Can anyone posting these scooby doo moba features even list all the CRS conflicts that happened in 2014? I suspect few of these suggestions are well-grounded.
To evaluate any CRS developments, it is necessary to first determine the goals and scope of CRS. You cannot really evaluate if something is an improvement to a process without first identifying the output of that process. It is also important to take careful stock of available resources.
For example, if we think CRS is about engaging, competitive gameplay and that SK's building tools had what WoW refers to as phasing, then we might conceive of a system where Uxmal can be "claimed" by a faction in a transition from CTF to KOTH gameplay.
However, while Baldric's assessment of the purpose of CRS may well explain what motivated CRS, it doesn't quite frame the scope of CRS. CRS is an optional tool to use when optional diplomatic features have been activated by mortal leaders in optional factions in an optional game. At any given moment, there are only a maximum of four humans who can direct a CRS scenario; in most permutations, however, hierarchical leadership structures realistically halve that number down to only two players. Everyone else is along for the ride and can choose between loving it, leaving it, or whining about it at any given moment.
If CRS could be said to fail, then CRS fails because players don't use it appropriately. There's nothing coding, scripting, or even enforcement can do about that.
What would improve CRS is what would improve the rest of faction-based RPPK: more accessible, regularly used public and private channels of asynchronous, in-character communication between members of a faction and leaders of factions with transparent immortal oversight.
Everything else is vaporware brainstorming.
Look:
Subject: Vote: Best changes to retain/excite existing playersDulrik wrote:
Final results by popularity:
Which options are best for retaining and exciting EXISTING players?Poll ended at 22 Dec 2013 10:54
- More use for loyalty tokens (Ex: improve skills, to be discussed) 10% [ 44 ]
- Tradeskills (forging, dyeing, mining, etc) 10% [ 43 ]
- Quest upgrades (More, easier, better transparency, etc) 9% [ 40 ]
- More regulation: Hoarding (other types? to be discussed) 9% [ 39 ]
- Change CRS (Ex: No ability removal, "enforce" losing, to be discussed) 9% [ 37 ]
- Official info sharing (Wiki and/or Guide Forums) 8% [ 36 ]
- Heroes (not necessarily heroes of old) 8% [ 35 ]
- "End Game" content (methods to be discussed) 7% [ 30 ]
- Make the game less difficult/more casual (methods to be discussed) 6% [ 28 ]
- Ways to communicate RP (Journals, Think Channel, etc) 5% [ 23 ]
- Make the game more interesting before Master (methods to be discussed) 5% [ 23 ]
- Balance melee and spell damage better 5% [ 23 ]
- Reduce effectiveness of spell items (wands, staves, potions, etc) 4% [ 17 ]
- Out of game communication (Ex: CB/TB Channels on FB messenger, note boards via forums, email notifications for game events) 4% [ 16 ]
Total votes : 434
I'll wrap up this thread by saying that (due to it's #1 spot in the NEW player poll), the staff will start taking action by rolling out some form of official info sharing via the forums within the very near future! I will also start new threads to discuss ideas for loyalty tokens and hoarding regulation.
It's obvious that we're seeing developments of these items and are not necessarily seeing revisions to those developments before the list is done. For example, we needed a mediawiki deployment a year ago, but we're making due with the area guide forum. We ought to expect different items on this list before dynamic CRS content, which is not on the list, should be attempted.