I wanted to open up a discussion about population issues. I think, for the game we are, our sustained population is good. However, we're spread so thin between so many different guilds and organizations, it feels like the mechanical growth of the game is wildly outpacing the player growth. It's really starting to create some issues on the micro level as guilds struggle to maintain any sort of identity or population with just 2 or 3 active players, and leadership (and all that it entails) become a matter of "who do we have that we can stuff into the position" rather than "who can offer the most." In the long run, I think guilds are starting (or have been) suffering as they fall behind in population. It becomes a bigger strain on the isolated few who have to maintain the identity of the guild and keep new members, especially when leaders become dormant and the mechanical duties, much less the RP duties, go unfulfilled
I was wondering if anyone else is feeling the pressure? On a personal level, it is stressing me out. On an IC level, it's just awkward to run a guild that barely exists.
Possible solutions? I don't really know, but I have some rough ideas,
Guild leadership restructuring: condense the positions. Namely, the big three. I would actually like to see the option for guilds to choose how many leaders they have. I think the checks and balances of the three leader system works if you have three active leaders and people to populate the guild. Maybe something that requires the approval of the Patron, and it can be condensed down into 2 or even 1 leadership position. It would allow for a more dynamic diversity of leadership between guilds, but also cater to the needs of the specific guilds. The argument for this is that there are people in positions in small guilds that don't log on anymore. Daedalion, Akyaevin, Veracruz, etc. Honestly I think the Champion seat ends up being the most disposable because they generally have the least to do with actual guild maintenance. You also wind up with people who don't really fit the position, but you having empty spots in your helpfile looks bad so they become seat fillers.
Guild condensing: I know the likelihood of this happening is non-existent, and people will knee jerk NO NO HOUSES RUINED ACHAEA, but it would be possible to adopt an Achaea style house system (reworked to fit us). For instance, Glomdoring could have Ebonguard, Shadwodancers, and Blacktalon. Monks could join EG or SD, allow warriors to join SD or BT based on their tertiary, and bards could go wherever, SDs and BTs would be stuck where they are. The obvious downside is that all the work that has gone into these guilds would go up in smoke, and the RP behind it might be awkward to work out, but it seems like the most obvious fix to the empty guild problem.
Those are the only two I can think of now. Just wondering if anyone else had any ideas or feelings on the subject.
Comments
Regarding the guild identity, you can absolutely hold on to those ideals even inside the "Guild". Ur'Guard are still a bunch of militarized faction of warriors who happen to be inside the "Nihilists".
However, this new thing is easier for the forests since Warriors are already either Blacktalon or Shadowdancers themselves. Monks are already "guardiany enough" and Bards are Bards. So in Glomdoring/Serenwilde you only need two factions, but it becomes harder for cities
Let's take Celest. You have Aquamancers and Celestines. Paladins only have the tertiary for Celestines so they fit right in. Tathetso are all about Sacrifice and Humility, so they share also Celestines values. Bards could go wherever.
In Celest now you have the majority of the city in the "Celestines" and the rest are just Aquamancers + those Bards that feel wet.
So.... There's a new problem there
A) Will not be removing any guilds.
Will not be making it so that multiple archetypes can exist within a guild.
C) Will not be removing any elected guild positions.
We discussed the concept of 'factions' in the last forum thread (it's on the old forums), which would help lessen the focus on guilds, without stripping them of their nature. The general idea was every org got two 'factions' to start with, and they'd be more like political/ideological groupings than guilds. IE you might have a more new age faction in Celest, and another very imperialistic faction. Both very lighty, but very different approaches to the how things should be resolved, and particularly, how Celest should be involved. In Glomdoring you might have a faction that's rabidly all about the Wyrd and how it's a quasi-sentient presence that underlies the Glomdoring, and a faction that thinks the Glomdoring is the end-all be-all and the Wyrd is just a tool.
Ultimately it seemed like (though I tend to have very rose-tinted glasses about these kinds of things!) people generally liked the idea, however they didn't think it would actually do what it intended (shifting the strenuous focus from guilds to more populated factions), so we more or less let it go, and the topic generally died down.
Unfortunately the real problem (in my eyes) is people focus too much on their guild instead of their city. Say we cut every org down to 2 or 3 guilds - it won't change the size of the population of like-minded people to interact with, it would only force them into the same guild. Why not interact with your city/commune mates? That's where the emphasis should be, if you can't find it in your guild (instead of just despairing). It's not as though your city mates are completely alien to your guild's ideologies.
One other thing someone (might've been me, don't really remember) brought up was removing the collegium duties from the guilds and giving them to the Ambassador and his aides, which in general might just be better for the 'not my guild, not my problem' perception that seems to plague some collegiums, while helping focus novices towards cities and not guilds.
Donno.
I do think that you need to consider it from another angle though.
You don't choose your city or commune when you join the game, you choose a guild. When I first came to lusternia I chose Moondancer not because of Serenwilde or anything to do with its history, I chose it beacuse I found the idea of the Wiccan archetype interesting, then I played on an Aquamancer for a bit because I wanted to be a water mage but went back to moonie because I liked being a Moondancer more. Eventually I moved to the HS and then jumped through guilds over time, but I always come back to Hartstone.
