Dulrik wrote:
I also think that giving gameplay rewards for attaining PAR would just encourage people to attempt to game the system far more than they do now. IMO, that would actually make it less effective at incentivizing actual RP.
The gameplay award I proposed was pretty minor. I don't think people will go out of their way to game the system for a minor HP bump (though I could be wrong). I think it would be easy to detect if the same people just keep rewarding each other, though. That said, I think there are some paragon overhauls that could go into place that could make the system better.
First, what is the purpose of the paragon system as it stands? Why does it work the way it works? The purpose is supposedly to acknowledge good RPers, and it has some formula whereby it gets shifted around month to month so as to allow different people to receive that acknowledgement. But, as has been pointed out in this thread, the acknowledgement is fairly empty. It's more of a chore than anything else. RPKers are in no way moved or motivated by the paragon system. So, the mechanics of of the system, no matter how effective and well thought out, are being applied to something that does not work. I think it only serves as a polarizing agent, that actually widens the RP/PK gap on SK instead of drawing these elements together in a collision.
I would rather see a paragon system that rewards the players with longterm, consistently well played characters in a meaningful way. There would be up to one paragon for each race. Whichever member of a given race had accrued the most RP rewards over his character's lifetime, and over a minimum threshold of an entire level's worth of rewards, would be the paragon for that race. Some races may not have paragons all the time in this system. This would also allow paragon to be a longterm flag without unfairly benefiting the longest lived races, since each race only has one paragon. This flag would come with the current paragon ability to hand out rewards and a meaningful, but not unbalancing, gameplay bonus, such as a minor HP boost. Paragon would be checked for on a monthly basis like it is now, and would also require a minimum amount of activity and perhaps a minimum number of rewards handed out. Retired characters would not be considered, and largely inactive characters would get passed over until such time as they become active again. Any curses at all could preclude a character from having any chance of ever becoming a paragon (without divine intervention).
In order to game such a system, you would actually have to RP well and keep a character a long time so as to knock the existing paragon off his throne. I don't mind that sort of gamesmanship, as it is precisely what we would like to see out of people: consistent, longterm character development and interaction with other players. It would be simple enough to monitor where a character had gotten his rewards and where his rewards went to detect any foul play, and that could be punished severely (and publicly for maximum shame value).
A lot of the hesitancy about switching away from the current system seems to be borne of mistrust toward the players. If you give them something, they will abuse it. I think that, given the history of SK, that's a fair concern. I also think that earned mistrust is a self-fulfilling prophecy. I say give people a chance to do it right and the majority of them will. A few bad apples can be mercilessly crushed and excluded from participating in the system.
We already give people a lot of responsibility in the PK arena. We let them lead factions with almost zero quality control. We let them run amok and jloot people with paper-thin RP, having a material affect on other players' experiences. We let them make heavy use of OOC knowledge throughout their characters lives. Why is the particular area of potential reward abuse such a sticking point? It really has less potential to be a negative force on SK than unexamined PK does, and more potential to be a positive force if used correctly. RP and PK should be on equal footing on SK, but the nature of CRS and the worthlessness of the RP reward system have definitely tipped the scales toward PK. Ideally, people would be subjected to tough RP scrutiny and standards to join factions, but CRS disincentivizes leaders from doing this. Factions with lower activity levels get crushed in CRS, and leaders in those factions are lucky to have
anyone with even a shred of PK skill looking to sign up.
My proposals are aimed at tackling this issue with minimum codework and imm involvement, and without even getting into the sticky area of CRS reform (though I am certainly open to talking more about that, too...). A combination of including a mentor point component as part of the reward system and of altering the paragon system to give a gameplay award and be based on lifetime accumulated rewards both encourage longterm character development. The characters that stick around the longest and RP the best are going to be the ones who end up with the paragon flags and with the most attribute points gained from rewards, and it will benefit the entire SK community to have more characters like that around. I have seen some flashes of RPK greatness that disappeared too quickly. I thought that characters like Markas and Ithorim (among many others) were extremely solid and had great potential, but ended up being too short-lived. Perhaps with better incentives in place, players will keep characters like that around. It will be worth the inevitable RP headaches and PK setbacks to have strong RPK characters persist.