So, the end of the semester is fast approaching(thank God), which leads me to consider various Aetolia-related... things. One such thing is the preaching system for Mhuns. Mostly this post is directed at the Enorianites and Duirani who attempted it, but curious others are welcome to offer their own opinions.
The idea is, this system or something similar to it could become a 'trait' of many non-city or non-Esterport NPCs. IE, preaching to them would allow one to exert a non-violent form of control over the NPCs opinions, leading them to give you nice things, shout your praises, or smite your enemies. It is intended to be semi-permanent, in the sense that the values raised don't reset the way quest items and NPCs generally do - but could be lowered by other factors or rivals preaching at them instead. This could open up options for future quests, or holy wars, or really just about anything that doesn't involve killing NPCs. Not that there's anything wrong with that.
Questions that I have are primarily about the mechanics of it, from your perspective. Bear in mind: I don't love the mechanics. I don't hate them, but I'm not fond of repetition and there's not much strategy involved in it currently. The underlying theory of what's happening is also not very transparent (I don't think?), which I'd like to change. Also: Should it require something other than willpower? Is the drain from it too high/too low? Does the experience gained seem reasonable? Should there be a more significant consequence for 'losing?' Etc, and any other general suggestions you may have.
I'd appreciate ideas for other ways it could be used, too.
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I don't know. I just thought that would be kind of hilarious.
Perhaps have such preaching affect the flow of commodities. Not make them stop selling to other people, but allow a small surplus to become available?
Having this as a way for non-coms to contribute in future conflicts sounds like a good thing, so long as it's not something that becomes too tedious. I think the last thing people want is to log on only to perform chores. Most of us have RL work to deal with as it is. <.<
If people in a village are heavily favoring Enorian, Teani could go there and preach with an underlying threat. "Shadows are awesome, you'll love them. Also, if you don't listen, I'll sick Emir on you to demonstrate."
(Or for Enorian, they could say "Shadows are bad! If you do not turn from that path, we will have to send to put down a potential threat.")
Adding the threat would only work if the NPC is already extremely loyal to the other side, meaning maximum benefits for them. It has a small chance to turn the NPC like normal, but if they resist, they would be opened for realizing the threat for a short period of time. In that window, Emir can show up to the village and bash, swaying their loyalties for when they respawn.
If Emir kills indiscriminately, some will turn against Spinesreach because they were already turning away from Enorian and still got killed, while others will turn less loyal to Enorian because the threat became reality. On the other hand, if he kills only those who were "primed", meaning they are wavering, he will likely turn more people away from Enorian than against Spinesreach.
It was pretty fun to be hands on and see how things adapted and changed with Roleplay being involved and responses from NPC's the children were hilarious and ...I laughed my unicorns off watching people talking to them like adults and asking deep questions, and being like..."BUT THEYRE EIGHT." nevertheless it was an awesome run, and I feel like perhaps having multiple methods of preaching, or repetition becoming less effective over time might be a great way to make this more involved, having a few different combinations that need to be alternated based on mood/disposition might be helpful.
Overall though A++
It was great for those not wanting to combat to participate. I know it was a little grindy, but it was not a grinding that I minded. Finding out the right patterns is fun, and with 5 options, you have a lot of possibilities that could be implemented with various personality types.
I do think a higher goal for conversion is something to implement. Overall, I have liked the response of people grouping up and working on all this together. I think it was a good thing for Enorian.
Willpower was a high drain, yes. Which was fine for the current situation. I think if there are going to be more options and villages, etc to participate in, either a cap on the number of mobs you can preach to per howling, or less drain.
Other than that, the only suggestion I have is perhaps seeing they are loyal to Enorian/Duiran/Whatever when you probe them!
And yeah, I'm a fan of the influencing system... or at least, the idea of it. There's parts of it I love and others I really wish worked differently. RP-wise it's great, and a reasonable alternative to bashing. (Though just for the record, I had a different system in mind for how preaching would ultimately work.)
Another idea for a "preaching" endgame could villages pledging themselves as allies and giving a "thank you" donation every season to whichever city had the highest influence.
A cosmetic fun thing might be to have some focal points in the city have their decor change depending on which city had the highest influence. Like, maybe a "temple" room in a village that would switch descriptions between displays for Spirit VS Shadow gods. Or have Blue and Gold doors be popular when Eno's influence is high but switch to Spirean shades when Spines has higher influence. As if the people are painting relative to their favourites
Otherwise these places are going to look like the most indecisive groups ever because as soon as they join one group, the other is just going to go in and try and get them back.
Maybe, and I don't know if it's possible, each time a village picks a side they 'Lock'. Locked villages can't be preached, coerced, seduced, threatened, etc. When a village is locked it generates quests similar to the Liruma War ones every day, or every couple of days, and then people can do stuff like that (maybe only one quest per day per village) and once an opposing group has done a certain amount the village 'unlocks' and can be preached, coerced, threatened, etc.
Cute-Kelli by @Sessizlik.
This whole event has been both fun and tiring, I loved the way the eight year olds actually acted like eight year olds. Good lord I know the snark from them well, it was both laughable and making it more interesting with the interactions. So kudos to that. I would really love to see the children continue to interact and potentially have some adult Mhun that do so as well.
Overall it was well done and it was a really good team building exercise. So good job Enorian, and good job to everyone behind the scenes
It's really, really nice to have a sense of being able to contribute, though I'm not sure that's a feeling that'll carry over well after this particular event is done. Enorian has a history of getting a raw deal during events, and one reason I've been going preaching a lot was not wanting to see that happen yet again. If that's not going to be a factor in future installments, I don't think I'd bother as much, myself.