Not because I like the skills, not because I necessarily want to be a druid, but because the guild and its rp draws me.
I guess the question is, What are guilds meant to be?
The guild system in Lusternia is fine, there is nothing wrong with its conception or its planning, or its execution. The problem is a lack of players for the amount of guilds we have. Frankly speaking, 4 orgs were nice and good. I was only a newbie back then, so I only have vague memories, but I liked it, which is why I'm still here. If I was a newbie right now, I don't think I'll last more than a month or two.
If you want to maintain the current system, you need to either raise the number of players, or lower the number of guilds. If you want to maintain the current system AND the number of guilds (or add more), you need to raise the number of players, period.
If you can't, then one or the other has to go, or the problem remains. Simple as ABC.
But as none of those things will be happening...I don't know what the solution is.
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With that in mind, how hard would it be (code-wise) to create a more automated advancement method? Right now, most of the requirements seem to revolve around 1) riftables, 2) potions, 3) finding locations and 4) learning skills. Having newbies be able to check these things off on their own would reduce the load on guild leaders and undersecs, and if these tasks are all that exist, it would allow the newbies to advance themselves once they've reached the required requirements. Here's how I envision it:
It would all revolve around the ADVANCEMENT command. Newbies would use it to check on how they're doing, guild leaders/undersecs would use it to check off the more "diffuse" tasks ("Write a letter about why our guild is the best guild there is"), and GA would use it to actually set the mechanical advancement requirements. Example:
GA:
ADVANCEMENT GR2 ADD RIFT 15 GALINGALE
ADVANCEMENT GR2 ADD SKILL FIRSTAID
ADVANCEMENT GR2 ADD LOCATION HERE (would add the location the GA is in to the list the newbies have to find)
ADVANCEMENT GR2 ADD MANUAL Letter to Santa (would add a requirement that leaders/undersecs would have to manually check)
ADVANCEMENT GR2 PREFIX Underling (would make every newbie that completes the GR2 advancement get the prefix "Underling" once they complete the requirements)
Leaders/Undersecs:
ADVANCEMENT <newbie> GR2 CHECK Letter to Santa (would mark the above requirement as done)
ADVANCEMENT <newbie> (would give them a list of the requirements a newbie needs to meet, and would also see if they have met any of them)
Newbies:
ADVANCEMENT (would give them a list looking kinda like "ACHIEVEMENTS" that would tell them what they need to do to get to the next rank and if they've done it yet)
ADVANCEMENT GR3 (would give them a list of what they would need to do to get to GR3)
Now, the big question is: Would guilds even use this? If not, why? Yes, it does remove a lot of the social aspect from it, but personally I think that's preferable to newbies getting stuck. Ideally we wouldn't need it, but the situation isn't exactly ideal right now.
The Gaudi monks haven't come out yet. Maybe this is the time to experiment with different ways to make guilds skills and archetypes work?
There's a pretty clear answer to this (to me at least). Lusternia is built around its guilds. You join the game to play as a specific guild, not some nebulous Wyrd / not-Wyrd faction follower. There's just not as much meat to that.
Further, let's say you join to be a dark and mysterious wiccan. You want to get some delicious RP along these lines, but there are no guild members to show you the ropes. Sure you can RP with commune members but it *is not the same*. Guild RP can be some of the most powerful in the game; it is focused, it gets down into particulars that orgRP just cannot do.
Stepping away from guildRP is thus not the way to go. Re-examining the number of guilds is the best solution, though you say it will not happen. I find that to be unfortunate, because guildRP is pretty consistently the richest in the game.
When you can get it.
I don't feel like that's a bad thing. I just feel that things are so stretched out that such RP is far less available than it could / should be, leaving possible enthusiastic RPers out in the cold.
We need to genuinely ask ourselves why aren't they staying? Is it the lack of advancement? Are they not getting the proper help they deserve?
I think we really should reassess the roles we assign some of the members. I kind of agree...The ambassador and the aides should move away from city/commune enemyings and look at ways to make novices feel a part of the group. When I used to play other muds, I remember I felt like I never really knew anyone.
The Bull Altar is nice, but considering it is pretty much all we have in regard to Bull, it is kind of lame. Especially for the effort involved. It is -not- something a relative newbie can do just for fun, due to the difficulty in influencing the necessary mobs and then being able to go get astral bulls. Bull gets summed up in two to three sentences, and I can tell a newbie that without forcing them to wait until they are ready to do the quest alone. I don't think it does any good to talk it up and set up people for disappointment once they get to the end.
I know Nejii and Sadie both worked hard and roughly got unresponsiveness over what they were going for. No one wants a repeat of what happened to the Nekotai and Scorpion. I think it's unfair to expect the players to start building on something that could easily crumble if the administration already has ideas set in stone.
I can't speak for the whole guild, but I'd totally be down for something like Everiine suggested. Even adding nothing more than a merged channel (I do like the Shofangi guildhall) could do a lot.
And please note that I'm not suggesting every guild gets the same tasks. Each guild can customise their specific requirements and whether or not they'd even use this system. Although judging from the rather lacking responses, I'm guessing it'll never make it into the game anyway, heh.
So basically my view is, go ahead and make stuff up and have fun with it. Build all you can. If it changes, it changes, but you'll still have fun doing it.