Author Topic: Rethinking the rules  (Read 10235 times)

Chenier

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Rethinking the rules
« Topic Start: December 07, 2017, 07:37:50 PM »
To start of, I firmly believe that, as long as the rules stand, they ought to be applied. And that in general, the cases that bothered me the most were not when people were punished for breaking them, but when they were broken by people who weren't stupid enough to admit their reasons for their actions and thus weren't sanctioned, given how many of the rules are based on intent.

So we've just had an umpteenth case of someone blatantly breaking the rules, then being a sore loser about it, and then quitting with a bunch of his adepts. Should things have been handled differently? I have a hard time seeing how. But is this a phenomenon we need to keep, to allow to regularly return? I don't think so.

Many of the rules, like with some of the mechanical aspects of this game, were designed in what is nothing less than a different era. I'm not sure when the game launched, but for the wiki that's 2005... A lot of the players have since become parents, and it's plausible some of our current players were not even born yet when the game started.

In the early and middle days where most of the rules were made, the game had few continents, the realms had lots of nobles, and overall the culture of both online games in general and this one specifically were quite different than they are now. The game also had less built-in mechanics to guide/force players into acting a certain way. But when you compare realms of today with realms of back then, the contrast it stark. The social issues that were rampant back then are now isolated cases, the most damaging tools (OOC bans for example) have been removed, and overall inflicting lasting damage upon anything is much harder to achieve than it once way (ex: automatic half rations on starving regions instead of mass starvation). So all in all, there are few !@#$%^&s, they are more universally shunned, their power to impose upon others is greatly diminished, and, none the less, people have abundant alternatives to just go find better people to play with (no automatic ban for quitting the realm, much more open realm cultures in general, etc.).

So maybe we should take a good long look at the social contract, the rules, and the policies, and think hard at what REALLY needs to be there.

If I'm to start the ball, I'd say the social contract is fine as it, doesn't need a touch up.

As for the IRs, I'm not so sure. I mean, who really cares for the unit types, what does it change? People are often looking for suggestions and guidance, and it's a hassle to address these questions when told not to touch the issue even with 10ft poles. It'd be nice if it were at least clarified/modified to allow people to issue recommendations (as long as sanctions for non-compliance aren't also used). The IRs in general are fine, though.

The core of the problems, in my opinion, lie in the "policies". They are based so much on intent, which cannot be verified, and with the game in its current shape, don't really offer much.
  • What does it matter how people use duels?
  • What's the big deal with strategic secessions? Most realms don't have enough nobles to split. And in most cases, splitting only makes the sum of the parts lesser than the original whole. Yes, the realms get numerical buffs. But the only cases where this is not offset by the human logistical aspects are when the realms were ripe to split anyways, and that this rule therefore only really regulates the context (ok to do so when there's no war, not ok during war). This rule doesn't contribute to anything anymore, we don't have the player counts for it to matter.
  • Why have OOC rules against strategic capital moves? For starters, moving capitals is very costly. Secondly, the distance from capital allowance was greatly reduced over the years. A realm that moves its capital to the front will have an advantage in terms of refit cycle, but a HUGE disadvantage to its economy, as region stats and tax tolerance will drop. Furthermore, many current capitals barely allow for any wars, if they don't make it outright suicide, so why not give people a bit more flexibility if it means that, as a whole, BM gets more war?
  • Why not just make realm mergers legal? This has caused so many scandals in the past, for no gain. What's equal footing? What's friendly? What's hostile? Why does it all even matter? And what's the logic in banning strategic secession if the opposite is also banned? Are small realms the threat or are big realms? Or are any at all? Mergers mean less titles to share around, lower tax tolerance, a lot of people being moved away from their traditional area. There are a LOT of costs to it. And we don't have a ruler who can OOC ban the whole realm to make it happen anymore, either. Players will not willingly give up their realm unless they have strong reasons to do so, why not respect these reasons without threatening sanctions over them?
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