meaningfulness of owning a faction comes into play (such as upping the price of creating one to lessen the access new players have). With such a sheer amount of factions clouding the map this would be the hardest criteria to follow. I'm not quite sure where I stand with this. It's not like you'd be making the trek back and forth everyday.
And finally, the backstory. Who's behind the faction? Who started it? Who are the members? Is the leader someone who inherited it? Or was there a coup that took it over. This is probably the area you'd have the most freedom to write but at the same time would need to strictly adhere to something believable. A city isn't going to pop up over a few months. It could take years. For the most part it would be highly doubtful a young character could create a faction and still be young. If you're a nomadic tribe and just carry tents here and there that's different but otherwise, structures don't just magically appear. On top of this, you need strengths and weaknesses. Do you have a small navy? Seige weapons? Are you highly agricultural based? What is your main source of income for the faction? Do you specialize in certain products or exports? Are you trade based? Or self sufficient? Details are important here.
Now that I've said my bit I'll bring up the counterpoints and complications brought up by other parties involved.
MonMarty stated the following:
-Survivalists assign too much value to themselves in roleplay just to run around important versus people who work their asses off in roleplay and don't get that far.
Response:I've seen many RPers assert themselves as more important that survivalists. It goes both ways. Both are integral to the server. Only those who are interested in something like this will take the time to read up on lore and the proper RP etiquette as well as character sheets. Just because it exists doesn't mean everyone will use it. Those who aren't interested will continue to do their own thing regardless. Start the bar high. Expect no less.
-Survivalists are inconsistent, factions leave/die/grow/stagntate etc in a rapidly fluctuatingenvironment. Keeping record of that would be really resource intensive.
Response:This is something that could be an issue but I believe a near zero tolerance policy would be effective. Upon entering lore, factions essentially need to agree that they relinquish all rights if they go inactive or fall apart. Staff should be given full control over how to write out all faction. If a leader leaves or quits, it'll be much simpler. Inheritance or by vote of faction members, a leader should be chosen. The previous statement of relinquishing all rights if gone inactive should apply to the leader as well. Not much has to be said about members as not every RPer kills off their character, they just abandon them most of the time. As long as this is stated at the beginning, there should be no room for argument. This being said, if notice of inactivity is given, perhaps a time limit to return should be instated?
-We don't want roleplay to be pulled away from Regalia because it benefits us as a server for PR value as well as a roleplay community to keep people centralized in one location.
Response:It's also not great for new members who come seeking to build to walk into the Faction hub and see below 10-20 members at and time in each given world when the map is so heavily convoluted with factions. Having more people out in the faction world will breed retention of survivalists in the faction world and if RPers end up disliking faction RP I imagine they'd just return to Regalia.
-Having your faction canonized gives you instant roleplay priviliges. Roleplay priviliges have to be earned in our community though and are constrained by a series of ethical guidelines. If a player becomes lore canonized as a leaderof a faction, they have instant access to privilege without quality control.
Response:This is why quality control needs to be a brick wall you have to break through at the start. I honestly believe 80-90% of faction time should be ignored because there will still be PvP and non-canon happenings. The other 20-10% will actually count. Organized events, tournaments, wars, assassinations. These will happen on small scale and go through a quick check with a staff member before happening. Possibly a minimum of a weeks heads up to be approved as a faction Lore event. And maybe limit these events to once or twice a month?
Alj23 said the following:
-If the server can't facilitate end goals for players in the survival world, leaders of factions must.
As a ranking officer in a quickly growing faction, I have end goals in mind that will keep me and my members occupied for the next few months and upwards of a year. After that, I'll have to find something new for people to work towards.
Response:Regardless of goals or incentives being provided or not by the server, faction officers and leaders have a duty to provide these goals themselves. If the faction itself has no goal, the faction might as well just be building on as private creative server. Goaless factions are the ones that get abandoned in a week or less and serve no positive purpose to the server.
Well I think I covered everything. Discuss below. I wanna hear what ya'll have to say. Just wanted to get this out there and possibly breed some great ideas, even if they're not as grand a scale as this.
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