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Rules Revamp

The rules have been revamped! Please be sure to read over the new rules. Not reading them does not give you immunity.

The Gate Still Stands

The Gate of Talidur stands mighty and tall, unmoved by the new settlers of Anoma.

Mines Overhaul

The mine overhaul has been released! Be sure to make a global ticket to request yours to be upgraded if you've still got an old mine.

The Idea of Capital Implementation


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The Idea of Capital Implementation

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Preface

Hey Guys, Mystery here to go on and bring up a general update about the Region Rules which have been recently updated. As a lot of you may be aware, the Moderation has gone through lots of waves in recent weeks in order to try and fix some of the issues we saw prop up with our beta release. This post is going to be discussing the direction that the Lost Fables staff intends to use going forward, however we want to actually open up the system for feedback before Implementation. With that let’s get into this post.

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Why The Old System Doesn’t Work

For reference, the old system of Lost Fables in order to claim, or activity check a settlement was gone through via Event Team members. Now, while this idea is great on paper… a problem arises which comes from simple human error. The main issue being that Events are entirely subjective. They are made for a group of players to have fun, not to be a blistering display of properly checking which places should get what amount of land. As such, the difficulty of land claim and/or reclaim events has been decently subjective.

 

As well, not every player enjoys intensive combat events. It is draining to people, and while for most people it may not be a huge issue, to others it feels narratively bland, which is understandable. Reclamation can oftentimes be made with second rate ideas, and with the general average of events that the ET is forced to make, alongside personal narratives and ET tickets, it is just simply not sustainable long term.
 

However the main and biggest issue of this system is generally decentralization of passive RP. Unfortunately, new players and veterans alike are going to always want to do their own things. However, that is not healthy for the server. If ever a settlement may fracture or go under some form of IRP or OOC drama, the immediate reaction of players is to just leave. With the current ruleset, it very easily allows these groups to leave for the most miniscule of reasons, creating two groups from one, adding to the settlement amount, spreading thinner passive RP, and further decentralizing RP.

 

This is not a problem unique to Lost Fables, it is a problem in any RP medium. The more ‘hotspots’ there are for RP, the less likely that a large amount of people are going to be in that one location, the less likely someone is going to log on and check any location. I equate this (along with seasonal ordeals, COVID loosening, and school restarting for most people) to the drop in numbers over time, which is valid. So, what do we do to fix this? Well… 

 

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The New System


The new proposed system can be found here: https://docs.google.com/document/d/1QiaUaK5M7hFH4i0aBNUwIdhpgCKAOAyf1WGo4b8Zaa4/edit?usp=sharing

 

Upon immediate overview it may be confusing as to what the ideal of ‘Capitals’ does to centralize more RP. The simple answer is that now, by having determined and limited Capitals, we now have a solidified area in which players can go too in order to RP. Congregating our players and advertising new players to these ‘National Hotspots’ which they can always go to if they apply.

 

Not only that, while some may be skeptical to see a much larger voucher count… this is to enforce that startups should have a generally good proof of concept. We want to HEAVILY ENCOURAGE new players to go group up with nations, not just immediately splinter to do their own ordeals. Beta has been a big testing phase for Lost Fables administration, mainly as we were quite unsure which groups would come out of the woodwork and plant their feet… - however moving forward and into our possible full release we want to solidify the identity of our nations and lore. So, with that let's go over which nations would become ‘Capitals’

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The New Capitals

The template roughly for what we are looking to have in terms of Capital numbers is as follows:

 

Humans: 2

Elves: 2

Dwarves: 1

Rehk: 1

Empyrean: 1

Beastfolk: 1

Neutral: 1

 

The numbers are subject to change based on server health and activity, however no other subtypes are intended on being selected. Humans and Elves get 2 due to the larger percentage of players who play them. Dark Beasts and Blooded are not considered their own thing, they are a race at base. As well, it’s much more interesting RP for Dark Beings to hide in settlements rather than just sit inside their own settlement walls all day.

