Guild and city unification
It's been two years since guild citizenship was restricted to cities. I've been curious to hear from admin if this change has provided the desire effect. For my part, I don't feel I have enough of a broad knowledge to really form an opinion. Selfishly I'd love to be both Spirean and Carnifex, but it doesn't make or break my experience and there have been work arounds in the form of clans and player supported RP.
My question is primarily to the admin and hoping to hear about their thoughts on the effect of the changes.
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It makes me sad that some players are chased away because they have to be Bloodloch and they don't want to be.
I just wanna make friends and play Carnifex with them ;-;
I don't see a point.
Tether restrictions should be enough for balance, right?
So citizen restrictions are what... role play restrictions? As stated, I've been gone a good while, so maybe there's mechanical implications I straight up don't know, but I struggle to see them - letting me move to a city still tied to my tether means that I'm not taking my skills to the other side, so it just feels like restriction to restrict. I'd love to know if I'm missing the big picture, though!
Edit - This is purely for my own information. I have no desire to move Corlin, I just don't quite understand why I can't. As someone who personally enjoyed self sufficient play with a focus on PvE, basically every change that took place while I was gone from Aetolia has damaged or at least made more difficult my preferred play style. So while I can understand tethers for balancing reasons, and the decision to strongly suggest that players work together because the community needs togetherness to thrive, I'm curious for the reasoning behind locking guilds into citizenship, unless it was entirely because some people didn't wanna be part of the city or atmosphere generally 'tied' to the guild and the lower numbers were deemed 'unfair' - in which case, I still question the mechanical 'fix' rather than seeking to take organizational rp in a more appealing direction.
@Corlin, I personally don't know all the reasons, but were I to wager a guess, there were issues where some city populations were no longer benefitting from the natural population growth that a guild was supposed to bring. Certain guilds (Carnifex) had even RP'd they had 0 loyalty to any city and were just technically housed in one. As I understand it, dynamics like these long term started to take their effect in that many of those guild members were leaving the 'home' city of their guild. This problem coupled with internal struggles was causing some serious population drops and it was getting to a drastic point. As I understand it, this move was intended to rebuild city populations and unification rather than place restrictions on the players.
Another reason is with the spread of many organizations, a lot of players have a fighting chance at a political career whereas with fewer organizations that become entirely too difficult on and on a much grander scale of toxicity.
But, I think it's a trade: it sacrifices some guild health for city population. I don't think it really improves the health of the cities, though, just the number of people in them and upset about being in them.
Meanwhile, more than one guild misses out on certain members due to the city lock.
So, I guess it comes down to which is a higher priority.
Tether-locking guilds to cities (and the intial tether-lock, in all honesty) was, ultimately, another bandaid to an aging and ailing system. That's been a shortcoming of Aetolia for many years, though I'm only now realizing it in hindsight: instead of creating systems for player engagement from the ground up, they're built (and "improved") on the backs of systems already in place, systems built for a playerbase and mindsets that have moved on or no longer exist. Very little feels tailor-made to today's Aetolia.
You can see examples of this simply by the divide in player perspective. For instance, Rhyot's opinion is one I agree with and have had myself in the past. We simply don't have the population, not consistently enough, to man the number of orgs the game currently supports. The problem in trying to trim the fat, however, comes down to instances like the shapeshifters and wayfarers, which are, in my opinion, lesser-used classes simply because of their lack of org and direction.
Furthermore, we see Aloli's counterargument of player disengagement, further having to deal with perceived troublemakers, and lack of political advancement. But these are problems that we're already facing. Bloodloch and some of the orgs under its umbrella, as an example, have a number of entrenched players with mindsets and motivations that make it difficult to unseat them or progress the city forward in any meaningful way. This is also the exact reason Duiran's political system was changed in the first place. The ramification of an individual's actions being dealt with on a greater scale would be better for the game's overall story and intra-personal conflict - something the game sorely lacks right now. People, myself included, have retreated to their bubbles until an admin event occurs, because there's very little to drive them out of it currently - the potential disengagement that Aloli is concerned about is already commonplace.
