Reducing the Number of Player Orgs
This discussion has been closed.
Categories
- 4.3K Life in Lusternia
- 474 Announce Posts
- 76 Event Posts
- 1.7K Common Grounds
- 589 Q&A
- 83 Combat Overhaul
- 1.5K World Library
- 86 Combat Logs
- 870 Event Scrolls
- 403 Mechanic's Corner
- 329 Ideas
- 314 Last Chance Trading Post
- 478 Life Outside of Lusternia
- 9 Forum News
- 275 The Real World
- 94 Meet and Greet
- 37 The Funnies
- 63 Mafia Hideout
Comments
You could likely build up your vote weight if you wanted to, players who've drifted away might get asked to return to also help their former orgs by friends. It's also not a breach of seconds to have two characters active at the same time.
The issue really comes up when the people joining the org don't try to integrate in it. This is Lusternia, joining means you've agreed to become part of that community, you've signed up to serve the light/great spirits/collective/whatever and forsaken whatever that requires you to. If it was the merger suggestion it's different, but in the deletion that's signalled the intention for the remaining orgs to retain their identity.
Would argue the vanity labelling.
The original three orgs are a pretty strongly opposed set, they're something that is pretty easy for people to sink their teeth into which can more significantly help retention than providing a less common niche (which is typically the argument for the other orgs). We know they can work pretty well.
but for points:
- It would be hard to be more isolationist than the mindset that we must keep our allies at arms length and be ready to turn on them at a moments notice if that serves nature.
- Taking an aggressive stance on the taint while ignoring the horrors of the light is a typical problem for serenwilde that quickly gets resolved with reminders of why the light is just as bad.
- Being more strict on how commune members behave is bordering on lore breaking tbh, "freedom" is something Seren shares with Gaudi, it's why Seren has the leaves rather than laws. We have some rules around what you can do on CT and in public spaces but that's it and it's ultimately because you're going against someone else's rights (i.e you have the right to expect that you can rest at mother without witnessing people going at it)
So... the suggestions seem to be based on either not knowing that Serenwilde is already like that or involve changing the identity of the forest.Arguably the last point about inhibiting the freedom of commune members also takes away something which might attract former Gaudi's to Seren if they didn't want to deal with being subject to the laws of Celest or Mag.
So more is always possible.
Best bet is to just keep the winning orgs. You keep your happy players happy, and the players you'll lose are probably the ones you won't miss.
Accountability is necessary.
Tainted undeath is offensive, Angels are also banned. Marriages are a weird area cause there are some threads that make it bad (it's risking drawing outsiders too close and we've had events showing the bad of getting too close to the taint).
You're also describing times where people weren't actually following the rp of the forest, that's a thing that can happen. Doesn't actually make it fit, like you can take one look at either Moon and Hart and get reasons why Seren should never disfavour people for not defending.
The only downside basically is that there will still be 30 classes (36 really if you include chemwood) that are all very unique and will stil require balancing. Something that may alleviate that is forcing new alliances to choose their 5 skillsets for each archetype and only let them mix and match every 10 IG years or something, according to a vote.
The changing skillsets seems a bit pointless tbh, whatever's most popular at the time would be picked first, then everyone would need to invest in that, at which point everyone has it as well as any newbies who've joined in that time, so next time the vote comes up you'd just vote for the same sets because otherwise everyone needs to change.
If you're picking on an alliance level I also wouldn't be surprised if each of the archetypes might end up with the same terts across the board.
<a rel="nofollow" href="https://www.lusternia.com/banner/minkahmet.jpg">https://www.lusternia.com/banner/minkahmet.jpg</a>Apologies if I'm misquoting Ejderha but I think his suggestion had much more of a merger, like a village would be won by Glom-Mag alliance, consolidated alliance ministerial posts, one combined voted org leader, combined council? Linked nexuses sharing power maybe, etc.
So reducing down to three sides but without losing class and org identity so much. Sounds neat to me. Probably would need a load of fiddly coding.
I see this as a way for both communes to keep their own identity and leave space open for a third identity to form when the two inevitably blend. This also opens the possibility for jojobo skills to become available, for example their civil war ends with the destruction of their commune and they too become refugees within the newly formed commune.
I see this as the only way for both sides to keep their skillsets and form new lasting bonds with people who were once their enemies.
This allows both skillsets to exist in one place, leaves ackleberry skills as something that can be looked into later and still gives a place for jojobo to flee to if a climax to their civil war wipes them out.
Old areas could be reused and rearranged from both communes. While opening up the possibility of adding bits from the other two communes.
If we have a three org solution, and your race is banned in two of that three orgs, then you'd be locked into the third org.
There's has been no actual reason presented as to why you'd do that if you're merging, you could also wipe out the wyrd and then you just have "Nature" as the concept which makes far more sense
Deletion (Celest/Seren/Mag) it's only really Viscanti that have something to worry about but race is also a choice with consequences at the end of the day. In that scenario you could give out (maybe conditionally) free race changes for people where it's an issue.
The mergers... it varies, you'd probably just set those up so that it doesn't happen.
The thought came up when I was thinking which org I might go to if only the original 3 orgs remained, and I think faelings are banned in Mag (are they?)
But I agree that race is a choice with consequences. However, when previously this consequence was that a couple (out of 6 orgs) won't accept you, with a 3 org solution, it will soon be "a couple of orgs out of three orgs won't accept you" which means you have to go to the third.
I'm not sure if faelings are actually banned, Merian and Elfen are lower than second-class citizens though afaik.