Affinity does not make logical sense RP-wise.
You can have a random person from an enemy org who offers 40 000 000 without affinity drain and without any penalty.
Then you have a follower who preaches, designs items and rituals, writes books, converts, goes out of their way for an order but is located in another organisation where the lore can be compatible to what they do. Even though that person offers a lot, it can easily end up in the negative.
Affinity is also an overwhelming penalty for playing in unconventionnal ways and removes possibly very interesting RP interactions. It can chain to an org in which we no longer have fun playing just to be able to stay in an order that we really like. Diversity and playing by associating two orgs which really appeal to someone without the dire consequences of affinity could render an overall greater satisfaction out of the gaming experience and the opportunity to RP with more players.
Affinity is a massive commitment imposed on players. Lusternia is a game and like for all games it should never demand of any player to log in and hunt for above two hours -every day- not to keep offering but just to replace the essence lost by affinity. This is what affinity drain now asks of me though. This is regardless of wether I want to take a break from playing then come back without such an impact (I should be able to log off and be able to do as I want without feeling bad for draining -64524174960 essence because I can't log in as often or stay around too long), regardless of my RL events, the time that I actually can spend playing or affecting the activities I do during that play time (hunting out of necessity gets extremely boring).
As a reference, I drain 120 000 essence every RL day and all my offerings are now significantly decreased in value. It would require me to hunt for two hours every day just to upkeep essence and I am certain that the situation is much worse for lower circles. This is not my idea of a fun game and it encourages to stop RPing to pursue endless essence gathering.
Here is what I would like to suggest to improve this :
- Remove any form of affinity drain for everyone.
- I would prefer that the significantly decreased offerings be removed too but if you really want to impose consequences for not playing with the divines aligned with our org, okay, keep that. It would allow us to be able to take breaks without consequences and come back when we want without having to replace a monumental amount of essence as well as to not face the divine wrath for costing them so much.
Comments
We have begged for an artifact that removes affinity, but still haven't got that.
Elostian's order was a very 'open to all' before the days of Hallifax. Even when Elostian became patron of Hallifax, he still had an open to all ideal as far as I know. Your classflexing example I think falls flat. I mean, look at the monks we have in the city (sure, this number is low, but still).
Using Jadice's order as an example, She allows anyone in the order (given they fill the basic entry requirements). Do we have anyone outside hallifax right now? No. But to have the option open is nice. And then we come back to spreading the will of the God issue. If Zvoltz wanted to send His order members out to other orgs to influence those places with His ideals, then he should be able to without having to cast out person.
Currently, if your God really wants you in their order even after you leave their org, that is entirely their choice and not yours. You can choose to leave but whether you get to stay is up to them because they're the ones being punished and not you. Be grateful that this is even an option because it is clear the game was designed for it to not really be one except for special circumstances.
For the first 6 years of the game, order affinity wasn't a thing. But the fear that Hallifax and Gaudi would become mini-states of another org and not their own things is what drove affinity to become a thing.
This is exactly the problem which Affinity tries to address. It wasn't okay when Fain tried to influence Glomdoring, it's not okay now for any foreign Order to dictate policy on a city/commune.
I meant cap as in how much it can drain per weave, not all together.
Edit: To my knoweldge, affinity is based on your circle (outer, middle, inner) and if you have avatar. Having a cult might factor into it as well.
Classflexing monk has nearly zero penalties, to my understanding. Out of the 30ish skills of the spec, you can't use like 2-4 (unlike about half of classflexing to other guild skills). But as Alak said, Affinity has a constant drain that is hard to keep up with given the offering penalty.
While It may be because Viravain didn't have an active player, or a different Viravain than the current one, I worshiped her for about 9 months when Hallifax first came out (and before affinity was a thing) and about a month after affinity did. As you said, every god expresses different values, likes and ideals. A person can find the most alignment with God A but not their org.
There only real solution I see short of deleting affinity is to give us a high-priced artifact that negates it and the offering penalty (if not both, and given the choice between one of the other, I would pick the offering penalty to be negated).
Now, if the entire purpose of affinity is to demoralize players until they quit their order, okay. Come out and say it. "Affinity is designed to punish you until you leave". If the purpose of affinity is to force people to not be in orders outside their org, the less painful way, the better way, would be to just code that.
If the goal is to lock god worship to their associated org, just do it and lock membership to that org. I don't think this is a good idea or that it makes sense, but it accomplishes the ostensible goal directly. If the goal is to prevent order members from a foreign god from taking over another org, just do it and prevent them. If it's some kind of political takeover, expose the plot and roleplay (with divinely enforced action) shutting it down. If a god's order is taking over another org without the support of that god, it's not a god's order taking over an org - it's a player group taking over an org, a event that happens relatively frequently, completely independently of affinity. Case in point - early Hallifax and Gaudiguch.
Beyond just locking order membership to orgs, all of the orders are ostensibly headed under delegation on authority from the god in question. Not only are the code particulars totally controlled, the tenor and direction of the social controls is at the will of the administration in this case too. If Fain's order members are destabilizing Gaudiguch (or whatever), have Fain make them knock it off. If that isn't consistent with Fain's character, do two things: First, examine why actions consistent with your game world are causing issues in the same. Second, just make it consistent. That doesn't work out, write an event that makes it consistent. Kalikai starts a McCarthy-esque Freedom Inquisition that leads a rout of Fainites, forcing Fain to withdraw his people lest his other more important gambits fail. Or perhaps that's what Fain wanted all along, creating a atmosphere of paranoia that distracts from... whatever.
EDIT:
Basically, this.
Some gods are very obviously tailored to certain orgs, but others occupy a niche that only loosely corresponds to the orgs they are associated with. Darvellan and Crumkane are two examples off the top of my head. They appeal most to certain types of players that are present in all orgs. By contrast, you would be hard-pressed to justify following Lisaera or Viravain from any organizations but Serenwilde or Glomdoring respectively.
I think it would be nice if there were a few options for people who want more from their divineRP than another shade of orgRP.
It would also be nice if there were IC-orgs whose membership crossed the persistent alliance lines.
Affinity is effective for doing what it intends to do... I think the question before Estarra needs to be, is it actually necessary in all instances.
Vive l'apostrophe!
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