City Novicehood Changes Are Live
We have now implemented the changes shifting novicehood from guilds to cities. While this is going to be quite the upheaval for our experienced players, my goal is to make the switch as transparent for newbies as possible. You'll notice these changes:
Guilds:
* The guild system code has been essentially rewritten. Guilds now offer ranks 1-5 only, with guildmaster-customizable positions so you can tailor the guild's structure however you like. The other 14 regular guild ranks have been converted to positions so that you can choose what to do about it.
* The Secretary and Head of Novices positions have been removed. Secretaries have been converted into a customizable position.
* Guildmasters can choose to make a position show up on your guild's help file, or choose to let it be contestable through the politics system.
* GUILD PRIVS is rewritten, too, and is hopefully more helpful.
* Guild novicehood no longer exists as a concept. Newbies will not join your guild until they have passed through the introduction and the city's Academy, OR until they have been promoted by an Amassador. At that point, they will enter their class' guild as GR1 members.
* Guild probation no longer exists.
Cities:
* Ambassadors now represent the "Head of Novices" for each city. Ambassadorial aides, therefore, are novice aides.
* Ambassadors and their aides can now CITY PROMOTE to promote someone out of novicehood (and into their guild) without needing to finish the Academy.
I expect there will be a few issues and unforeseen consequences of these changes, which are very difficult to test outside of the live game. We owe Razmael an enormous debt for his willingness to dive in and help me get this thing across the finish line. Please file bug reports for cosmetic or low-priority problems and ISSUEs for immediate, game-breaking concerns. If you have any questions or feedback, feel free to contact me directly or post here.
You say to Slyphe, "You're so freaking smart."
[---]
"^," Slyphe agrees with you.
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Comments
Is it that I'm giving a gr5 favor now instead of a gr19 favor?
Can we have a wee bit more wiggle room in terms of requirements to get to gr2 and voting rights? What those would be, I'm unsure. The current requirements to get to gr2 are:
Novicehood -> GR1
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Nothing, this is what the GRADUATE FROM NOVICEHOOD command is for.
GR1 -> GR2
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- May be advised to find a sponsor within a guild. Not required, but advised.
- Level 35
- Have a description
- Be fully clothed (if you have a guild uniform/armor/weapons, get those)
- Graduate from a city's academy
- Familiarize yourself with the TASKS system and complete as many as you'd like
- Familiarize yourself with HELP LAWS
- Be able to find the post office, bank, and guild hall
- Be prepared to answer an open-ended question such as, "Why are you here/what's your goal/etc."
Which are all pretty much covered by the academy now, save a couple. So being able to have guild aligned tasks that relate to what the guild is actually about would be wonderful.
Also: Two of my gr5 sec favors don't bump a gr1 to gr2. So either my favor is much weaker now than before or it takes more favors than before.
This is the same reason why that lastlogin etc behaviour is happening, but in that case it's a bug and we simply missed changing it so those commands can work on anybody in the guild. I'll get that fixed up tonight.
If it takes two guildfavors to get somebody from GR1 to GR2, it's not like that extra favor (made with the purpose of bumping up a rank) is going to provide some sort of warm fuzzy feeling to make the guild promote command outweigh it in terms of effect. An extra GF to bump up a rank is just an extra system message to delete, really.
Also, when someone joins the guild, could it auto title them with the first rank, like it use to please? Or allow us the option to choose if it does or doesn't?
In the intro, it makes no sense that the information regarding GRACE comes after the vermin part, since the newbie will have to reject it to be able to complete that step and move to the next one. Better to have the armor/grace/defense information before they go vermin hunting.
With the same person, they speak about learning lessons, but nothing has been added about the guild's recommended distribution of lessons as a start. I think this would be a good addition. That way citizens don't have to learn what each guild recommends, since it can shift or vary.
"Your guild recommends that you learn up to Adept in and # lessons in . It is also a good idea to put # lessons in Survival, so you don't drown when crossing a river. As you continue exploring and questing around the world, you will gain more lessons, which should be put towards becoming Adept in before you graduate. After that you can ask your guild for more guidance on how to spend them."
HELP ACADEMY still shows ACADEMY GUILD. It doesn't show when doing ACADEMY, but if you try to do ACADEMY GUILD it will show the tasks that remain incomplete. I noticed that part of what I had sent in was added to other things, like stoneskin, channeling and using a voidstaff, which is good. It would be nice if something small was added about the guild in general, though. A small introduction if nothing else, right before Hoffam sends them off to actually join their guild.
Grace was modified to allow the newbie stuff without turning it off, and then we added the grace info. Shouldn't be a problem.
Learning is a good idea, will look at it.
ACADEMY GUILD is off for now, but we might bring it back when we decide how to deal with a few other things.