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#2151 - 09/10/08 08:38 PM
Hiatus Rules Change Suggestion
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Onslaught
stranger
Registered: 09/10/08
Posts: 21
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Mactorg asked me to post this hear. I've brooched the issue with madoc as well.
This mud doesn't properly function without a player base, but more importantly, a character base. With so few players, each person is virtually a monopoly in anything they choose to do. This discourages competition, interaction, and all around fun in playing the mud. And that is assuming that someone is even filling a necessary role (can you say no weapon tinker in existance that plays?)
This is devestating to the survival of Darke in so many ways, and who can disagree?
I've talked with admins in detail about the pluses and minuses of allowing alts, and right now there's a 37 day delay in hiatus system.
I've proposed either removing this down to 1 day 2 days 7 days, something drastically more reasonable, and easing up on the rules on hiatus to allow more variation and production and economy in the mud. You can't hope to attract new players when they can level all the way to high mortal using an iron weapon because no weapon tinkers exist. The excuse of "well there's crafted items out there" really is a sad excuse. We all want to encourage activity,interaction and fun on the mud, let's open this up so resources are more readily available.
Let's greatly tune down or eliminate the hiatus. Let people have 3-5 people in hiatus and give them a 1-7 day turnaround in changing their characters. 37 days is eternity in mud life, and there just is NOT enough people on darke to support a realistic economy that it needs to be truely enjoyable.
Please post your thoughts. I think Madoc implied that he liked the idea, but wanted more feedback. mactorg referred me to post here too.
Onslaught
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#2159 - 09/11/08 12:08 PM
Re: Hiatus Rules Change Suggestion
[Re: MacTORG]
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Onslaught
stranger
Registered: 09/10/08
Posts: 21
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Mactorg solution is simple
even with 1/3/7 simply have a shared delay system. Ergo, if you hiatus 'any' character you can't take any of your other 3 out for 1 3 or 7 days. That prevents you having multiple chars on same day etc etc.
1 day may be too short, 3/7 seems reasonable but that's just my opinion....1 day could even be good but really not necessary.
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#2160 - 09/11/08 12:09 PM
Re: Hiatus Rules Change Suggestion
[Re: Onslaught]
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Onslaught
stranger
Registered: 09/10/08
Posts: 21
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this way we can avoid having the 15 day hammer in this mix? seems a bit long lol
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#2161 - 09/11/08 01:29 PM
Re: Hiatus Rules Change Suggestion
[Re: Onslaught]
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Byakko
stranger
Registered: 06/05/08
Posts: 13
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This is essentially allowing multis for creation/crafting type guilds.
The whole point of the hiatus system was to allow players a chance to do something else when they needed a break from their primary character.
While I understand the intent of this change is to allow players a way to more easily access products which currently are unavailable due to the low player base, the likely negative side effects outweigh the benefits: 1) A loss of interaction and bartering. When one or two players can completely supply their own needs, there is little need to negotiate with others. 2) A reduction in full time crafters. Why play a tinker/chanter when everyone has an alt to switch to make their own things? This will harm newbies the most, since they are the ones most in need of the "usuals" being around. 3) Devaluation of crafting labor. Granted, the cms system combined with the ability to craft and fight simultaneously has already made most crafting essentially free. But this is just the final nail in the coffin. 4) Favors those with greater play time excessively. At least before you could play a guild with few players and be useful. Now, those guys who can mud 150 hours a week will have an alt in your guild that will render you pointless. 5) Removes an incentive to convince a friend to play. No need to convince a friend to come play a chanter when you can just make one as an alt.
In addition, I question the validity of your justification for this change. You make it sound as though the essential equipment for play is being monopolized and is hard to acquire. But in reality, tinkers are the most common guild and convincing them to make things isn't -that- challenging, especially if you're actually willing to pay for it. Enchanters, while certainly an added bonus, are not essential for survival, and there's a decent number of them too. And remember, you already have the option to hiatus to a different guild if there's something you just can't live without - the restriction of you having to play them for a while only helps the market if there's truly a shortage of that good.
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