Having returned as a player after so many years, I'm effectively a semi-newbie again - so apologies in advance if this is not in line with the overhaul direction.
Is it possible for all types of organisations (guilds or the new factions, nations, maybe even clans) to flag existing quests and achievements that will automatically contribute to increasing your rank in that org?
So for example, Serenwilde sets the pixie power quest with a value of 3 per completion (repeatable unlimited times), the quest to help the spirit wolves with a value of 5 per completion (repeatable three times), the epic flame quest with a value of 100 per completion (once only), and the kill crow quest with a value of 1000 (once only).
They then assign a certain number of activity points per cityrank (maybe 50, 100, 200, etc), and as soon as the cumulative total for a city person hits that level, they are automatically bumped up a rank. This could be limited to one rank per ingame month if desired, just to allow an org to respond if they don't want a particular player to rise too fast.
I really like the way the collegiums allow a player to play the game itself in order to work themselves out of college, and I think having that automatic progress would be beneficial beyond newbie status too. This is both to avoid having to rely entirely on artificial task lists (which are good if you like that sort of thing, but can be a bit too much like homework, as discussed in the other excellent thread), as well as to make use of the wonderful quests already handwritten and superbly crafted to drive play that contributes to an org and feeling part of one.
Additionally, if quest completion is saved against the player, it would be *really* good if this could be automatically applied when you rejoin a collegium (for example if you switch guilds as a freshman novice), given the time to graduate gets reset.
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The main issue with these quests AFAIK is that they very quickly became grinding, some of these quests were even a bit beyond the newbies that were typically doing them when I jumped in initially but were things you needed to do to get out of Student/Apprenticehood.
But I guess, what do you really learn from questing? Yes, they offer insight into various different aspects of the world we play in. But what does say... the Mornhai quest really tell you about Mother Moon?
It'd most likely be on the Moondancers list if implemented, but there's nothing really to do with being a priest of the coven, it shows how people before Ellindel interacted with the fae but nothing really with how they do so in the modern age.
This is why we have the "artificial" task lists, because it's really the only way people learn about and develop the RP of their guild. Sure some guilds only have really simplistic things, but others are really quite good and I think sometimes this is really expressed by how wildly guilds can vary in rp. Some systems just really encourage it and an effective way and the guilds are full of lore while others that aren't so focused on it are struggling with identity issues.
Something like what @Ssaliss mentioned would be useful because it could be a "quest" that the newbies perform which replaces novice advancements. But beyond that, well I worry about pixie gathering leaders who have no concept of their guild rp (it's already happening without this system sadly, though more limited )
All that said, something I would love to see is like... guilds/factions getting a gain from their members representing them in questing. Like, if a member goes and performs quests that are aligned with the Faction, then the Faction get some reward (maybe gold, maybe some unique currency). I imagine favours would flow from this with the reasoning "representing the faction well to the denizens of the basin", this could also then tie into participation in village influencing and other combat mechanics where possible. But my idea is also about giving factions mechanical
It's not wallowing. As pointed out, there are some things that rank are used for now that could easily be destroyed by fully automated (or even moderately complex semi-automatic schemes). If there aren't real harms beyond general empty guild badfeels, which happen regardless of advancement or the lack thereof, it's a net loss to get rid of those things.
If everyone still wants a guild favor mechanic, make it a weak, non-stacking mini-god-favor type thing. If faction want to create sub-ranks, they can easily do so with gradated faction titles or other non-mechanical perks.
Also, @Xenthos has a great point: some of those guildranks come with special RP perks that mean a lot to the people who get there, and making it something that you just automatically walk through is sort of unpleasant to those of us who earn those the hard way.
Hi, I'm from Australia? Most of my game for ten years has been off-peak.