Re: Physicians oppose Infrastructure?
Posted: Sat Dec 29, 2018 3:15 pm
Probably, things feel/are a bit unbalanced because the consequences for low metrics aren't the same across all metrics. They all work slightly differently, with some being arguably worse for certain guilds than others.
In the case of the Merchants, low class relations probably seems a lot worse than low health or low morale, since class relations can directly affect individual Merchants' ability to buy the goods they need to ply their trade. Class relations has tanked in recent weeks, so this is being felt pretty keenly right now, I'd imagine.
The shopkeep restrictions only kick in at a certain point. Anything before that might just be seen as extra income -- a silver lining to less-than-ideal class relations. But once the metric hits that point where people can't buy stuff as usual, it's perhaps no longer in the Merchants' collective interests to actively subvert (or simply ignore) plummeting class relations. Then again, it's probably not in many people's best interests at that point. Race relations functions similarly, but other metrics operate on more of a gradient, where things are less black and white.
There are ways to deal with nearly all of the "negatives" that occur with low metrics, but the solutions, like the drawbacks themselves, are not equal and are often exacerbated by low player counts. I wonder if the second metrics could be shifted around a bit so that consequences for low metrics are perceived as better aligned for the various guilds?
At the same time, no one is OOCly forcing anyone to subvert the second metric. At most, you only get one choice per cycle, so if you want to prioritize your guild's interests, you could always choose the positive metric. If your guild's positive metric is maxed out, you could choose one that aligns with your personal assets, or helps out your sister guild, etc. I see this system as simply introducing more options, and with that, more potential conflicts of interest. At the end of the day/cycle, the only folks who even get to choose are those who can actually participate in the system, and those folks can only impact one metric at a time anyway.
For me, it's the conflicts of interest that make the system even remotely interesting. They can sort out many different ways, depending on one's class, race, and profession. I have no problem playing characters who operate in their own selfish interests 90% of the time, but I also realize that the system as a whole puts guildleaders in a tough spot and adds to their stresses -- piled onto the rest of a GLs responsibilities, dealing with conflicting metrics/gameplay may just feel like an added burden.
In the case of the Merchants, low class relations probably seems a lot worse than low health or low morale, since class relations can directly affect individual Merchants' ability to buy the goods they need to ply their trade. Class relations has tanked in recent weeks, so this is being felt pretty keenly right now, I'd imagine.
The shopkeep restrictions only kick in at a certain point. Anything before that might just be seen as extra income -- a silver lining to less-than-ideal class relations. But once the metric hits that point where people can't buy stuff as usual, it's perhaps no longer in the Merchants' collective interests to actively subvert (or simply ignore) plummeting class relations. Then again, it's probably not in many people's best interests at that point. Race relations functions similarly, but other metrics operate on more of a gradient, where things are less black and white.
There are ways to deal with nearly all of the "negatives" that occur with low metrics, but the solutions, like the drawbacks themselves, are not equal and are often exacerbated by low player counts. I wonder if the second metrics could be shifted around a bit so that consequences for low metrics are perceived as better aligned for the various guilds?
At the same time, no one is OOCly forcing anyone to subvert the second metric. At most, you only get one choice per cycle, so if you want to prioritize your guild's interests, you could always choose the positive metric. If your guild's positive metric is maxed out, you could choose one that aligns with your personal assets, or helps out your sister guild, etc. I see this system as simply introducing more options, and with that, more potential conflicts of interest. At the end of the day/cycle, the only folks who even get to choose are those who can actually participate in the system, and those folks can only impact one metric at a time anyway.
For me, it's the conflicts of interest that make the system even remotely interesting. They can sort out many different ways, depending on one's class, race, and profession. I have no problem playing characters who operate in their own selfish interests 90% of the time, but I also realize that the system as a whole puts guildleaders in a tough spot and adds to their stresses -- piled onto the rest of a GLs responsibilities, dealing with conflicting metrics/gameplay may just feel like an added burden.