jerinx wrote:
You've mentioned both. Look at what mentor points have provided us so far: a mentor system that is absolutely nothing but a gateway for free skill training, and very often only the barest modicum of interaction and true "mentoring" takes place. It's like being trained at a fast food job: "here's your uniform, here's the spatula, any questions?" There's no real taking-under-one's-wing mentoring going on. I love your enthusiasm or passion. I want you to keep posting your ideas here. I just really disagree with the reinforcements you suggest using, and I'm hoping to get you outside of that box to see what other ideas you have.
I agree that the majority of mentor interactions are hollow, but I will also add that some small fraction of them do lead to meaningful interaction and quality RP. I think to dismiss them as "absolutely nothing but a gateway for free skill training" is a disservice to the system, and no less hyperbole than opey's assertion that all paragons are mudsexors. However, that is neither here nor there for what I propose. I am just suggesting that RP rewards represent a second method by which mentor points can be attained, because everyone would like to be able to get more attribute points. It actually has nothing to do with mentoring and everything to do with bootstrapping on existing code in order to give an award to good RP beyond the hollow XP award.
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One of your first posts in this thread indicates you want a long-term paragon system that requires they give rewards to keep the flag. The only difference between what you have and what we have now is the HP boost - and if it's so insignificant it won't affect PK, it is useless. If it is significant, it's a PK reward that's counter-productive. Truly, the system you asked for is in place. No one is saying it's an adequate resolution to the problem - but it's in place. You even mentioned my character and incentives to stay around. Trust me, no one wants me to stay around long-term more than me. SK is free and it's a good creative outlet. Keeping paragon long-term is an achievement, certainly - it's just a very enticing one, given the responsibility and stuff you have to put up with.
My opinion is not set in stone. It changes with the thread as more information and ideas are brought to bear. The bullet-points I made represent my most recent opinion on the matter. I don't have a very strong opinion about the PAR system, except that I strongly believe that right now it is not great. Almost any of the ideas proposed by anyone so far in the thread would represent an improvement. The 2-for-1 idea, having PAR be retained month-to-month and based on cumulative reward total and give a gameplay benefit (though I now like the GM+1 idea better), or whatever. As it is now it rewards people with a chore whereby they are supposed to dish out meaningless rewards so that someone else can also enjoy the opportunity to engage in the same chore next month.
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Your third bullet point is one I will whole-heartedly agree with. It's one I've been hawking since we JUST dropped below an 70 player average days years upon years ago. Looking at the raw math, you need around 80 players on average to have a healthy membership of every player organization and a fair number of unaligned personnel (people leveling, those who are truly neutral, etc). That's about 7 characters per organization, with room for 10 give or take. We haven't hit those numbers in a very long time. We need dual membership, or re-integration, and I'll stand by that with you until the day it happens.
I would prefer reintegration over dual membership.