Reducing City/Commune Ministries

by Krackenor

Back to Ideas.

Xenthos2008-10-17 23:14:22
QUOTE(Krackenor @ Oct 17 2008, 10:21 AM) 572108
I've heard complaints about how one factor that will prevent any other organizations from being opened is the sheer number of people needed to run any individual city. So, I thought I'd see if anything could be done to combine the responsibilities of several ministries into one. For example...

Combine Librarian and Culture
Combine Chancellor and Trade
Combine Treasurer and Steward
Delegate the duties of the Ambassador to the guilds

This would lower the number of members needed by four at the least, and other changes could be suggested.

Any thoughts?

Also...please no tangents on other factors that will prevent organizations from opening up...I want this to JUST be about the potential of lowering the number of people required to run a city/commune.

You realize that the much larger issue at this point is the guild structure, right? Every organization now not only needs the Minister setup, but five sets of guild leaders, novice helpers, etc. The best way to cut out numbers preventing an organization from forming would be just removing two guilds from the game. Every other guild would have more people, and there'd be more to go around.
Unknown2008-10-17 23:21:14
QUOTE(Nariah @ Oct 17 2008, 05:38 PM) 572256
And sure, you could in theory get aides to handle the varied tasks but have you ever heard of an aide actually pulling their weight? It's really rare, people don't tend to get off their bum unless they actually have the title. No one wants to be doing that much with no recognition/power coming from it.


If I were an aide, I just might get on the minister's nerves because I kept asking for tasks/making suggestions. I would love to be a Minister of Culture, but I unless I can log on 2-3x a week and still do my duties as well as my causal player type things, I couldn't do it. I was Glomdoring's Minister of Trade for about a week. I liked doing it, but I just didn't have the time back then. Speaking of which, I wonder if Mag is looking for Aides in any department. If so, send tells Nievea's way.

But back to the OP's suggestion. I actually like having so many city positions. It provides more positions for more people and gives the player community something to strive for. Honestly if there were only a few positions and double (or triple the work) there is now, it may start to be more work than fun.
Xavius2008-10-18 05:52:30
Most ministries are easymode. You could realistically give treasurer, steward, chancellor, ambassador to one person, and they'd have enough spare time to have a real position on top of it all.
Unknown2008-10-18 14:57:06
QUOTE(Xenthos @ Oct 17 2008, 07:14 PM) 572298
You realize that the much larger issue at this point is the guild structure, right? Every organization now not only needs the Minister setup, but five sets of guild leaders, novice helpers, etc. The best way to cut out numbers preventing an organization from forming would be just removing two guilds from the game. Every other guild would have more people, and there'd be more to go around.

Why not fuse Monks and Bards? Just take out the nekoninjatahtshofa stuff and make it a full skill on it's own?
Moiraine2008-10-18 15:18:47
QUOTE(Nariah @ Oct 17 2008, 09:38 PM) 572256
And sure, you could in theory get aides to handle the varied tasks but have you ever heard of an aide actually pulling their weight? It's really rare, people don't tend to get off their bum unless they actually have the title. No one wants to be doing that much with no recognition/power coming from it.


OBJECTION! Not all aides are this way without reason.

When I was made the Librarian's aide, I was told there was nothing to do unless the Librarian went inactive and told me to do it. Hurray?

Also as a power aide, I'm not allowed to do much beyond answer 'Hey how much power did I draw three months ago?'-type questions. I make sure when my guild's novices graduate they get unblocked, that's about it.
Xenthos2008-10-18 18:48:29
QUOTE(Kialkarkea @ Oct 18 2008, 10:57 AM) 572486
Why not fuse Monks and Bards? Just take out the nekoninjatahtshofa stuff and make it a full skill on it's own?

Think the better option would be fusing Monks into the warrior guild, and Bards into the mage/druid guild. Something along those lines.
Moiraine2008-10-18 19:07:03
QUOTE(Xenthos @ Oct 18 2008, 06:48 PM) 572518
Think the better option would be fusing Monks into the warrior guild, and Bards into the mage/druid guild. Something along those lines.


Bad for Aquamancers, though. Hard to keep wet strings from rotting away. smile.gif
Xenthos2008-10-18 19:09:52
QUOTE(Moiraine @ Oct 18 2008, 03:07 PM) 572520
Bad for Aquamancers, though. Hard to keep wet strings from rotting away. smile.gif

Pluck a few hairs from Charune's tail for each instrument. He may not even notice, and even if he did... it's a necessary sacrifice for Celenwilde!
Diamondais2008-10-18 19:10:48
QUOTE(Xenthos @ Oct 18 2008, 03:09 PM) 572522
Pluck a few hairs from Charune's tail for each instrument. He may not even notice, and even if he did... it's a necessary sacrifice for Celenwilde!