 

However, this also then brings up the question of ‘which settlements qualify as capitals’? - Well based on general activity, the racial subtypes, and what maximizes the most unique players we can look at the chart below to see which groups would be promoted to ‘Capitals’.


 

Humans: Caston, Achilleon

Elves: Aq'sarniit, Either Ti’Nadur or Feidh

Dwarves: Whitehall

Rehk: Goz-Bog

Empyrean: Athalia

Beastfolk: Parsha

Neutral: Pelagians

 

In this system the first ‘group’ that would go under contention (unless they decided to merge/concede) would be Ti’Nadur and Faidh. Meaning, neither would become a Capital.. And throughout the entirety of October they have to expend time in order to see which group gets the most amount of vouchers. Whichever group gets the most vouchers, is declared the capital and gets such perks.

 

In this time in which we are going to be upgrading cities into capitals, SOME settlements may be given permission to move, mainly due to the close proximity of certain nations. This’d allow nations to fill up their expanded space if they so wanted.

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Legacy Settlements and Legacy Property


Now obviously, moving into this new system this brings up the question of ‘What about Settlements/Properties which have already been claimed?’ - These will not be changing. However, as for the official discord announcement of this post, the new system will be put in place. This means that properties that already existed get certain legacy privileges. The rules for legacy regions will be listed below. 

 

They may not expanded further than they already are, due mainly to most legacy regions being larger than the presents in the proposed region rules

- They may not contend a capital without Team Lead approval

- They will be expected to maintain HALF of the usual voucher cost. Meaning legacy settlements need 6 unique vouchers, and legacy property needs 2. Otherwise, the regions will be evicted. Groups have until the end of October to get the appropriate amount of vouchers, or they will be evicted or downgraded accordingly.

- Legacy Properties are still not allowed to have mines, Legacy Settlements MAY have mines.

- Once a legacy region disbands, it may not be reinstated into a legacy region once again. It must abide by the new standards

- Legacy Settlements MAY if they want to, become the Outpost of a certain capital settlement or merge entirely with a settlement if they so want to. This is HEAVILY ENCOURGED and discussion can be had with Mystery#1104 for the best advice.

 

The list of Legacy Settlements are as follows:

Giantsbloods

Aleria

Desert Lotus Company

Kelta'ax

Port Faltane

Either Ti’Nadur or Faidh

The Quinwynn Manor

 

The list of Legacy Properties are as follows:

The Trollhead Tavern

Venatori

The Cut ABOWve Mill

 

Alongside the new region rules, due to the simplicity in stealing a ship, boats do not require vouchers in order to stay up.

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The timeline is generally like this: 

- If there are no major concerns throughout the next IRL week then this system will be implemented.

- On the first of October, assuming the above goes through then Capitals will be reached out to (or they may reach out to us) for their capital implementation and region size increases.

- Throughout the entire month of October, the Legacy Region have until the FIRST OF NOVEMBER to get the amount of vouchers for their legacy region which were listed in the section above. 

- Faidh and Ti'Nadur, assuming one doesnt merge or disband early, will be under contention for the 2nd Elven Capital. Both regions have until November 1st to get the most amount of unique vouchers. Whichever does will be upgraded to a capital, the other simply becomes a legacy settlement.

- Moving into November the Legacy Regions which meet their requirements will be able to stay completely untouched aslong as they maintain their vouchers. The system will progress as normal as we slowly move towards the completion of Lost Fables Beta.

 

If you have any questions then please feel free to refer to my discord at Mystery#1104. I would like to heavily emphasize that these rules are NOT FINAL YET. They may, infact, be entirely thrown out. We are looking for discussion amongst our playerbase before blazing into this new change, and if you have comments/concerns then PLEASE comment them on this forum post below. The Lead Team would like to apologize for any confusion caused by the retroactive nature of our last set of rules, and we look forward to bringing new updates with time!
 

