One of the things I said I'd consider later in the year would be to reduce the number of cities and communes if the player population doesn't really support six orgs. However, rather than wait, I think we should at least open up discussion at this time since our population seems to have settled. Keep in mind that this is something I really am loathe to do and have been dragging my feet even thinking about it, but the reality is that we need to look at the health of the game and what we need to do to succeed moving forward. Another reason would be it would narrow development resources as balancing three orgs is easier with our limited coding resources than it is to continue to balance six.
Thus, the current thought is to go back to the 'original three' organizations: Serenwilde, Celest and Magnagora, and allowing Glomdoring, Hallifax and Gaudiguch to go dormant. However, we know Glomdoring is a large organization so it would be tough on players currently there, but it may help bolster the remaining organizations. We have also considered other combinations of closings but if we want to grow in the future, I think new players look for familiar themes (nature/good/light) rather than what may end up having with other sets. Anyway, nothing is written in stone and I'm not even sure we'll go forward with org reduction, but I wanted to hear your opinions.
Finally, we know there is a lot to consider, including possibly reducing the number of commodity-producing villages, allowing a way for players to transfer their wealth/artifacts/etc. to another character if they want to preserve the roleplaying integrity of their current character, updating the website, and many other things that will be challenging.
Please keep the conversation respectful. We're looking to have a considerate and productive discussion.
Comments
You also keep your forest/good/evil alignments, offer a chance for forest vs city, or what not.
Edit: because I feel like Light vs Dark (vs Forest) is there in every game whereas Order vs Chaos gives a more unique flavour instead that I feel might draw people.
I would however like to suggest taking a careful look at which four orgs remain. Celest and Magnagora are critical to the lore of the game, and I do not believe that they should be removed. Serenwilde should, in my opinion, also remain as it has been around since the start. While Glomdoring might be the obvious choice to keep as it was around before Hallifax and Gaudiguch, I believe that either of those could also survive. In a three-org situation, Serenwilde remains 'neutral' to the conflict of Light vs Taint, and opposed to both cities. In a 4-org situation, they would need to be opposed by the remaining org.
This could be Nature vs the Wyrd, mirroring the Light/Taint conflict.
It could also be the Natural Order of the Serenwilde, against the unnatural Fire and Chaos of Gaudiguch.
Or it could be Nature vs the Science and civilisation of Hallifax.
While I may be biased towards the latter, and it would also allow all of the city-haters to have something to hate rather than hating another forest, I am posting these as examples to spark a discussion.
https://forums.lusternia.com/discussion/3553/a-probably-impractical-way-to-resolve-the-number-of-orgs-problem/p1
Those are links to topics that already had some discussion on reducing active orgs. We also have the unique option to instead release Jojobo, an extremely popular request, as the Nature org. Would give an excuse to release it, and would probably be complained about less than shutting down either one of the Communes and keeping the other. While Seren has a smaller population and could more than likely easily be overtaken by Glom, there would still be more outrage than happiness. I honestly think the easiest solution would be to make pairs that agree to it, and merge them and give them a new name. We can have a world event (akin to Cosmic Hope) that just wrecks the world and forces these people to merge in order to fight the threat.
Seren/Glom -> Jojobo
Celest/Gaudi -> City of Enlightenment
Mag/Halli -> City of Sciences and Technology
That being said, I think if orgs are going to be deleted, 3 orgs is better than 4, if only because it makes an alliance less stable/desirable and makes alliance shifting more frequent.
Beyond all this, I think there's a real problem beyond sheer "number of orgs" - if orgs were deleted, people would still move and cluster with their friends that they have made. What is the guarantee that the two (or more) "sides" would be any more balanced, numbers or skills wise, than they are currently?
Edit: I also support Makai's solution - people would probably feel less angry if everyone's orgs got reconfigured equally, rather than feeling like their org in particular was deleted.
Warrior: Knighthood (BM, PB, BC, Cav, AL), Athletics, Rituals (Necromancy/Aeonics)/Tracking. Depending on which ritual they take, they could be considered that specialization.
Guardian: Cosmic (Nihilism/Harmonics), Rituals (Necromancy/Aeonics) forced based on primary, Tarot/Hexes/Healing/Astrology.
