My point was not that was your intention. I just think we need to be aware of what the passive consequences of these choices could be. I think that seeing where things will go wrong will help everyone come up with a better solution. I will give an example of ways we could improve upon the idea put forward by some about limiting quarter purchases.Xerah wrote: Mon Nov 02, 2020 6:45 pm
Some of these things you need to look at with the eye of the central idea rather than what is explicitly stated/recommended. For example, not allowing people in factions to not own other quarters is not the goal, but limiting it to people who have membership in factions with large guildhouses is the goal so that they fill the spaces (there are other ways to do this rather than explicitly restricting purchasing which would be a more likely implementation should something like that happen; i.e. can't refresh guild house unless 75% full or exponential growth of rent based on empty space, etc). This doesn't mean it is easy to implement or something that is going to be implemented but another way to look at it.
Instead of saying that people who are in factions cannot own personal quarters, you could say, "To own a large guildhouse you must have x number of individuals in your guild who are active. If the number drops to a certain level then you will receive a notice that you need to gain more members within the next tenday to retain ownership of the guildhall."
This would improve the idea in several ways. It would encourage large factions to be actively bringing others into their fold. It would encourage them to provide good roleplay so that people wanted to stay in the faction. It would not harm smaller factions. It would make it where guild leaders who are already spending their time roleplaying with their members could continue to focus on positive roleplay vs grinding for gold.
As many have said quarters are often a status symbol. The change I proposed would likely make it where people will see factions as a climb in guildhalls. You can start with a very small one and slowly climb the rungs of power. As you do so you gain the ability to have an increasingly nicer guild hall for your faction. I think this has the potential to be a good thing but I could also see where it can go wrong. It would depend on how the admins wanted this climb to be. It could be made with a low floor and then everyone is allowed to get a guild hall once you reach a certain level or it could be a steady climb towards greater and greater things.
Summary of ways my idea improves upon the previous proposal and passive negative consequences that come with it
- Positives
+ Encourages faction roleplay
+ Does not harm small factions
+ Encourages roleplay that involves others outside of the faction (recruiting)
+ Guild Leaders benefit from making their factions more enjoyable to more people.
+ Greater turn over of guildhalls brings new roleplay
- Negatives
- Could encourage cliches to form.
- Less stability of which factions are prominent and apart of the Arelith world ( its the same point as the last positive but looked at from a different angle. Its good for there to be more change but it also does make it harder for people to see where they would belong etc.)
- Neutral
Likely a large change in the meta around guildhalls and the goals of factions.