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The issue with this system is that it also seems to swing into an extremity by being too centralized. There are a few problems that I'll point out, first beginning with the perks of the capitols:

  • A 200x200 slice of land

  • Nation advertising in the information tab of the main discord

  • The ability to have an outpost.

  • Staff-Assisted roleplay as to bolster racial nation activity.

  • The ability to have 2 mines.

I personally don't care for the ability of a capitol to have a 200x200 slice of land nor the ability to have two mines, but the fact that they will be the sole people able to use staff-assisted roleplay, an outpost, or even advertise their nations is a rather hard to swallow pill. The reasons why this is a hard to swallow pill is due to the below.

First, outposts in their stated purpose here is that they require six vouchers - Which will inherently self-limit even should a capitol settlement not have the vouchers required. As a result, I believe that this should be changed to be able to have as many outposts as they can have with the vouchers needed. There seems to be, in my opinion, little reason why they shouldn't be able to claim an outpost even if they aren't a capitol. It seems to be just a limitation of the political system that unfairly advantages players who want to create a new settlement.

Secondly, staff-assisted roleplay makes it so that events will only take place within those capitols - Aggravating those with smaller states as a result of them having no reason to get on and losing more players in the short-term and long-term since they'd never be able to fix the situation by having some underlying eventline that'd encourage people to get on to solve, plan, or do something for said eventline. I can agree with this, as my playerbase hasn't had an event since July 19th, two months ago at this point, which has disillusioned the playerbase since there is no reason to get on besides casual roleplay and professions. This seems to only escalate the issue when the only people who would be gaining events are the capitols - Resulting in people who don't enjoy the rp given by the capitols having no reason to get on and causing a declining amount of roleplay.

Third is the fact that advertisement of nations being limited to capitols will unfairly advantage them as a result of them gaining newcomers due to the fact that they'd be the only playerbase actively shown. Furthermore, this not only unfairly advantages the nations that are the capitols but it causes newcomers to consider that there are no other player groups than those 10 capitol nations, and results in them either integrating with the server's capitols at the first bat or leaving as a result of the server being so overcentralized that there seems to be no other nations other than them at first glance. Thus, it'll inevitably lead to some kind of newcomer loss, which is never a good thing for an early startup server.

Fourth, capitols should be required to have more than just the average needed vouchers. If they're going to have all these perks, they should be balanced by requiring more vouchers as a result - Nine vouchers to claim that you are a capitol. The reason why I'm stating this is as a result of the capitols seemingly being based off race, resulting in a lack of a check for the initial nations to claim that they are able to even be able maintain their capitol status without these perks. If they cannot, they shouldn't be able to claim that they are a capitol of a race in the first place, leaving the capitols as 'N/A' for now, as we can have other nations building up to gain the title of such.

Now we will begin with what I believe is a general fallacy of this argument for the implementation of the system:

"Unfortunately, new players and veterans alike are going to always want to do their own things. However, that is not healthy for the server. If ever a settlement may fracture or go under some form of IRP or OOC drama, the immediate reaction of players is to just leave. With the current ruleset, it very easily allows these groups to leave for the most miniscule of reasons, creating two groups from one, adding to the settlement amount, spreading thinner passive RP, and further decentralizing RP."

The above text believes that having more settlements and decentralizing roleplay is a generally bad thing - However, having a diversity of player groups is actually a good thing to attract new players as they'd be able to have an experience with more than one type of roleplay. The problem is the lack of activity of the roleplay settlements and that can be solved with events or some kind of underlying plot line. The current status of the server is that it is reliant on players making their own casual rp - Which, while tenable in the short term - Quickly grows stale without any reason to do it. An example of this would be the Alerian Settlement, where we had casual roleplay that was based off founding the Republic and killing demons. However, the lack of events led to any kind of casual roleplay or professions quickly becoming exhausted due to there being nothing that would have all these efforts being utilized for something.

