Politician Archive

Thread: Politician Round Table Discussion, Week of 7.8.2005 Experience Gain

PsychoticChipmunk
Mon Jul 11, 2005 9:51 pm
#14

Well that's kind of what I meant. Sorry if my alliteration was piss poor.


The mayor is chosen at the end of a 3 week voting cycle following the same rules we have now (which do work?) of 2 weeks to opt in and 1 week of vote only. However the number of votes decided every week will give out experience. If you get 4 votes in the first week you get 400 xp that day, if you get another 3 votes the second week you get 700xp that day, if you get 5 more votes at the end you get 1200 xp and retain incumbency.




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Eulbobo
Tue Jul 12, 2005 1:39 am
#15


1st I wouldnt mind seeing a small amount of xp gained if certain things are used that are part of a playercity. I think that if somone uses the following items inside a PC the mayor should gain some xp.





QFE !

Politician XP should be given while anyone uses City structures !
Let's remove the weekly 750 xp and turn on a system when city structures give xp !
And keeping election xp.

The more people using city structures, the more xp you get. That could be done like vendors : everyone that uses a structures gives an amount of xp for the mayor. With a 15 minutes timer before the type of structure used gives xp again

-> any mission terminal used to list missions -> amount of xp once per 15 minuts. Using another mission terminal does not give anymore xp for the 15 minuts timer -> 15 minuts is enought for someone to go and complete their missions

-> bank terminal -> amount of xp and 15 minutes timer

-> parking garage -> amount of xp for each vehicule repaired with a timer for each vehicule

-> Trainers -> amount of XP for each training done (including politician training ^^)

-> cloning -> amount of XP each time someone pays cloning bind

-> decorations -> each decoration set should give XP weekly (even if it's not the same mayor that set the decoration)

-> shuttleport -> small amount of XP each time it's used with a timer before it gives xp again for the same person

-> city specialization should also give a small bonus of XP depending on specialization and player activities
- clone lab : xp bonus for each cloning bind,
- stronghold : xp bonus for each militia fight inside the town (with timer again. If militia is involved in a fight, each militia member involved grants the mayor xp)
- manufacturing center : xp for each craft in town for each crafter (with timer again per crafter)
- Research center : same as above (maybe a little more xp)
- Entertainement district : xp for each personn entertained with a x minutes timer
- Medical center : xp for each healing healing in the town with a timer (this one would be hard to implement due to the fact medical center is now worthless, better would be to link it with medical xp gain, but only possible on PvE)
- sample rich : xp each time someone samples in the town?
- improved job market : xp bonus for each mission terminal use in the town

=> direct consequence of such thing : mayors will have to be active and to boost city activity to get xp.
Mayors will make people come in their town to have activities, bringing more life !

-> registering city should give small xp weekly too

Another solution would be that every civic structures gives XP weekly, not depending on usage, but that wouldn't be a good idea : living towns should be rewarded.



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Eulbobo
Tue Jul 12, 2005 1:40 am
#16

damn double post !

Message Edited by Eulbobo on 07-12-2005 01:40 AM



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zazo
Tue Jul 12, 2005 2:29 pm
#17

wait what happened to my post?



Zazo Flyrider
Leader of DN/Non-smuggling smuggler since Sept' 03
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Jutewr
Tue Jul 12, 2005 2:41 pm
#18

That wouldn't have been the off-topic one that I reported, would it have been?



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Cassteel
Wed Jul 13, 2005 8:03 am
#19

My thought is rather than have exp based on votes, why not have exp based on the number of citymembers? I don't see the pt of making citizens HAVE to vote every 3 weeks. In my opinion a mayor should get 100 exp per member of their city automatically and additional exp if a vote is run.




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zazo
Wed Jul 13, 2005 9:16 am
#20

off topic? as in the politician forum?



without being argumentative its counter productive to just change topics as weeks change without resolve or conclusion on previous issues.



that being said xp does need fixing its just not my main focus I'm sorry if i disrupted your conversation.





Zazo Flyrider
Leader of DN/Non-smuggling smuggler since Sept' 03
NinNyang Ninnang Nynyang Nin Nong Ninnang


PsychoticChipmunk
Wed Jul 13, 2005 9:37 am
#21






zazo wrote:

off topic? as in the politician forum?


without being argumentative its counter productive to just change topics as weeks change without resolve or conclusion on previous issues.


that being said xp does need fixing its just not my main focus I'm sorry if i disrupted your conversation.




Off topic as in this thread in particular. If you want to tangent into a different discussion either make a new thread or post in response to one relevant to that topic. And noone locked the previous weeks' threads you want to keep talking about issues in them feel free.



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Khristen
Wed Jul 13, 2005 10:16 am
#22

As was said above, the previous week's threads are left open for further discussion. You can find easy access to the links and what the topic was in the main sticky thread.


As far as no resolution...what kind of resolution are you looking for? Sure, I could post a summary and say, "Thanks for the ideas, they're all passed on to the devs now" and end the conversation. That's not much of a resolution in my opinion, which is why I haven't done it. The probability of a dev reading these threads is pretty low. These are meant to be discussions and brainstorming threads. If something comes up that the devs ask me for ideas or information on a particular issue, there's a point of reference, but in general the idea is to get all of us thinking about our profession and what we want.


