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Official Faction Perks - Thoughts of a concerned leader - Printable Version

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Official Faction Perks - Thoughts of a concerned leader - Thyrzul - 01-26-2015

After watching basically my first Spazzy vid, his interview with Garret Jax, some things been said about the Official Faction Perk system which made me think and worry, but my concerns which I raised in the Community Questions thread to the interview were left unanswered, sadly. Since then a more detailed, more informative announcement have appeared, after which the following thoughts have left me on Skype:



[0:17:47] Thyr'zul - [C]: Okay, it seems this new Official Faction Perk system bears the same curse an uncontrolled capitalist system does.
[0:18:11] Meoshi⑨Otakie: Here we go..
[0:18:12] Michał Golański: you mean perk hoarding?
[0:18:22] Thyr'zul - [C]: I mean activity.
[0:18:29] Thyr'zul - [C]: Like money in a capitalist system.
[0:18:38] Michał Golański: explain
[0:19:52] Snak3: Not only that
[0:19:54] Hubert: he means where the activtity there go the perks and there goes the activity
[0:19:59] Thyr'zul - [C]: You have cash, you have the means to produce more cash, no cash, no means to produce cash, and the difference between rich and poor just gets bigger and bigger.

You have activity, then lack of activity won't be an obstacle at obtaining perks, thus you'll have your advantages to drive indies towards your faction, to gain more activity. No activity, no perks, no indies flocking into the faction to make it active, and the difference between active and inactive just gets bigger and bigger.



My question would be:

If Official Faction Perks were meant to draw indies, and with them, activity into Official Factions, but they themselves require activity as well, what can an already inactive (technically dead) faction do in this situation?



RE: Official Faction Perks - Thoughts of a concerned leader - Wildkins - 01-26-2015

Die, probably.







That's actually a good question, though. It's the whole "jobs need experience, experience requires a job" dilemma (that's sort of a falacy because internships exist, but you get the idea).


RE: Official Faction Perks - Thoughts of a concerned leader - Omicron - 01-26-2015

I myself am at hope that admins wont lolnope every single faction solely on basis of their activity, considering everyone has their ups and downs (and not so appealing lore/tech/ID/ZoI)


RE: Official Faction Perks - Thoughts of a concerned leader - Price_ - 01-26-2015

I do think while activity should be considered to an extent, it shouldn't be the only thing (and I doubt it will be) as other wise IMG| will just hold all of the perks and everyone else is gonna get boned.

(No offense meant Jack, I've just always been in a war for activity with you since back in [*USI*] )


RE: Official Faction Perks - Thoughts of a concerned leader - Sabru - 01-26-2015

im gonna second this whole thread.

kind of a catch 22 situation isnt it?


RE: Official Faction Perks - Thoughts of a concerned leader - Teerin - 01-26-2015

Already existing Official factions should get one perk right off the bat, if you ask me.

Some have been around for years and did tons of roleplay - a little retroactive support shouldn't hurt


RE: Official Faction Perks - Thoughts of a concerned leader - Price_ - 01-26-2015

I like this idea


RE: Official Faction Perks - Thoughts of a concerned leader - Karst - 01-26-2015

It's a very interesting thing. And of course mouth-watering for official faction leaders like myself.

But I think Thyrzul has a valid point. The requirements are extremely vague, and since I assume this will all be happening behind closed doors so to speak, there's unlikely to be accountability.

Is the reputation of the Official Faction a positive one within the community?

What does this mean, exactly? Many factions, or rather their members, have certain issues with many other factions and their members. How does one measure how "positive" a faction's reputation is? And how does one classify how much of a faction's reputation is related to its activity, and how much of it is unrelated and personal?
What about factions that roleplay cruel pirates or terrorists? They're kind of at a disadvantage when it comes to "reputation".

How does the Official Faction respond to negative feedback?

Another very delicate situation. Sometimes an official faction will agree that something they did was wrong, sometimes they will feel the complaint is unjustified.
The whole feedback loop is obviously full of bias and personal opinions. I don't think this is a good way to gauge how well a faction is run.

How active is the faction?

I guess it depends how exactly this is treated, since again no specifics are mentioned.
A single official faction ship that has a one hour roleplay encounter with others has contributed a lot more to the server than three transports flying around powertrading in Gallia for an afternoon.
Again this doesn't seem like a good way to judge how much a faction contributes, especially when you consider different types of factions. A corporate faction with good diplomacy (cough ALG cough) has a much easier time grinding activity than, like, XA.

I mean if a faction has like....five hours on the tracker that's one thing, but I really hope this won't be judged too harshly.


The other points are also pretty vague. I guess it depends how they're interpreted.

All this criticism aside I do think it's a really cool idea. Will be interesting to see the results.



RE: Official Faction Perks - Thoughts of a concerned leader - Jack_Henderson - 01-26-2015

Look at it that way: If you have a very active faction, you will run into a lot of trouble and you will find it difficult to get all the other aspects of the perk application done (like no oorp hate, no meta, always being constructive and positive, etc).

I guess it's impossible to be "fully green" with all the prerequsites set there. I assume that it is designed like that, so that factions improve and try hard.

Looking at the topics touched in the list, I can only say: Makes sense. And when there is an incentive to actually stop silliness, take feedback seriously, etc etc... Disco will be a better place. It's a nicer method than the "misbehave - punishment" approach and much more fitting a game.

I don't think we should be overly concerned.
Let's see it as a chance to have nice things (and improve Disco at the same time).


RE: Official Faction Perks - Thoughts of a concerned leader - Thyrzul - 01-26-2015

(01-26-2015, 01:18 AM)Jack_Henderson Wrote: I don't think we should be overly concerned.
Let's see it as a chance to have nice things (and improve Disco at the same time).

Maybe if my faction would sit at the top of the activity tracker with eight days of activity, like yours does, I would think the same way as you. Thing is, with this little activity Council is pretty much on the worse end of this "activity -> more activity, inactivity -> more inactivity" loop, while factions like yours enjoy the "chance to have nice things".