As a result, we also discuss the radical shift in required amounts of claiming vouchers - Which is twelve as dedicated in this forum post. With a high of thirty players and a low of five players, this claiming voucher seems to be intent on dissuading people from creating new factions. To create a new faction, the player in question would require a more than a  third of the height of the playerbase at peak times. As a result, those who would want to create a new settlement, rather than joining another one, would find themselves being asked to fill a largely-impossible goal and would most likely find a new server to perform their respective settlement in. I would recommend this being reduced to six vouchers, as with legacy settlements, so that players would be able to diversify the base and attract more players.

In conclusion, while this post is well-meaning, it's ultimately flawed in conception due to flaws in understanding why the amount of players are declining. Due to a lack of an underlying plotlines from event actors, casual roleplay quickly becomes stale without anything new to discuss, professions have no reason to create anything without any purpose made for the items, and there ultimately lacks a 'raison d'etre' for roleplay in multiple settlements. These rules, as a result, would only lead to even less rp as a conceptual argument.

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  • Event Lead
On 9/25/2020 at 8:13 PM, Wizry said:

First, outposts in their stated purpose here is that they require six vouchers - Which will inherently self-limit even should a capitol settlement not have the vouchers required. As a result, I believe that this should be changed to be able to have as many outposts as they can have with the vouchers needed. There seems to be, in my opinion, little reason why they shouldn't be able to claim an outpost even if they aren't a capitol. It seems to be just a limitation of the political system that unfairly advantages players who want to create a new settlement.

Creating Outposts by proxy creates dead spots of no roleplay. The problem that transpires is that the minute someone sees a completely desolate build with 0 players, they don't care if it's an 'outpost'- they see it as a waste of land and a waste of space. There's no real reason why people need an outpost, other than to just have an extra place to be as well as having a singular perk in terms of Warclaims. If a settlement has enough vouchers to 'gain an outpost' then by proxy im sure they should have enough to be able to outbeat a Capital, or just default to being a Capital in the first place.

 

On 9/25/2020 at 8:13 PM, Wizry said:

Third is the fact that advertisement of nations being limited to capitols will unfairly advantage them as a result of them gaining newcomers due to the fact that they'd be the only playerbase actively shown. Furthermore, this not only unfairly advantages the nations that are the capitols but it causes newcomers to consider that there are no other player groups than those 10 capitol nations, and results in them either integrating with the server's capitols at the first bat or leaving as a result of the server being so overcentralized that there seems to be no other nations other than them at first glance. Thus, it'll inevitably lead to some kind of newcomer loss, which is never a good thing for an early startup server.

Here's the problem with our server and why 30+ players have already left due to our beta system. People will always try to do their thing, and unfortunately no matter HOW GOOD of a event narrative you make... if you have a group which is so spread thin across 20 nations then they'll be completely unable to have any form of passive RP. We can't just focus on spiking up our 'Peak' Numbers, because that inspires a community in which case we'll have LOTS of activity whenever events happen, however no CASUAL rp. 
 

On 9/25/2020 at 8:13 PM, Wizry said:

Secondly, staff-assisted roleplay makes it so that events will only take place within those capitols

Nowhere in my post do I state that 'Staff-Assisted Roleplay' only transpires in Capitals. Events can happen in any settlement or to any ragtag mixture of players. It is not singularly confined to Capitals. The point of 'Staff Assisted RP' is meaning that it attempts to bolster the racial capitals which (within this beta stage) have a harder time having a central culture and identity.  'Staff Assisted RP' means something such as, going to a dwindling singular Rehk playerbase and giving them an eventline in an attempt to bolster the Rehk-Ur dynamics.. or vice-versa with any of the major capitals/races.
 

On 9/25/2020 at 8:13 PM, Wizry said:

two months ago at this point, which has disillusioned the playerbase since there is no reason to get on besides casual roleplay and professions.

