Sakr2010-11-22 21:22:16
This could be out of character in implementation, but a sort of rewards system that could be given so people remain active in the lower populated guilds?
Diamondais2010-11-22 21:26:34
QUOTE (Falcon @ Nov 22 2010, 09:22 PM) <{POST_SNAPBACK}>
This could be out of character in implementation, but a sort of rewards system that could be given so people remain active in the lower populated guilds?
That seems more like something the guilds themselves should be doing.
Ssaliss2010-11-22 21:28:16
QUOTE (Zarquan @ Nov 22 2010, 10:13 PM) <{POST_SNAPBACK}>
Organization-wide Bully/Victim lists to discourage excessive trespassing, killing, etc from any one organization, applied to all planes, of course. It would double as a way for you to find the bullies in your own organization, since we always hear the "This is in retaliation for what PersonX did to us!"
I must've misunderstood... If Sidd kills you, you can come kill me? That's kinda what it sounds like to me.
Sakr2010-11-22 21:33:27
QUOTE (diamondais @ Nov 23 2010, 12:26 AM) <{POST_SNAPBACK}>
That seems more like something the guilds themselves should be doing.
Guilds themselves can only go so far I think. Maybe additional hype could be given to the smaller guilds, to attract more attention to it, and more players than the one time newbies.
Unknown2010-11-22 21:39:30
The open PK aspect of the org-wide Bully/Victim lists wouldn't really apply, since Avechna doesn't get involved on that level. The lists would be used for accountability/limiting offensives/boosting underdogs/whatever.
Ssaliss2010-11-22 21:51:42
QUOTE (Zarquan @ Nov 22 2010, 10:39 PM) <{POST_SNAPBACK}>
The open PK aspect of the org-wide Bully/Victim lists wouldn't really apply, since Avechna doesn't get involved on that level. The lists would be used for accountability/limiting offensives/boosting underdogs/whatever.
So in essence, just informative and not functional in any way? Then I wouldn't mind as much.
Unknown2010-11-22 21:59:35
The functional part would come in as making it harder to raid the same organization over and over, either by boosting their defenders or by hampering the offenders. (I'm not commenting either way right now as to how much should be considered excessive or whether we're even at that point already.)
It's a simple idea to shape that "winning org momentum" curve into less of an infinitely increasing asymptote, and many of us never find out about those of our own who go off raiding during those off-peak hours. Would Sidd raid less often if he knew Celina had just been through? I don't know. Would I be more understanding of the raid if I knew Lehki had just raided them? Maybe.
It's a simple idea to shape that "winning org momentum" curve into less of an infinitely increasing asymptote, and many of us never find out about those of our own who go off raiding during those off-peak hours. Would Sidd raid less often if he knew Celina had just been through? I don't know. Would I be more understanding of the raid if I knew Lehki had just raided them? Maybe.
Janalon2010-11-22 22:14:09
Use a "beastmastery" framework for selecting the single adjective that precedes the race:
Perhaps base the condition of the word with the respective org:
Though, multiply the number of races by number of orgs and
QUOTE
She is a ferocious loboshigaru
Perhaps base the condition of the word with the respective org:
QUOTE
ROGUE: ferocious loboshigaru
GLOM: predatory loboshigaru
SEREN: aggressive loboshigaru
MAG: merciless loboshigaru
CELEST: intense loboshigaru
HALLI: acute loboshigaru
GAUDI: wild loboshigaru
GLOM: predatory loboshigaru
SEREN: aggressive loboshigaru
MAG: merciless loboshigaru
CELEST: intense loboshigaru
HALLI: acute loboshigaru
GAUDI: wild loboshigaru
Though, multiply the number of races by number of orgs and
Saran2010-11-22 22:20:36
QUOTE (diamondais @ Nov 23 2010, 08:26 AM) <{POST_SNAPBACK}>
That seems more like something the guilds themselves should be doing.
That's rather difficult, guilds can offer credits but smaller guilds won't be bringing in as many credits so won't be able to do so.
QUOTE (Falcon @ Nov 23 2010, 08:33 AM) <{POST_SNAPBACK}>
Guilds themselves can only go so far I think. Maybe additional hype could be given to the smaller guilds, to attract more attention to it, and more players than the one time newbies.
The focus should be more on why the guild is small, some things are more difficult to fix and if people only come over because a few events happened for the guild then they'll probably leave should the events stop.
Sakr2010-11-22 22:28:46
There are a few people that are around Harbingers, and when a novice is awake I imagine they are hampered by the lack of people around in that specific guild. The lack of people who are staying after seeing this then reinforce that and the vicious cycle moves on. Just an example
Casilu2010-11-23 02:21:04
QUOTE (Falcon @ Nov 22 2010, 01:22 PM) <{POST_SNAPBACK}>
This could be out of character in implementation, but a sort of rewards system that could be given so people remain active in the lower populated guilds?
Is this a guild bailout? Are the Illuminati too big to fail?
Lorina2010-11-23 03:56:13
If a guild sucks, it sucks. I don't think any OOC rewards would cover it. It just has to be a good guild. Maybe its the mechanics...or maybe its the people inside it...that make it a toxic guild to be in.
