@Groth said in Coming Soon: Arx, After the Reckoning:
I also quite like the idea behind the Task system, which seems to me to be a way to encourage characters to take their organisations interests on-screen and convince other players/characters that they did a good job. However at the current stage it's very confusing and the selection of tasks is very limited. I think Tasks will benefit greatly from a web GUI, a step by step guide for how it works and possibly some tweaking of the syntax.
I very, very strongly agree. I'm generally finding that most things are way easier in a web format, and we do want to support that, absolutely. I'm not at all satisfied with the current implementation it's not intuitive and difficult to use, and the walk-through guide that I'm going to do will really just be a stop gap until it gets cleaned up.
One long term concern I have is how you intend to ensure that the game is still approachable by new players in a year or four years from now, when a long term player might be sitting on many thousands of xp and more resources then they can feasibly spend. There's been many approaches tried to handle this with their own pros and cons like having a hard cap on XP spent (such as Haven) or giving catchup xp to new characters (like Fallcoast/Reach) or diminishing returns on spending XP (Like Requiem for Kingsmouth). Some might think that alpha is too early to think about such things, but I think you definitely want to have those things ironed out before you go 1.0 in order to avoid really vicious new vs old player arguments down the line.
That's something we've spent time talking about, and there's basically 4 different points that characters and organizations can accumulate things meaningfully and I think each has their own different approaches.
For Prestige, the social score, that's not really played up very much at present since we don't have the displays for it be near as visible as they will ultimately, but I imagine that'll eventually be a mini-game a lot of players enjoy. The trick there is we're going with percentage weekly decay, and flat+percentage losses on prestige hits, while only flat gains. So the idea there is as the base values increase higher they become increasingly unsustainable, and it'll tilt towards the players and organizations most invested in spending heavily to counteract decay and stay famous and dip away from anyone that loses interest. But at lower levels steady passive expenditures will keep increasing until they hit the point where the decay outpaces the flat gains.
I think of Dominion assets in a broad single category, since it'll cover holdings, the economic/social/military resources, influence level, agents, troops and so on. I think much like before there's two means to undercut the dinosaur effect, in that both most things are consumable in that they are consumed to yield a certain effect (which isn't reflected yet, but say social resources in order to influence a coded outcome), that acts as an incentive against hording or at least minimizes its impact. And secondly, to put a real cost on maintaining higher levels of growth which much like prestige acts as a push back against the highest tiers. But I think this particular point will become clear as we add in the systems where the points are spent, in that they aren't yet, and it'll probably be hard for characters to justify holding onto them versus the things they can do with them.
Similarly silver, I feel that the sinks are really where we counteract any gluts, and so far it looks good from that angle. I think we need to have several hundred times more capital income before the rare things would be considered commonplace, and that's ignoring them leaving the system through destruction/idled out removal. Still it's definitely something to watch, but I'm happy with it as long as it reinforces some feelings of scarcity that can drive RP.
Of the four, players would probably be most concerned about xp in the long term sense, since it's most relevant to their experiences from WoD games where huge dinosaur characters dominate everything. That's a very understandable concern. And I'm very open to catch up mechanics, and certainly have considered a few, though I'm not sure any are necessary just yet for a few mitigating reasons. I'm against lifetime xp carrying over vs unspent, since I think this tends to worsen the feeling of mass xp inflation, as it becomes more associated with stronger older players rather than just older characters, and is otherwise partly kept in checking with older characters being rostered/retired/etc. On one subtle but very distinct difference, xp totals and skills aren't as deterministic of character value in similar ways to systems like WoD, in that say in those systems every aspect of a character can be summarized with xp spends like in backgrounds. In Arx that doesn't really follow, in that a character with base stats/skills that happens to possess extreme political power could be overwhelming in the impact they have on the play environment compared to a commoner that has the greatest combat stats on the grid. That's the reason we give such a large xp bonus to creation of lower social ranks, in that it's disproportionate how characters in royal/noble social ranks have influence, and I'd rather counterbalance that with higher skills that make commoner characters much more effective specialists at their areas of expertise. That said, it definitely is a concern, and yeah I could definitely see us scaling starting xp in response if the average creeps too much, but I think 'too high' is a much higher baseline than in WoD by comparison so it might take a while for it to feel as similarly impactful/overwhelming to the play environment.
Belatedly I noticed in your first post that you have noone on the team experienced with CSS. While I'm far from being a professional webdev, if you want some help with coding the web side of the game I'm happy to help.
Oh I greatly appreciate that, and Tehom would for sure. It might be a little bit before we can enlist anyone, since almost all changes happening right now are backend that would make frontend changes a bit confusing (just about everything is being done in bootstrap off django, jquery, etc). Tehom will probably start asking for help when it gets closer to the point of others being able to pitch in.