And the list continues, but that might be easier to achieve with changing flags of skills and what nexus they require, than outright making new things or just deleting orgs.
With all due respect to the necessity of low population that put us in this position, I honestly think that I will not be the only person leaving if my org does not make the cut. It is one thing to have a cataclysmic event that destroys all orgs/guilds and reforms them anew. It's quite another to have your particular "side" which you have identified so long with in the game be wiped out, while other orgs, including your "enemies", remain. At the end of the day, many players don't play for their characters' advancement. They play for their orgs and the people around them.
If the problem is too few people actively engaging in an org, forcing people to join an org they don't already want to be in isn't going to solve the issue. There is no guarantee that they will engage or find themselves drawn to the culture (both IC and OOC) of their new org. And the issue that drives people away from the game - the feeling that "my org is losing and I can't do anything to help, and therefore I feel futile" - is going to be worse instead of better.
When we reduced the guilds, a popular opinion was that this would concentrate our population into these three guilds instead of four to five. Instead, it caused many people to leave the game because their character's entire identity was wrapped up not necessarily in a particular class, but that particular guild. What they had built up over the years of playing was gone, and they had to shove their metaphorical square peg character into a round holed org. Many people had to choose which of the guilds most matched a particular facet of their character, and the guilds ended up really just kind of bleeding together into "the warrior guild, the ritual/ceremony guild" sort of hodgepodge that I know you wanted desperately to not happen, @Estarra.
So while I look forward to whatever happens, I don't think the resulting outcome is going to be as pleasant as you hope for.
I am opposed to deleting some orgs and not others because it is the ultimate middle finger to people who have put in hard work to those orgs - in many cases building them up to be fairly successful even in the current game climate - to be passed over in favor of other orgs. "Sorry, we know you're the third most active org but we care more about x org's theme, bye". It's very alienating. A total wipe feels less targeted, more equitable, and allows for new avenues of RP.
Alternately, if we're going to delete, keep only two orgs: one pair of opposing cities. This allows for even more integration (since with alliances, there's basically only two "sides" to the game already).
Edit: Meaning the risk may be worth the reward because people are frustrated with status quo. This could pull back some players.
I know I would be taking a long hard look at why I keep playing a game that keeps deleting what I've grown attached to.
I would probably hope that if we go this direction (deleting three orgs and keeping three orgs) the administration would at least open up 100% retirement for members of the deleted orgs so they can get a full fresh start. Because characters have baggage!
The only positive thing I see for this is that new players will have an easier option picking an org. (Although, speaking of guild overhaul: As someone who wasn't playing when old guilds existed, it was very confusing to me why the guilds were not the same as your class and the guilds purposes were seemingly something random. I don't think new players will face a similar confusion in this case though).
If the current proposal happened, I would either stop playing this character or go to an org where all my friends go to.
It would also be nice to keep the option of logging in to my now vagrant/rogue character occasionally for sentimental reasons while understanding that her character arc (and pvp utility) is finished.
I will say there is a big difference in not being dorment and playing in my opinion.
Druidry and Wicca are largely the same between the two communes. Druidry has the same abilities except for org specific effects (spiders/murder and squirrels/pathtwist*) and scarab/darkseed. Wicca is the same except for three fae ents. That is two skillsets largely already written, especially druidry which is just coded weird. Sun, Lion, Bard spec, Monk spec would be left.
Could just take over a forest already designed and rewrite room descriptions, change some NPC interactions or delete all NPCs and start that part fresh. Half the work would already be done. Would even serve as an RP arc where the new forest is taking over.
I remain unconvinced that deleting three orgs with the potential to revive them is a good option. Reopening orgs would just add further stress as by then these refugees would have settled in to their new old orgs and have to choose again if they should move.
*I am aware pathtwist is not an effect in the traditional sense. Yes cudgel bashing attacks are different as well.
Nihilists
Sentinels
Cacophony
Tessenchi
Geomancer
Or really any combination might just feel extremely awkward, as most of these classes are rooted deep into the philosophies and culture of their organization of origin. We either need to:
1) Keep classes and let people choose which specialization they wish
2) Merge archetype skills (staring at Aetolia's original Magi being split into element combinations)
3) Fresh skillsets for these new orgs
Otherwise there is no point in the merger and further alienates people from the game.