Saran2010-11-23 06:08:19
QUOTE (Lorina @ Nov 23 2010, 02:56 PM) <{POST_SNAPBACK}>
If a guild sucks, it sucks. I don't think any OOC rewards would cover it. It just has to be a good guild. Maybe its the mechanics...or maybe its the people inside it...that make it a toxic guild to be in.
Pretty much, if guilds are dying the first step would be finding out why people are leaving and then trying to work on that. even if you bribe people in to the guild and build your numbers up, it won't last unless they want to stay.
Unknown2010-11-23 08:04:09
Eh, I don't think most of the small guilds in Lusternia are small due to anything "toxic" so much as having fallen flat on their RP - sometimes they don't have people with even the most nebulous of like-minded goals, they're just people that happen to share the same skill sets.
Sakr2010-11-23 09:20:52
QUOTE (Saran @ Nov 23 2010, 09:08 AM) <{POST_SNAPBACK}>
Pretty much, if guilds are dying the first step would be finding out why people are leaving and then trying to work on that. even if you bribe people in to the guild and build your numbers up, it won't last unless they want to stay.
Hm, some sort of obligatory survey that could be completed after finishing each novice step could be done in order to rate scores from 1-10, and then strengthen the areas of weakness maybe...
QUOTE (Vendetta Morendo @ Nov 23 2010, 11:04 AM) <{POST_SNAPBACK}>
Eh, I don't think most of the small guilds in Lusternia are small due to anything "toxic" so much as having fallen flat on their RP - sometimes they don't have people with even the most nebulous of like-minded goals, they're just people that happen to share the same skill sets.
Agreed to an extent. Is there maybe a population limit to the amount of guilds that could exist in Lusternia?
Saran2010-11-23 09:55:20
QUOTE (Falcon @ Nov 23 2010, 08:20 PM) <{POST_SNAPBACK}>
Hm, some sort of obligatory survey that could be completed after finishing each novice step could be done in order to rate scores from 1-10, and then strengthen the areas of weakness maybe...
Maybe, though you'd really want to talk to people if anyone is actually quitting the guild
QUOTE
Agreed to an extent. Is there maybe a population limit to the amount of guilds that could exist in Lusternia?
I don't quite understand this question
Diamondais2010-11-23 10:21:56
There aren't limits I dont think on the amount of people within a guild, that could get rather silly, and rather bad rather quickly.
That said, some guilds just wane and wax on their memberships, some are almost always strong, some are almost always week.
Looking at a guild that's almost always strong can show you what a "good" guild is doing, be it the RP, the people, whatever. RP can be helped, somewhat, by the admin, people can't be forced to go where they don't want to go, and mechanics are a tricky thing.
That said, some guilds just wane and wax on their memberships, some are almost always strong, some are almost always week.
Looking at a guild that's almost always strong can show you what a "good" guild is doing, be it the RP, the people, whatever. RP can be helped, somewhat, by the admin, people can't be forced to go where they don't want to go, and mechanics are a tricky thing.
Saran2010-11-23 10:48:18
QUOTE (diamondais @ Nov 23 2010, 09:21 PM) <{POST_SNAPBACK}>
There aren't limits I dont think on the amount of people within a guild, that could get rather silly, and rather bad rather quickly.
That said, some guilds just wane and wax on their memberships, some are almost always strong, some are almost always week.
Looking at a guild that's almost always strong can show you what a "good" guild is doing, be it the RP, the people, whatever. RP can be helped, somewhat, by the admin, people can't be forced to go where they don't want to go, and mechanics are a tricky thing.
That said, some guilds just wane and wax on their memberships, some are almost always strong, some are almost always week.
Looking at a guild that's almost always strong can show you what a "good" guild is doing, be it the RP, the people, whatever. RP can be helped, somewhat, by the admin, people can't be forced to go where they don't want to go, and mechanics are a tricky thing.
The only real way to spread them out would to be allow multiclassing, but no one really wants that(the only guild that I could see multiclassing even possibly working in is the institute).
Sylandra2010-11-23 11:10:07
This will never happen but.
Skillflexing orders. Oh my God. Please. Please please please.
Skillflexing orders. Oh my God. Please. Please please please.
Sakr2010-11-23 14:02:43
QUOTE (Saran @ Nov 23 2010, 12:55 PM) <{POST_SNAPBACK}>
Maybe, though you'd really want to talk to people if anyone is actually quitting the guild
I don't quite understand this question
I don't quite understand this question
Nobody is actually quitting, more along the lines of not being active again upon joining.
And the second part is that there are 26 different guilds in Lusternia so far. Do we have enough people in game for those 26 guilds to be fully operating? In reality it wouldn't be a fully equal member of people per guild, and I don't think that any rule to limit the number of people that could join in the larger guilds could be administered, so just to reiterate the question:
Is there a population limit for the amount of guilds that could exist in Lusternia? Or should some of the guilds be removed in order to strengthen the amount of people in other guilds?