TimeAdept wrote: Sun Feb 07, 2021 4:54 am
The 5% gamble provides a significant cash and XP sink to the server that would be greatly deleterious for the server to lose. That money wouldn't go anywhere and PCs would find themselve sin possession of vast quantities more wealth. In many cases the 5%ing is also removing other items from circulation along with the XP and gold invested. The inherent risk also means that you're not likely to ever see a double 5% unless you're incredible ridiculously lucky or your name is Eters.
Replying to the above
I understand your points, but it seems you think that removing or reworking dweomercrafting also means there cannot be any kind of replacement - there certainly should be, so I think your objections are misplaced. Any replacement system would also be a cash sink (gear will never be free); if removing items from circulation is also a goal, I don't see why there couldn't be an "item sacrifice" system, which would allow you to sacrifice weaker or outdated gear in place of gold to add properties to new items (maybe this also costs XP). These are just spitball ideas on "day 1". I say this fully mindful of the fact that someone would have to create a new system, and it would be up to their discretion to decide what is feasible: I am only stressing that it would have several positive effects on the server (which I will go on to describe).
Minor point: do you think people dweomer continuously, even after they're geared? No, they amass wealth even now. As an aside, this is also not the place to argue over hoarding of shops and properties - any such form of property wealth on Arelith requires wrapping your life around the server, and I don't think that's healthy. That will be a recurring point in this post. So why would more item-based (gear) wealth in the hands of the average player be a bad thing, exactly? My opinion is that the server cannot be balanced around the double 5% anyway (1/400 chance? come on, now...), and I would gladly give up that level of gear power in favour of a streamlined, more rapid gearing system.
The cultural effects of the dweomercraft system
This is something of a long post, but I went into detail because I believe the current dweomercraft system shapes the server culture in more ways than may be immediately apparent. The purpose of this post is to point out the dormant value of altering the dweomercrafting system. Many of these potential benefits are downstream effects on the RP culture, which may be surprising to players who see RP and mechanics as segregated elements. So, let's get into it.
The cost of gearing is high - it takes huge amounts of time per character, and more than a little knowledge. Firstly, this only encourages holding onto "forever characters"; if getting geared is a pain, why opt to do it more than once? I would rather see the average character get over the gear-wealth barrier quickly, and not just because it would also help reduce the
appeal of hoarding wealth. Let other gold-sinks consume the wealth of the server, not the
one system that is also a prerequisite for surviving PvP gear-check gimmicks. Changes here will not make anyone a god, but only level the playing field between those with seemingly endless time (unhealthy amounts of time? more on this later) and those with less. PvP still requires a lot of skill even after glaring weaknesses are plugged by competent gearing. The state of things now is that hard grinders are properly prepared for PvP, and "forever characters", but nobody else.
Secondly, why should the cost of obtaining viable equipment be so much higher than the gold income of a typical character? We have seen the ugly solutions: obsessive circlegrinding of select writs and areas, plus solo looping of areas with runic chests, so often that a timer system has been implemented. Just recently, level 30s were denied the ability to hire henchmen (the root cause is the same). The current systems clearly motivate level 30s to solo runic dungeons or otherwise grind as close to alone as possible, instead of RP'ing in a group, on an RP server. This is totally counterproductive, and decreasing the amount of gold available to a casual player (through nerfing of such things as scroll drop rates) only makes this worse. At any rate, lowering the cost of creating good equipment will diminish these habits by making them unnecessary, and help increase the competitiveness support-type characters, or low AC characters, who will always have to split discovered gold or the earnings from a discovered rune.
If you want to change the server culture, recognize the playstyles that have been incentivized, and alter the game in response - not with band-aids, but by recognizing them as a natural result of the dweomercraft system (and of runes). Many players, including myself, would be happier in a world where run-grinding was not so logical. One possible solution might be to apply the Radiant Heart ring system to the writ system at large, offering high-end gear to players who complete a variety of challenges on their character. This would direct more players to the new areas and dungeons, encouraging careful group-play and exploration over looping of familiar, efficient grinds. Tying gear to completion of content is a tried-and-true classic MMO system.
A demon (or devil, or celestial, pick your alignment) that needs slaying
Finally, the worst part: Dweomercraft is a Skinner box. Here's the short version. You can train a rat to press a lever by reinforcing that behaviour, giving the rat food immediately after a press (
https://www.youtube.com/watch?v=MOgowRy2WC0). But what happens if, after establishing that reward motivation, the food only appears sometimes? The rat will press the lever rapidly. Studies of that kind have been applied to the issue of gambling addiction. Players on Arelith want finished gear, but they have no idea when the 5% roll will succeed. So they rush around and gather resources to keep pressing the button in hopes of success. The same can be said of the epic sacrifice system - it has driven some susceptible players to suffer through hundreds of hours of Gift of Humility grinding. This is wrong, and definitely not an incentive any RP server should want to preserve. I cannot be the only one who has encountered players who put unhealthy hours into the server, and for the wrong reasons.
Whatever ideas you might have about limiting the availability of certain subraces and gifts, this not the way to do it (I know the team has spoken in the past about a rework - quite right! Just as they were right to remove Humility; I believe they have sensed the problems that I have described). The systems create the exact psychological pressure present in the addictive, rightly hated gacha games. Clearly neither the Reward or Dweomercraft systems were intended to have these effects, but they are the root of more than one evil. The 1d20 was designed to be rolled, its consequences accepted, and for the fun to move on. Spending tens, hundreds of hours trying to meet the conditions just to pray for a 20 (5%) is not fun. It is no wonder everybody seems to be in such a hurry these days - a quick exchange of words, then onto the run-grinding! This is the culprit; this is your
atmosphere killer.
A point for the PvPers: most characters don't reach the level of gearing necessary to gain informative experience from mechanical PvP, should it arise, until hundreds of hours in. At that point, some knowledgeable players experience the theoretical peak around which the server is balanced, and few others. The correlation between mechanical power and hours played
on one character is very high, but a better gearing system would allow a competent player to get "up and running" on a new character in less time, and have a sporting chance against serious characters by mid-epics. I think this would be for the good of RP, too. Not only could they relax on the economic speedrunning a little bit, it would probably increase the willingness of the average player to take risks alone and go along for the ride.
In conclusion...
For anyone who has read this far, thanks. Guldorand is coming, I love the Bard update, the new armors are awesome, and so on, and so on. So much good is happening on the server, I found myself wondering why I wasn't enjoying all of this stuff the way I know I should. I believe it is because of this hidden demon that needs slaying, which has wrapped its tendrils around everything (okay, it's a Lovecraftian monster, whatever), for whoever has the guts to try it.
-Fargreze