Second.. I'm not really sure what the idea behind the five different preaching lines were. If it's variety, great! They're fun lines. Figuring out what lines fit on which Mhun was all done through trial and error, though; if there's reason to it, I don't think anyone's found how. Furthermore, the independent Mhun converting faster than typicals is a nice touch, but the way to convert priestly ones is incredibly opaque; we haven't gotten a single one, and if there even is a way.. It feels a little rude to get our hopes up like that.
If you want to tie this into something not related to events, do consider how PK will factor into things. As it stands, this event came to be after some people in Eno got worried and things kinda snowballed, upon which a lot of other orgs had their own reactions but mostly let us be. If it's something much more contentious, I expect to see the usual pattern of both sides duking it out until it becomes clear who's going to come out on top, after which there'll be a waiting game of letting it peter out. This is perfectly fine for lessers and majors, where exhaustion doesn't really become a factor, but if it's anything laster longer than that.. Yeah. Please consider the ramifications of making things worth PKing over, because it will turn into no holds barred fighting the moment that happens.
Allow me to clarify. Enorian has a solid protectorate thing going for Tainhelm. Because of the influence they have over Tainhelm, they get a slight commodity bonus and stipend to their city every season or so. Someone from Shadow side comes along and starts influencing Tainhelm to renounce their ways or else be slaughtered. This forces a teeter totter motion, because Tainhelm gets slaughtered continuously until the NPCs don't feel that Enorian can offer any protection from the Shadow side, but they don't feel safe allying with Shadow side because they only get slaughtered day and night. This removes any bonuses that Enorian might get from Tainhelm without any ability to get it back because the Shadow side is constantly murdering them. In return, Spirit side would do the same thing to Shadow side "protectorates" because let's face it.... if Spirit side can't have a bonus, the Shadow side doesn't get one either. Keeping the status quo. In the end, neither side gets anything, NPCs feel a lack of empathy on either side and no one can protect them. Ultimately ending up in a system that doesn't get used because its become abused that people don't want to waste their time and effort in doing because they get nothing out of it except maybe a few hundred xp points.
That said, I find it interesting that we're trying to
stealborrowmodify something that Lusternia has used as a new form of PVE enlightenment and I'm not entirely against it (especially as it means more mobs for me to kill because everyone else is going to want to play Patty Cake with all the NPCs). Additionally the benefit would be a good way for people to level up without having to waste thousands of gold on curatives without any way to really get a profit back. HOWEVER, I worry that this is going to cause an imbalance of interests and negative feelings with things inevitably start leaning towards the range of conflict and large scale PVP fights that last for days on end.Now I could be reading into this entire new system wrong. But everyone's perception is their own reality. If I am reading it wrong, I apologize. Overall though, I give the idea/system a 5/10... but only because I feel like it will eventually be abused by one side or the other... or both.
"Those dicks kill us all the time and you guys come by to help us sometimes, thank you guys so much! The orphans from the other guys' slaughter collected donations to give you in appreciation for your efforts, whatever they may be!"
*edit to add:
If city A wants to win over an NPC from city B, it should be done within the influence system themselves, not through PK or PvE.
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For example:
The people of Torston think their cloth is nicer than Salurian cloth, because kittehs know nothing about fabric. They only play with yarn balls anyway.
Now, if you go quest in Torston, you gain good standing with them, and the people in the warehouse hear of your good deeds and set aside some nice bolts of cloth for you to purchase at a discount. (Go you!)
Then you go to Saluria to quest. (Gasp! Consorting with the enemy!) That means you lose all your awesome privileges in Torston (you traitor, you!), and might even have them raise their prices for you. (for at least... at least a month, you monster! Do you want our children to starve, huh? HUH?!!).
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These kind of rivalries would likely require some intricate coding to work, but I think it would be nice if you could influence to gain standing, and also lose it for doing something stupid, but it wouldn't have to affect a whole lot of other people, so it wouldn't make it a mechanic that becomes a necessary workload that -has- to be done.
But this is a game. And we're talking about how to make a new system for non-coms to have fun while not leaving blatant gaping holes for other jerks in the game to abuse the mechanics without also making the mechanics crazy complicated unnecessarily to better simulate real life.
The game is already /heavily/ skewed for non-com. There are completely safe rooms that people /cannot/ get to, raiding has been changed to heavily discourage the act, PK is almost 100% opt in, there is a config that makes it literally impossible for you to hit someone else in a situation that would give them cause on you later, even on accident. There is no war system, there is no reason to back up your talk, there is no necessity to contest lessers, or majors, Orrery is hardly necessary either, etc.
Making a system with any type of conflict at all that alienates PKers is a giant middle finger to all of us for no reason at all, and I greatly take offense to that.
Any time a conflict system gets unveiled (WAR), there has to be a list of chores/things for non-comms to do, to help out. There are quests, there are no pk zones, there's aura and all sorts of special rules crafted so that the crafters, the emoters, the explorers, the bashers, etc. all have something to do with maybe a minor risk, maybe no risk at all.
Why is it unreasonable to want something in reverse? I don't want to walk around preaching, I want to put the fear of Toz into some NPCs.
That said, not every mechanic needs to be based on the idea that the best pker is the one who will win. As I see it, a game needs to have a variety of options that appeal to different types of players/play styles. I understand it's frustrating that non-comms are often given special avenues for conflict, but that's because they have to be- pk is already built into the combat system that Keroc works so very hard on. It's always an option, just maybe not the most effective one in all circumstances.