Event Team members are advertised to RP more with people who are casual RPers on the server. People whom put more time into the server will naturally be able to get better sessions of RP. It's unfortunate to hear that your settlement has only gotten a lot of events- however the reason for that stems from the fact that the ETs can NOT handle the workload of doing multiple playergroups 'reclamation' events.

When ET are forced to do profession tickets, gathering events, write lore at times, run 3+ hour long events, and AS WELL focus upon making an INTERESTING narrative eventline rather than just a mindless combat quota event, it becomes nearly impossible to do such when we have such a large amount of mostly dead settlements that people are forced to 'bolster' for no reason other than people not wanting to integrate with one another.
 

On 9/25/2020 at 8:13 PM, Wizry said:

Nine vouchers to claim that you are a capitol. The reason why I'm stating this is as a result of the capitols seemingly being based off race, resulting in a lack of a check for the initial nations to claim that they are able to even be able maintain their capitol status without these perks. If they cannot, they shouldn't be able to claim that they are a capitol of a race in the first place, leaving the capitols as 'N/A' for now, as we can have other nations building up to gain the title of such.

If you are a new player and you apply to the server because you want to play a 'Dwarf'- but the Dwarven identity is non-existent because hundreds of people want to play unique subsets of strange national cultures, then by proxy that new player is going to see no reason to stick around. Same for Empyreans, Rehks, and Elves to an extent. The reason that certain racial nations get these perks is because we always want to bolster the narrative that these huge races have on the world of RP. If there is only 1 Rehkish settlement- they will (most likely) be able to reach the Voucher count nonetheless, and being the ONLY settlement of their type, they deserve the perks.

-=-

My generalized response to you Wizry would be this. Your response seems to basically boil down to 'Well we can have multiple playergroups just as we had if we just have more events!'- which is completely flawed. Many people have discussed disinterest in mindless 'quota' events which an ET does to ensure that a settlement just gets events, as well creating something much bigger such as an eventline for a settlement takes ALOT more effort and time than just picking a few monsters and DMing for 3 hours. It takes conceptualization, lorewriting, builds at times, as well as a large amount of free time to sit down and give a settlement its events. - And that's just ONE of the things that ET are enforced to do.

If we wanted to go in reference to what our server was like roughly 2 months ago, we at max had 19 different regions at once. We've never had more than 15 ET including myself and other people from lore helping. Assuming that every ET is perfectly active, that means that each ET has to do nearly 1 to 2 big events for each settlement, HOPE that the other ET don't get inactive/needs to go on hiatus, as well as do multiple gathering/claiming tickets for new groups or rag tag fellows just wanting to hang out. 

This is simply unsustainable. - And, even if we WERE able to sustain it, you have to think about it somewhat like this. At our very biggest peak 2 months ago we had roughly 50ish people about for events? Well if we want to very generously assume that all the players are spread out evenly, then across 19 different regions that means each region only has roughly 2.6 players at peak. That is HEAVILY ASSUMING that each playerbase gets the same amount of RP as well. If we change that number to 9 or 10 Capitals, that number goes to roughly 5 or 6.

Now, if we have something such as a capital system, people can simply work together. We want new players to JOIN rp, not sit in their corners of the map and be completely uninteractive with one another. It is statistically proven that players whom are guided to the pre-existing capitals and main racial hubs are 10x more likely to stay on the server than people whom are told 'Here's a bunch of nations, pick and choose!'.

That's the simple reality,  and multiple players have come to this realization which is what leads to this post. By condensing nations and RP, playerbases with reasonable backing will get more individual love. Why does a player NEED a 70x70 region land right at the beginning? - You're a colonizer to the new worlds, you need to get INTEGRATE with the world rather than immediately disconnect yourself and do your own thing, that completely ruins the point of a cooperative RPing experience, and simply leaves us with players being uninterested due to our lack of players passively RPing even at peak times.

That being said, thank you for your comment! Your criticism is heavily appreciated and the concerns are something we will keep our eyes on in the future.

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