These discussions are much more helpful when they stay on topic. If they start turning into threads with "red name syndrome" (meaning once someone official posts in a thread everyone comes in and hijacks with their pet issues) I'll stop making them.



So....back on topic.


I love the idea of having trainers and terminals give Politician xp in a manner similar to vendors. It would have to be a small amount of xp and have a timer in the way that Merchant does, but it would be a much more regular source of xp. Merchants get 50xp for each use of a vendor where an individual only counts once over a 15 minute window; the Merchant doesn't get xp for using it themself. Maybe with the systems so similar, it may be a good possibility. They cost maintenance the same as vendors do, so it's not really a freebie.



Quests would be awesome, but I'm not sure how that would work. If not here, maybe in a later week's discussion.




| Khristen Lockslett Barezz |
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BenAfar
Wed Jul 13, 2005 3:16 pm
#23


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Quests would be awesome, but I'm not sure how that would work.

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QFE


I liked the quest ideas suggested above, although some of them sounded like a lot of work for the devs. I also very much like the ideas of having use of city structures or perhaps just mission terms and trainers giving a small amount of xp. Placing city structures giving xp once per week might be open to exploit, but if the xp amounts were kept low, that shouldn't be much of a problem.


A simpler quest itdea might be to have mobs invade the city at random intervals when the mayor is in town. As head of the militia, it would be the mayor's responsibility to rally the citizens to defend the town. Successfully killing all invaders would give the mayor a small amount of xp per mob - maybe5 xp per mob, so, if 50 invaded, the mayor gets 250 xp. The mayor could "sign up" for defense of the city via the city terminal, so they'd have the option not to do this if their citizens were against it. Perhaps only militia members would be eligible to help defend the city (although this might cause problems if everyone suddenly had zoning rights), but that would allow players a way to opt out. Mobs could vary depending on the number of residents in the city and the combat level of the group the mayor is in. If the mayor is ungrouped, perhaps s/he could get a warning message that invaders have been seen gathering in the area prior to an invasion. If s/he remains ungrouped, the invasion would stay small (3-4 mobs).Optionally, a new "City Mission Terminal" could be created which would allow the mayor to get a limited number of missions per week, maybe one per day or something (with xp lowered to 1 xp per mob perhaps if it is allowed this often). Obviously, invaders should come in waves (50 invaders at once would be a little much, hehe). Residents who want to opt out can also stay inside their homes or leave town.

Message Edited by BenAfar on 07-13-2005 03:17 PM




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Vomet
Wed Jul 13, 2005 4:01 pm
#24

I think the entire xp for politician system should be done away with. If you are a the mayor of a village, then you should be able to have the skills of the first level of each tree. If you are the mayor of a town then you should have the second skill on each tree, etc. Soa newmayor of a metropolis should have the same abilities as his/her predasessor.


The reason why this is essential is because when elections are held, as a citizen I am always thinging that if I don't like the mayor, then replacing him will set the city back for weeks while the new mayor gets leveled up. Why punish the city because the old mayor was crappy and voted out of office?


Here is my question for the developers...What is your intention for the profession?Create a system thatincentivises politicians to do something other beg people to join their city so they can have more decorations/services. Lets not let the idea of XP get in the way of making the game a great experience that involves more players.


What do you think about combining player associations with cities? So guild leadership is what is being voted on each election. If you want to increase people's desire to vote, then tie guild elections into the cities' elections. Come up with some kind of system where a council of 5 members (instead of 1 mayor) runs the city and guild.


All 5 member would have permissions you place items throughout the city, and to add/remove guild members. Why 5 people? Because how often does your mayor disappear or quit...and you can't do anything until the next election. Finally, the coucil should serve 5 week terms, so every week you vote on a new council member.


Additionally, making it 5 people instead of 1 would mean that more players are involved with the development of a city. You are essentially bringing this group together with the same intent of a hunting group, to accomplish a common goal as a team through interaction with other players. Take away the power to let other players grant zoning rights so that only the 5 can grant zoning rights. This will make it mean something, and players will want to get more involved.


Why don't people vote during elections? Because the only person who usually cares about the election is the unopposed mayor who needs XP. Involve more players, then XP won't matter.





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Raven1974
Thu Jul 14, 2005 10:13 am
#25

I really like the idea of a city council. Each council memeber having limited abilities, but we should keep the Mayor, after all s/he is the figure head of the city. The mayor should also receive more xp then council memebers as well as keeping all the abilities they now have.


As for making the Mayor and the Guild Leader one and the same person, bad idea, I know a number of Player Cities that have residents that do not belong to the guild that started the city.


I also like the idea of gaining xp through quest. This would be a great way for me to gain xp as the city I am a resident of has a mayor that is from a shared account allowing for easier upkeep of the city. This would allow me to gain xp without causing confusion with my name on the ballet running against the mayor that is in place to keep our city from falling apart.


Sighryn
Thu Jul 14, 2005 7:36 pm
#26






BenAfar wrote:


Residents who want to opt out can also stay inside their homes or leave town.





A combat profession that makes people leave town doesn't spell m a y o r



Sighryn

Kettemoor, Naboo
Temenos {Mayor}
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