Major Announcements
Mar. 29th, 2010 03:20 pm![[identity profile]](https://www.dreamwidth.org/img/silk/identity/openid.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
All right gang, in the course of running this game we mods have been realizing a few things, and some major changes are going to need to happen.
1) Jobs. While we like jobs, it's fast reaching a point where it's not particularly feasible. The initial idea behind jobs was to give players a fun thing to do, as well as RP prompts and ways to encourage them to visit other worlds. While this has been somewhat successful, thinking of ten new jobs every week is hard, and if the community grows much more, we'd need more jobs. On a weekly basis, this is exhausting. As mods, we've noticed some lack of desire to actually just PLAY our characters due to the requisite modwork with jobs, which is bad.
2) Money. Initially this program was created to compliment the job system and give the characters fun, random crap to buy. However, things characters want to buy aren't really keeping pace with the random crap we can think up with to populate the market, and accounts are becoming oversaturated.
3) Bills. This ties in with the money system and while bills are working out fairly well, it's still hard to think up random things to add, and having the deliberation cycle on a weekly basis lowers deliberation time. Also, as councilors are (rightly) becoming suspicious of the system, simply having vague bills isn't going to cut it.
So, this is our general idea.
1. Jobs will be much sparser and moved to a one-month cycle, with a number of more plot-oriented jobs each month. They will consist entirely of logs, which generally take several weeks to complete anyway, but you can still assume your characters are doing random jobs on the side and are encouraged to make up random jobs as RP prompts.
2. Money will be abstracted, the market will remain and characters can generally just buy whatever random crap they want, within reason. Carry-over licenses and other abilities will be handed out based on other factors.
3. Bills will be generally more involved with NPCs interaction, and also moved to a monthly cycle.
Additional Stuff: We'll also try to have events with reasonable frequency.
So, that's what we're thinking. We are, of course, welcoming community input since we want to make a solution that works for everyone, so tell us what you think! Whatever we decide, we'll probably implement the changes next week.
1) Jobs. While we like jobs, it's fast reaching a point where it's not particularly feasible. The initial idea behind jobs was to give players a fun thing to do, as well as RP prompts and ways to encourage them to visit other worlds. While this has been somewhat successful, thinking of ten new jobs every week is hard, and if the community grows much more, we'd need more jobs. On a weekly basis, this is exhausting. As mods, we've noticed some lack of desire to actually just PLAY our characters due to the requisite modwork with jobs, which is bad.
2) Money. Initially this program was created to compliment the job system and give the characters fun, random crap to buy. However, things characters want to buy aren't really keeping pace with the random crap we can think up with to populate the market, and accounts are becoming oversaturated.
3) Bills. This ties in with the money system and while bills are working out fairly well, it's still hard to think up random things to add, and having the deliberation cycle on a weekly basis lowers deliberation time. Also, as councilors are (rightly) becoming suspicious of the system, simply having vague bills isn't going to cut it.
So, this is our general idea.
1. Jobs will be much sparser and moved to a one-month cycle, with a number of more plot-oriented jobs each month. They will consist entirely of logs, which generally take several weeks to complete anyway, but you can still assume your characters are doing random jobs on the side and are encouraged to make up random jobs as RP prompts.
2. Money will be abstracted, the market will remain and characters can generally just buy whatever random crap they want, within reason. Carry-over licenses and other abilities will be handed out based on other factors.
3. Bills will be generally more involved with NPCs interaction, and also moved to a monthly cycle.
Additional Stuff: We'll also try to have events with reasonable frequency.
So, that's what we're thinking. We are, of course, welcoming community input since we want to make a solution that works for everyone, so tell us what you think! Whatever we decide, we'll probably implement the changes next week.
no subject
Date: 2010-03-30 12:10 am (UTC)Pretty cool with all of this though.
no subject
Date: 2010-03-30 12:36 am (UTC)Completely understand why you guys would make these changes.
Scrambles to buy a carry-over card before they are abolished from the marketplace.no subject
Date: 2010-03-30 02:43 am (UTC)no subject
Date: 2010-03-30 02:45 am (UTC)TL;DR It lets us get more CR!
no subject
Date: 2010-03-30 02:51 am (UTC)no subject
Date: 2010-03-30 06:47 am (UTC)no subject
Date: 2010-03-30 09:27 am (UTC)no subject
Date: 2010-03-30 08:47 pm (UTC)no subject
Date: 2010-03-30 09:42 pm (UTC)no subject
Date: 2010-03-30 10:12 pm (UTC)no subject
Date: 2010-03-30 04:34 am (UTC)