@three-eyed-crow said in Constructive (keyword) Criticism of Arx Systems:
@apos
Whenever I've seen staff talk about their intentions behind a system, you guys do seem to be putting these things out with the hope they'll foster rp/story rather than ooc casino grinding. I appreciate that and it's what makes me continue to engage with the game, even though I'm a player who prefers more lightly-coded environments. I am super curious how domain is going to be balanced/what steps you guys have in mind to keep it from being a deep dive into accounting for any minister position, but it shall be what it shall be.
I can speak in very general terms about this, with nothing set in stone, specifically about the kind of RP people enjoy so what the goals would be.
Now for some players, being able to build something and have a sense of ownership over what they are building and seeing lasting results reflected in the game world is the biggest draw for them. These will be players that sometimes care way, way, way more about seeing the results of their actions on their houses and domains than they would about their own characters, and some players like that would be super invested even in a relatively simple coderun (like much the same players that get excited about work/invest). Being able to conquer things in an automated way and expand domains would be a huge appeal for a lot of players.
For others, it's more the feeling of customization, like people go nuts about talking about the types of materials offered in their domain and tradegoods, and what makes them special, and being able to build a new school or training facility or port or pilgrimage place or whatever in their domain, even if there's no coded effect, is a really big deal. And any kind of coded effect just amplifies that appeal.
Now for the biggest group, and the ones that I think are left most hungry at the moment by as it stands since it's something we don't offer, are being able to tell stories and being able to RP about consequence. it just is not interesting to people to have Nameless Vassal #1 and Nameless Vassal #2 paying taxes week after week, with a clearly mechanical, automated way. Seeing the effects of their actions, good or bad, which then has an impact on others and creating opportunities or crises that turn into Major Things is a huge appeal and what many people mean when they talk about politics in games, and needing to maneuver the many different divergent and overlapping goals of a ton of different factions. This also is the most dangerous one if it's implemented poorly, since it can antagonize people or make them unbelievably stressed, but also the one that would be far and away the most rewarding and offer people the largest possibility to tell stories and create large scale organic reactions from their own actions.
There's overlap in the different groups but it's a lot of different things to balance, since sudden crises can really frustrate the people that just enjoy seeing a number go up in a domain, while complete stability can squeeze out the potential to create story.