Tying guilds to cities in the first place was an attempt to shore up population numbers, standardize guildhall placement, and give cities and guilds symbiotic RP. The problem was that it was, like a great many other things in Aetolia, extremely half-assed. I'm not trying to incense anyone with that statement, but it's a fact that we have to face in order to make the game healthier as a whole, from the top down.
Tether-locking classes to a specific side was, from my perspective, an attempt to appease a vocal minority that refused for myriad reasons to progress, bend, or reshape their RP and motivations. For it, the game has suffered. Further locking guilds to specific cities was another attempt to shore up populations that certain orgs have then gone to pay the price for (and, again, the game as a whole, our population has severely diminished). And again, the failure to further implement meaningful RP or mechanical systems to facilitate and ease the change has undermined it and created resentment.
As Rijetta has pointed out, there are a number of people that love their guild and hate their city and would make a change in a heartbeat if allowed to. As is, those people's talents are wasted on a city that either neglects them or doesn't want to make room for them. Alternatively, they never find a guild to belong to and their talents are simply wasted. That leads to demotivation, resentment, fewer logged hours, and an eventual moving on from Aetolia/IRE altogether. I don't think I have to tell anyone that's bad. We may see spikes during large events, but our day to day will absolutely suffer unless something changes about or incentivizes the current structure.
While I think things have settled into a "comfortable" status quo, they could be so much better for everyone involved and really drive player engagement if even given a proper thought.
Thanks for coming to my TED talk.
I thought the tether system was a bandaid when it was created and ultimately was going to drive some players to push RP a little harder for their convictions, rather than just lock them into position. Unfortunately, that didnt happen and it has only got a bit more hardlined since then now with the guild/city requirements. I have lost people in the Ascendril who didnt want to be in Enorian and do the "GOOD/LIGHT" RP, and really the Ascendril as a whole seek to question alot of the morality given by the word of the Gods just by their very nature. Not that it isn't subject to interpretations, I mean Oonagh acts as Cardinal and speaks on behalf of all gods, Shadow/Spirit to the Beacon as a whole on a regular basis, demonstrating respects to both sides of the coin as per his post, but ultimately preaching of the driving force of the Light and the Natural Cycle and its importance, especially against Shadow.
Do I require others to see the way I see, or behave how I behave no....this is not some formatted table we use to roll dice and take cookie cutter RP to approach our development. We in effect -live- a characters life in a fantasy world, and I feel loosening up things a bit and allowing things to be a bit more free form would be beneficial to our organizations. I hate losing people to Duiran as a Guildmaster, and I think it is ultimately unfair that is a required hardline, when theres so much opportunity and roleplay that I cant explain because a mechanic forbids them. I have no in character reason to say so in my guild.
I think what they did with the Indorani ....is a GOOD start. Maybe make guilds factions. Allow classes to be based around RP of those factions.
Let the story be driven by character choices and repercussions equivalently handled in the same manner.
I agree with Rhyot...I agree with the others voicing their opinions here similarly.
the potential difficulty is that many of our classes/guilds seem to be RPly tied into some important facet of the world. that is to say, there's an ideology bound up with classes - for example, the teradrim keep watch over the pillars of the earth so azvosh doesn't crash into the PMP (and a certain big bad doesn't get free). i don't think this really needs to be a hurdle, though. we already have folks spending the bulk of their time not in their guild class, as made possible thanks to multi-classing. there are GMs, even, who are rarely in their guild's class. if these things don't violate the spirit of the guilds - and clearly they don't - why keep guilds tied to class at all? why not make them 100% RP-based player orgs?
just a thought, i guess.
spreadstretch their legs and still be in whatever guild they choose.Could be we as players should make better uses of clans and flushing them out in RP.
We'll finish that and post.
I'm taking the comical side of this situation, for example, it would be very strange to have a guilded Templar Knight living in Duiran...marching around in full plate armor, getting his or her foot stuck in the mud every few steps. I'm imagining a fully armored Knight swinging between trees and ...it's just funny.
Or a Shaman living in Enorian, walking around with overgrowth everywhere and the Enorianites grumbling about the mess in their temple.
