Hey y'all, I had to ghost-delete the thread for a while because too much info was being dumped on it. I had set up some basic guidelines at the beginning of the thread to keep it organized, but these were kind of just completely ignored, and I thought it was kind of disrespectful to the moderation of the discussion. The actual intent of the thread quickly trailed out of control, and I can't solve 20 problems in 1 day.
We took the commentary to the Staff meeting. I guess it should be said I did say in the original post that this was
not a staff thread, and that it was mostly a personal hot take. That being said, we pitched numerous ideas during the staff meeting and concluded the following:
- Regalia's rework was too ambitious. But we can't immediately solve that right now, so we decided the following:
- The Imperial Isle will be restructured and reworked new spawn/new tavern, congested businesses, new housing, smaller streets, all that stuff. The idea here is that a complete rebuilding of the city, or district by district update is too intensive, we can't afford it right now, especially since the world staff plugins are broken due to the 1.13 update.
- This is a bandaid that will "have to do" until FAWE is back and we can actually do worldedit properly again. When that time arises, we have a roughly nebulous understanding of what we're going to do:
- Move Crookbackbay to be adjecent the city as an "undercity" so that you can move between them, but keep them seperated by walls, and keep Crookback and the sewers distant and dangerous enough so it doesn't become part of the City.
- Add verticality to the city and playing with better design, more narrow streets and push all buildings closer together.
- Seriously scale down stupidly large buildings like the cathedral to small chapels and reduce on dead clutter buildings.
We considered destroying the city entirely, but it was deemed too risky of an endeavor. We have too little tech and world staff to pump out a new city, so we had to go with the update process.
With regards to the concern of the server activities, we're starting a heavy progression event focus for the server story. We quickly rushed out the Conduit event last weekend, which was a means to "close off ongoing storylines" so we could focus on the remaining part of the clickers, which is going to get kickstarted into full drive next weekend. Following that event.
@birdsfoot violet brought up in staff meetings that we need to work more on facilitating a system for mass-scale combat, so we're working on that. If you in the meantime have ideas on how to do combat roleplay or ability rp that involves 30-50 players, please send your suggestions to birdsfoot.
This wasn't meant to be a staff policy thread. But I guess it sort of became one because the players wanted it to be one. So there's work for us to be done.