Author Topic: Rejected: Expand buying regions internally  (Read 4084 times)

Anaris

  • Administrator
  • Exalted Emperor
  • *
  • Posts: 8525
    • View Profile
Re: Expand buying regions internally
« Topic Start: September 10, 2016, 08:40:49 PM »
Oh but it does, you speak of mutual trust, but that is between one character and another.

What you are talking about, however, is between one player and another. That's why it's impossible to break in-game: because it's gone beyond the bounds of the game.

Quote
It should be able to break and new 'alliances and trusts' should be created.

This is true, but does not in any way imply that we should seek to break existing alliances and trusts to force people to make new ones.

Quote
You want all realm mates to always just get along because the wars can be fought better and more efficient? At least, the latter is what I understand from your words and if that's so then we see things from an entirely different spectrum.

No. I want players who want to be able to get along with their realm mates to not have to constantly suspect them just because you want to play PoliticsMaster.

And it's not "because the wars can be fought better and more efficient". It's because that's what the vast majority of the playerbase finds fun.

Let me put it this way, Gabanus. I posit that you can divide the players into three basic categories:

  • Those who wish to see their realms be cooperative entities, joining together to compete against other realms.
  • Those who would enjoy having their realms be cooperative, but also enjoy politicking and backstabbing.
  • Those who only really enjoy the internal conflict, and don't find fighting wars against other realms to be much fun.

I further posit that the majority of players are in the first category, and the majority of the remainder are in the second.

Enabling and encouraging intra-realm conflict, while it will make the third category happy and make them less likely to leave, will not significantly change the level of fun those in the second category are having, and will cause those in the first category to have less fun and feel less like the game is for them.

Logically, this leads to the conclusion that we should not be prioritizing changes that increase the level of intra-realm conflict if we want to make the game healthy.

If you wish to sway me, then please address some part of this chain of logic directly.
Timothy Collett

"The only thing you can't trade for your heart's desire...is your heart." "You are what you do.  Choose again, and change." "One of these days, someone's gonna plug you, and you're going to die saying, 'What did I say? What did I say?'"  ~ Miles Naismith Vorkosigan