by Jalpha » Fri Nov 02, 2012 8:37 am
It's interesting to watch how this thread degenerated so rapidly into people vehemently refuting the viewpoints of others. Kind of unfortunate though, I think we all have valid points to make, and common ground could be found if sought.
Anyway, I don't think as a community we will ever be able to talk the bad guys out of being bad guys. They will always be there, and they have many advantages. In life as well, being the good guy is inherently more challenging. That's the playstyle they enjoy and so be it.
Now... The problem, as I see it, lies in part with the methods attempted, and also partially to a lack of vigilance on part of the good guys. Then, as well, the good guys need a large degree of resilience in order to perservere, because everyone needs to sleep sometimes, and bad things will always happen. Something can always be learned though.
I... Have a few ideas, and I also agree with some of the others posted in this thread, so I'll state them as I envision. I am expecting a hail of molotovs, most likely some flamethrowers as well and perhaps fire may even rain down upon me from the sky above... Regardless... Here goes...
I like the idea of an optional tutorial island with some beginner quests to help players get a feel for the game. I think it would be kind of neat if one of those quests involved an NPC playing the part of a PC and ganking the unsuspecting new player. I think this would teach them a valuable lesson which would enhance their ability to persevere, and encourage their use of precautions, once released into the real world of Salem. Of course there should be no lasting damage to the new character as a result because as we all know I'm sure... Newbies are very attached to their two hour old characters. As I was. However I digress.
I like the idea of a peace grid. I utilized that location in H&H and my best moments of the game were enjoyed there. However, I think a peace grid shouldn't be the sole responsibility of one faction. The protection of the area for the benefit of new people and favorable others should be a totally neutral responsibility, taken on by a number of factions who may or may not have conflicts of interest in the rest of the game world. This responsibility should override any conflicts of interest between participating factions. For the sake of honor, and the building of a populous community, to the advantage of both those who trade, and those who raid.
By including multiple factions in the policing of the area you reduce the workload and prevent the inevitable conflicts of interest between factions leeching into the peace grid and neutering its positive effects. Theoretically. If people can be mature, and honorable enough to set aside petty differences for the sake of something more important. Maybe I am too naively sanguine, but I believe in us all, and our ability to manage the community positively, despite the efforts of those who cannot foresee, or do not care for, the advantages to be had by all for allowing such a thing to be.
Another method could be the introduction of "Sheriffs". Players nominated by the community, suffering an increased level of direct accountability to the devs and mods, with special powers for the disciplining of criminals who transgress the laws of the peace grid. The considerations which need to be taken into account regarding this option are, however, a can of worms too large for me to juggle, I merely state that it could be an option. I believe that specifically, the management of that accountability and the potential for abuse of powers entrusted could, and most likely would, become an issue in many ways. I can't imagine this option not turning into a *****, which is why I think we are better off managing a peace grid on our own, without abnormal assistance from game mechanics.
Fire away, constructive criticism is, as always, appreciated.
Professor Gu Zhongmao wrote:These projects are beautiful to scientists, but nightmarish to engineers