New HavenForumsAsk the StaffNormalize Favor
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Rev.
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Hello! Can we please normalize favor gains? There is no way favor is supposed to work like it is now.
Some people very active in the game have like 500 karma even though they’re very active because they’re in court which is very big. Some people who aren’t that active in smaller factions or societies have 7-8K karma.This is very discouraging for people especially for example, it’s not possible for your character to thematically join another group since they’re all very themed.
Please reconsider making it so that if you contribute anything everyone gets max 200 favor. Rather than have these massive discrepancies now between people.
Thank you
True but even now it incentivizes people to metagame instead of to actually join the society they would best fit for. Instead it’s join the faction that will give most favor and who cares if we change the theme of it to be anti what it’s meant to be. See: iron moon lodge.
I guess the question for Nova is… Is this really how you envisioned Favor to be? Some people with over 10x those of others despite being similarly active? Some people already having relics while other’s are reluctant to even spend the favor to research relics because it’s 2 weeks of favor?
Some court people also had like 0 favor payout for 3 weeks and the problem was ‘resolved’ except all of people’s requests were just either investigated or resolved and they got 0 favor.
Lots of people have expressed to me they’re getting very demotivated and I admit I am too. What’s the point of my character being thematic when she can earn so much more favor joining … iron mood lodge as a non werewolf for example?
Feel you. Personally, having run the Hollow Conclave and having not really received anything meaningful for the effort, I lost motivation with the society/faction system and just decided to play a character with less stress.
It’s a shame, because the new stuff looks cool. Loved the concept of relics and charms and all that, but having ‘succeeded’ as a society with such low members and getting nothing for the effort? Oh well.
Not sure why Miles comment was deleted too about the order getting very little favor. It really is impacting the game and with how overpowered relics are, it’s causing a massive imbalance in the game between people who gets little favor and people who gets lots of favor.
I admit the favor system has kind of confused me, I can’t tell if it’s supposed to be a really slow dripfeed with fun toys to save for, or something you should compete tooth and nail for to make sure you get a lot. I don’t really get a lot, so I’m not engaging with the system very much yet. I tried researching relics a few times but failed twice, which… I don’t get much of the stuff, so I probably won’t do any more of that for a long while.
There is an impression that the current system may disproportionately reward PvP-oriented actions over PvE or social interactions. Characters involved primarily in PvP activities appear to be receiving significantly greater amounts of favor within their societies, compared to those focusing on PvE or social engagements.
To chime in here, I am a part of a large society and am very active within it, but my favor gains seem to be sporadic, which feels frustrating because I don’t then know how my efforts matter (if at all). I would be in favor of a more normalized gain across the board for players.
Problem is right now even if you do fight tooth and claw for some.. you just don’t get any if you’re in the wrong society or faction it seems. And the power discrepancy between the people who ‘get’ and the people who don’t are absolutely massive. 7000 instead of some people with like 200. It’s so discouraging.
It does really add to the feeling that 7.0 is for combat and PvP, and not much else. Playing a character that doesn’t revolve around those things almost feels like you’re playing the game in a way that wasn’t intended. While there wasn’t significantly more on offer for non-combat/PvP people in previous versions, the social side of the game was helped along significantly by the fact that the playing field was a small town instead of a gigantic city.
At this current rate we might as well name The hand Alpha Beta Gamma and The order Phi Beta chi or something. There’s a log up for a order meeting. All that’s in it is .. boroughs. Hunting. How do we win more boroughs. No one cares about.. anti corruption. No one cares about making sure people don’t become corrupt because… You’re not rewarded for that. It’s the same in other factions and societies. Everything is about winning boroughs. What is even the point of them?
Back when the features of 7.0 were first being announced, I made the following observation:
I get the impression that everyone will have to be part of a faction and compete for control over boroughs. There’s no support at all for anything else. The whole of HavenRPG has seemingly been cooked down to that single venue of play.
And that appears to have been correct. While you’re allowed to play a character that isn’t part of the favor rat-race, it basically means opting out of almost everything that’s new in this version. You’ll be choosing to play a character who is fundamentally irrelevant.
It’s a question of opportunity costs. In previous versions, there wasn’t nearly as much to be gained from the faction treadmill, so that wasn’t what determined whether or not a player mattered. Not to the same extent, at least. Now it’s more like, “do you play a central role in a faction and spend most of your time grinding favor, or are you basically irrelevant as a player?” This is only exacerbated by the fact that players can’t make their own societies, and it costs fifty thousand scheme influence just to make a cult–which, to my knowledge, nobody has done so far, or even seriously contemplated doing.
Combined with the fact that the college sphere is more watered-down than ever and truly serves no purpose beyond social roleplay for funsies, being connected to literally no other aspects of the game at all, the end result is that 7.0 is a game that revolves around competing for squares on the map by being the best at wrangling a set of highly opaque mechanics where the only real way to tell if you’re doing it right is to ask other players if they’re getting more favor out of it than you are.
You were very correct Mirabel. College should award favor too. To both students and teachers given that students are capped in standing in all societies and factions as well. It’s basically saying if you want to contribute to our world feeling like a full and complete world with students and such, you have to suffer and not experience cool things. Plus. Why do students still get a paycheck deduction? Used to be college provided sanctuary and a place to sleep. Now it provides.. nothing. People should be able to get full time job equivalent with like… parental payments and a part time job or something.
Also even in societies though it’s also not fair. Society leaders seem to be getting alot of favor. But the people in the society report that feature alot … do not get much at all. Which means not only do you have to grind factions.. you have to be a socialite in essence or have alot of socialites in your clique to continue feeding you society influence so you can maintain it. Right now leader of factions isn’t even a popularity contest. It’s a popularity contest between socialites. Because combat or arcane mains simply can’t compete with the professional mains for giving society influence especially with all the contacts building political standing.
You were very correct Mirabel. College should award favor too. To both students and teachers given that students are capped in standing in all societies and factions as well. It’s basically saying if you want to contribute to our world feeling like a full and complete world with students and such, you have to suffer and not experience cool things.
I strongly suspect that Windermere was designed by an AI. It’s the result of prompting an AI to draw up the lore for a supernatural college, without giving it much concrete information about the game as a whole. That’s why the sphere is totally disconnected from the rest of the game, tying into absolutely no other features or mechanics. The documentation is that trademark LLM hodgepodge of ultra-generic filler that lacks the human insight to how this actually meshes with the greater context–which, in this case, it doesn’t at all.
As far as I can tell, faculty ranks simply don’t do anything. It’s purely cosmetic.
This is only exacerbated by the fact that players can’t make their own societies, and it costs fifty thousand scheme influence just to make a cult–which, to my knowledge, nobody has done so far, or even seriously contemplated doing.
domain list
will give you a list of eidolons in existence; you can assume that there a cult for each of them.In theory, a larger society has more boroughs and this should balance out the fact that it’s being split between more people. Each borough is supposed to produce a given amount of Favor per week, split between those in charge of it. If a big group loses one, they’re going to feel it pretty bad due to the split, but it should be easier to replace it.
The amount they produce is reduced by schemes and raids. When a scheme has been up for weeks, for example, you should expect the borough owner to not be getting much.
The system rewards variety. It is much harder to get control of a borough entirely via one method, intentionally. A wide variety of character concepts approaching borough control from multiple angles is the most effective route. It’s certainly not combat-only. Though someone who does everything is likewise going to have an edge over someone who does everything but combat.
I’ve seen a huge swing of favor gain, including 0, so it probably needs some adjusting. But it also feels like some people are missing key parts of the system that are explained in files like the politics guide.
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