Unknown2012-07-11 07:57:56
Maybe the older/higher ranked/higher experienced people should be the ones saying - you know what, I'm going to let this little guy be useful, I will leave earth and just brave out the enemy planes, or I will just empower demons, or I'll team up with a Nihilist and we'll darklink!
There's the problem right there. That simply is not happening. If we can find a way to address that, so that the "little guys" can actually receive some tangible benefit from this, then great.
Kagato2012-07-11 08:13:41
Maybe set up a points system like was mentioned earlier, but have certain activities worth certain points at certain levels/ranks
(for example a simple task like leading scholars/bards might be worth 1 point to a level 80 but worth 3 points to a level 40, while darklinking on astral could be worth 3 points for every X power - that way it incentivises things that are appropriate for someones level and experience rather than taking the fast and easy route and leaving nothing for the little guys)
(for example a simple task like leading scholars/bards might be worth 1 point to a level 80 but worth 3 points to a level 40, while darklinking on astral could be worth 3 points for every X power - that way it incentivises things that are appropriate for someones level and experience rather than taking the fast and easy route and leaving nothing for the little guys)
Veyrzhul2012-07-11 08:17:26
Draylor:
There's the problem right there. That simply is not happening. If we can find a way to address that, so that the "little guys" can actually receive some tangible benefit from this, then great.
That's why we need more people to dutifully gank anyone who isn't a noncom on those planes. For the good of the game. Nerf nexus distort.
Unknown2012-07-11 09:05:27
Veyrzhul:
Nerf nexus distort.
Distort is just a minor inconvenience, really. Nerf other nexus powers ;)
Xenthos2012-07-11 11:11:33
Does it really cap at 20 for the year, one for each 250?
If so that could be a huge portion of the problem with elemental planes being cleared; every older player has incentive to bring in up to 5000 power per IC year. Heck, even at a cap of 10, that's 2500 power each.
That's 1000 (or 500) motes of essence per each older player, which is a ton of murdered elemental mobs each
If so that could be a huge portion of the problem with elemental planes being cleared; every older player has incentive to bring in up to 5000 power per IC year. Heck, even at a cap of 10, that's 2500 power each.
That's 1000 (or 500) motes of essence per each older player, which is a ton of murdered elemental mobs each
Calixa2012-07-11 13:59:57
Another thing I didn't mention, but also comes into play is that the rewards do reset each year, which makes 'slow burn' play impossible. Say a novice takes the least profitable way of gaining power and gets 100 power in a year. No credit for them, and they start at 0 again next year.
This also affects older players. Personally I'm leaning towards esteem gathering because 1) it doesn't reset each year and 2) there is plenty to influence that I don't interfere with others ability to reach the esteem cap per year.
This also affects older players. Personally I'm leaning towards esteem gathering because 1) it doesn't reset each year and 2) there is plenty to influence that I don't interfere with others ability to reach the esteem cap per year.
Unknown2012-07-11 22:43:30
Easy solution: have any "leftover" credit carry over to the next year, clear everything that counts for a reward.
Calixa2012-07-11 23:44:12
Easy solution: have any "leftover" credit carry over to the next year, clear everything that counts for a reward.
Yep, pretty much. If it is desires to have it like this, at least. Not my call. But would certainly solve things for the little horses. Might result in a bigger log file, but entries that stay on way long could be archived in another project I guess!
Unknown2012-07-13 14:48:36
I know I'm late to the party here, but if this is the most you have to complain about the system in its current state, then it is working.
I'd be more concerned with requiring people to bother/get the attention of people of higher rank for every reward you do. If the characters are complete strangers and the higher rank isn't feeling up to it, or if the lower rank feels like they are becoming a bother, then this sort of thing can get counter-productive quickly.
I'd be more concerned with requiring people to bother/get the attention of people of higher rank for every reward you do. If the characters are complete strangers and the higher rank isn't feeling up to it, or if the lower rank feels like they are becoming a bother, then this sort of thing can get counter-productive quickly.
Daganev2012-07-13 15:14:16
IMO, the point of having a credit reward or a reward system at all should not be to try to get people to help the org. It should be an excuse for the org to help the players and characters that join them.
The org needs a fair and even way to help it's members, and a strict reward system does just that.
They likely should be expanded.
The org needs a fair and even way to help it's members, and a strict reward system does just that.
They likely should be expanded.
Esano2012-07-19 16:45:35
So. Late post. Person who's been away. Let's see if I'm coherent!
If the problem is that people are farming this for credits, rather than for the gain to the organization, then reduce the cap so they stop sooner.
Alternatively or additionally, introduce a scaling rewards system (numbers illustrative, not recommended):
50 power/year: 1 credit
100 power: 2 credits
200 power: 3 credits
350 power: 4 credits
500 power: 5 credits
Where the rewards are not additive, you get the highest one only.
This has the effect of rewarding newbies who can't manage much without over-rewarding people who farm constantly, hopefully discouraging people from doing so.
And yes, make it carry over. If you do this with the scaling system, people might argue "it's best to stop at 499 power so you get 4 credits this year + 2 credits next year!", but that only works if you stop adding power ... which solves your overuse issue!
If the problem is that people are farming this for credits, rather than for the gain to the organization, then reduce the cap so they stop sooner.
Alternatively or additionally, introduce a scaling rewards system (numbers illustrative, not recommended):
50 power/year: 1 credit
100 power: 2 credits
200 power: 3 credits
350 power: 4 credits
500 power: 5 credits
Where the rewards are not additive, you get the highest one only.
This has the effect of rewarding newbies who can't manage much without over-rewarding people who farm constantly, hopefully discouraging people from doing so.
And yes, make it carry over. If you do this with the scaling system, people might argue "it's best to stop at 499 power so you get 4 credits this year + 2 credits next year!", but that only works if you stop adding power ... which solves your overuse issue!