Population Imbalances
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
/s
Accountability is necessary.
- The strongest orgs group up to dominate the rest of the game.
Really, this seems to come from conflict objectives which encourage this sort behaviour to varying degrees. (i.e splitting domoths between you and eliminating the competition)
You could code around it by building/reworking systems so that they encourage the strongest orgs to fight each other by making that the most rewarding avenue.
- Orgs don't punish toxic members because they benefit mechanically from them.
In the current state orgs are pretty dependent on combatants for a lot, it unfortunately makes sense that orgs are reluctant to do anything about them because it means potentially losing much more than just one member.
You code around that with systems that bring the potential contributions from combatants and non-combatants to a more equivalent level with the goal of limiting the impact of losing combatants.
Some of it is going to be ingrained culture that's hard to change but it's pretty interesting to see how even small mechanics can have a significant impact when you look across a variety of games.