An Enorian Shaman might be a little stranger, but can be done. Shamans protect Dendara and fight against its corruption, and commune with the Spirits and Guardians. Enorian knows very little about any of these things. Maybe the Shaman has decided to serve Enorian because they see it as a means of finding a way to cleanse Dendara. Or maybe they want to help educate people there to have more allies to help in their duty.
In both cases, they stay true to their class roots and themes, but have slightly different methods and motivations, and those nuances can make for some interesting RP.
Where my issue with this lock comes into play is in leverage. Let's say that Aloli finds herself the target of a political plot that results in her being kicked out of Duiran. It's a long shot, but it could happen. There are dozens of ways that it could happen, as unlikely as it might be. It would be really nice to have the option of remaining guildmaster of the Sentaari and still being able to belong to a city, if only for the ylem perks that comes along with it.
Flip it another way: Tenshyo decides that Lexen and the Enorian council are doing something unconscionable, and he doesn't have the political clout or backing to fight a united city leadership. Any threat to leave Enorian to go to Duiran means that he's not only protesting the city, but also abandoning his position in his guild. So if he doesn't want to give up his guild position, then threats to leave the city are more of a punishment to the player than leverage against a city.
Breaking the lock doesn't mean that EVERY guild is going to mix again. The syssin, for years, maintained a 'Spinesreach or nothing' mentality. Nothing stops them from doing that, and if they are still getting the membership numbers they need, then good on them. It would make sense for the Shaman to insist that guild members are members of Duiran. It makes less sense for the Sentaari to do that (though if guild RP and identity has changed since I was there, they might have a reason now!). Right now, we don't have a choice. Guilds don't have the autonomy to declare "this city only" because that choice was taken from us.
This works the other way as well. Bloodloch maintained an "only undead can be citizens" policy for a long time, and they could do that because guilds like the Infernals, who were split on living/undead had the option to be Spirean instead. There were a lot of neat political pushes that happened over the years because we weren't locked in that we're missing out on now. If the lock goes and a city is struggling for members, then they need to reconsider what they're doing that is making the org less appealing to others and work to change that.
It would be hard to dispute any of the scenarios you've outlined, Lexen, but I'm the kind of person to look for the silver lining and I started seriously playing here after that separation between ... (I almost feel like I'm talking about Church and State!)
Play the devil's advocate with me for a minute, can you see any benefits to the lock? At all?
Mind you, I'm genuinely asking and I'm sitting with a guild that's pretty small compared to everywhere else, has lost a lot of its members due to this and bad history, the random newb we get is usually an alt that's curious about documentation and disappears.
You're focused on the political arena, which has also drastically changed over the years. People need a backbone in it and you won't find someone there who doesn't have one in a way or another. There are a lot of other reasons, though.
The admins need to keep certain details about their plans hidden for a large variety of reasons and most are geared toward protecting us and them. Considering that you can't think of a good one to keep this lock, it means that when it was released, it wasn't fully explained. So, all we need is some light shed on why its beneficial and how we can make the most of it...since we can't see those.
However, for me, being put in this situation made me have to come up with different solutions to work with the groups in front of me instead of wishing I had Enorian citizens in the Sentaari or other guilds. That meant if my guild is suffering from a low population, I can help the city look attractive and fix my guild to be better, help make it a streamlined funnel to the guild from -my- city.
Still, the glimpses into the rash of current discussions and polls about classes, guilds and city integrations, and population concerns all lead to one glaring point and I seriously question if things will go backward as opposed to moving forward with an ingenious idea that further helps cities and their guilds.
I'll trust that Tiur and the admins fully understand the anguish over this and are working hard to find a reasonable solution.
I guess the situation is... SLIGHTLY? beneficial for is people in a situation similar to what Aloli mentioned. If you aren't concerned with being in a city, if the ylem-perks, etc. aren't something you care about and you just don't want to have interact with certain people that are in your guild's home city, but you DO want to stay in your guild, and you DON'T want to join the other city: the rules give you an excuse to do so (especially if you hold a position).
You can leave your city and use "Well, I can't join the other one, so I'll just be a rogue!" to deflect peer pressure about joining the other city.
That said, I miss Ashtan. *duck*
(p.s. @Leana SCT is the sect channel)