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in reply to: Normalize Favor #23527
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.
in reply to: H7 feels like it’s becoming an RDM #22546Generally speaking, people in these PvP RP games tend towards extreme escalation. This isn’t often actually very fun for either party so much as an emotional reflex.
Whatever your gut instinct is, dial it back a few steps from there. It’ll probably be closer to something fun for everyone, including yourself.
Dial it back a bit more after that and you might approach an actual realistic human response, but none of us expects those here.
It was pretty clear in the original announcement posts that killing was meant to be a last resort. Politics are subterfuge are meant to come first. It’s more interesting to have a slow escalation, and it’s best to just ignore people who won’t do that rather than try to make them play the way you want. They won’t
Personally also strongly recommend giving opportunities for people to back down instead of endlessly escalating. Most any story has periods of escalating conflict balanced with calm periods between. And most people don’t enjoy a constant, unending, “and then it got worse.” It’s very human to back off after you’ve shown your teeth a bit, it’s a better story, and it’s more fun for most everyone.
(I have zero involvement in any of the events discussed thus far in this thread. These are just generic thoughts after doing this for over 20 years.)
in reply to: Shop/Store Profits #20546Last I played, newbie credit didn’t count for these purposes and didn’t go to the shop owner. Has that changed? Or could this account for the difference?
in reply to: Mist thoughts? #19914Thanks for the reminder. My strong suspicion is that ‘weather’ is more accurate. I think the map on the website only updates every fixed amount of time, not on-demand like GPS does. I imagine ‘weather’ is just printing an existing variable. Hard to say for sure, though.
I don’t have the CXP to go testing that theory.
in reply to: Mist thoughts? #19912I’m sure most people know about this, but I didn’t see it in the thread: if you type ‘drive slow’ BEFORE entering the mist, you will almost(?) never crash. Played less than many here, but I’ve never had a wreck with even a junker car so long as I ‘drive slow’ if there is any chance of mist-travel.
You can even toggle the command before even getting into the car.
There is also a command that tells you which intersection the Mist is currently centered around. Unfortunately, I can’t find the documentation for it or remember what I typed. I found it on accident. I’d be curious how it compares to the visual map.
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