I don't think deer tails have that long of hair.
Xenthos2008-10-18 19:11:45
QUOTE(diamondais @ Oct 18 2008, 03:10 PM) 572523
I don't think deer tails have that long of hair.

Divine can change their appearance / size at will. All hail the Divine. worthy.gif
Diamondais2008-10-18 19:12:53
QUOTE(Xenthos @ Oct 18 2008, 03:11 PM) 572524
Divine can change their appearance / size at will. All hail the Divine. worthy.gif

This looks like you attempting to save a mistake. suspicious.gif
Xenthos2008-10-18 19:16:47
QUOTE(diamondais @ Oct 18 2008, 03:12 PM) 572525
This looks like you attempting to save a mistake. suspicious.gif

Not really. It's the closest thing we have to Divine hair that would be used (well, aside from actual hair, I suppose!), and there are long-tailed deer, which would be close enough for smaller strings even without the Divine-size ability added in.

Unless, of course, Charune is really tiny for some reason. Doesn't quite seem to be his style, though.

Or they could just take his guts for string, if you'd prefer that!
Shaddus2008-10-18 19:21:48
QUOTE(Vendetta Morendo @ Oct 17 2008, 02:58 PM) 572210
This is why some people have been saying that instead of opening separate bard and monk guilds, we should have made music a separate spec for mages/druids to choose and kata a separate spec for warriors to choose.

What sort of moron had that idea? Knighthood OR kata? Perhaps katas in plate?

Musical mages? Make a demense, perfect fifth them into staying in the room?

No offense, but I REALLY think you pulled this out of thin air. NOBODY would think that up. Srsly.
Anisu2008-10-18 19:24:15
QUOTE(Shaddus Mes @ Oct 18 2008, 09:21 PM) 572528
What sort of moron had that idea? Knighthood OR kata? Perhaps katas in plate?

Musical mages? Make a demense, perfect fifth them into staying in the room?

No offense, but I REALLY think you pulled this out of thin air. NOBODY would think that up. Srsly.

I would suspect they mean as primary skill (does plate not require knighthood) eg a demesne wielder can not use music and so on

However aquamancers bard with telepathy dribble.gif
Casilu2008-10-18 19:37:26
QUOTE(Anisu @ Oct 18 2008, 12:24 PM) 572530
I would suspect they mean as primary skill (does plate not require knighthood) eg a demesne wielder can not use music and so on

However aquamancers bard with telepathy dribble.gif


Or we'd have monks with choke. Or Warriors with rushing.
Unknown2008-10-18 20:00:57
QUOTE(Anisu @ Oct 18 2008, 02:24 PM) 572530
I would suspect they mean as primary skill (does plate not require knighthood) eg a demesne wielder can not use music and so on


Yes, plate requires knighthood (unless it is bugged). Yes, the idea is more precisely that kata and music would have been an option to be between primaries, not secondaries or tertiaries. As for the rest, that would have depended on the design plan. Remember, monks and bards were designed, retooled, and reworked to be their own separate, entirely independent guilds. So the plans would probably look vastly different if bards were planned to be a different primary skill option for mages/druids and monks for knights. Even failing that, you could have picking one primary skill or another in the same guild cut off access to other skills, and have knowledge of X skill cut off your ability to learn the primary, much like how you can't keep skills from one guild when you hop from one to the next.

QUOTE(Fake IG quote)
Serenguard that elect to devote themselves to the study of Kata may additionally study acrobatics/harmony/whatever, but lack the ability to pursue athletics/totems/whatever.


Multiple archetypes, one guild. But like I said in my first post, that's impossible now. Integrating the guilds like that would likely require yet ANOTHER rebalance and retooling of skills, and now that these guilds have been out for so long and actually have put work into trying to establish themselves as being unique and important to their respective communities, it would be bound to upset at least a few people and drive others from the game. And some of the new guilds have certainly done more to try to separate themselves from the others and stand alone.

But while it can't be applied now, it can be applied in the future. If the admin come around and say "Hey guys, we have this great idea for introducing Rangers into the game and we're going to push it ahead, got any feedback?", then unless we want to see more awkwardness with expanding city/commune councils, guilds get spliced and more people feeling like they don't fit into the overall IG world via their guild, you should step up and say, "Hey, I think that's great, but can we not have new Ranger guilds? Let's find some way to work Rangers and the skills they would have into either the Warrior or Monk guilds". Or whatever.

(And I'm going to stop posting about this here now, because it's getting very off-topic.)