Timequake Testing
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Comments
My point was that if the perception is you can't compete when it is even, that's a much bigger problem we need to solve than trying to figure out how to combat things being uneven. That should come first. I'm just explaining why my focus is on making sure you can compete first before addressing number imbalances. I agree entirely with what Aramel said, in that it's more about the quality of players than the quantity of players. Quantity only exacerbates quality.
I can tune down the orgpoint timer - lower it to a 25 point cap and lower the timer to 5 mins. Or is the better option to remove orgcredit values altogether? The main reason it was included was that people have complained that the culture side of the org points is too strong.
Library, stage, designing and psychodrama get nothing else so maybe should be stronger for org credits. These are all things that are neutral on org size and even the smallest org can compete. Once you start adding in the combat stuff, it creates an unequal field favouring stronger organisations
Also adding, I don't think Timequakes should be taken away completely or anything. But make it easier to participate and/or reduce its orgpoints.
Also imo, one timequake every 5-7 hours is a bit too frequent. Especially in lower populated orgs, where only 1-2 people are about, it makes it a little harder to do other things (a timequake started when I was recording a play one time, and it was a bit distracting to constantly see messages asking if Gaudiguch is participating (only me and another person who was watching was around). I know similar things happen with revolts and things, and it's a part of it all, but those events aren't nearly as frequent)
So, one time during a timequake you only had two people, and the other side didn't contest it, so we're just lazy. Got it.
You do but you also get it for villages and domoths.
Edit: I'd like to say that the no xp loss is a nice touch, but one thing that people don't consider is the non-mechanical opportunity cost of conflict, which I would argue is even more important. I've never minded losing essence or xp - it's easy to come by - but the worst part of going into a fight with a group and wiping, and going back and wiping again, is the loss of morale among the group, especially midbies who often then decide to sit conflict out next time. That's the real cost of losing conflicts repeatedly, and it doesn't have that much to do with the actual mechanics of dying. Being able to get orgpoints more easily helps to alleviate that loss of morale by fostering a sense that something has been accomplished, instead of it being a winner-take-all scenario.