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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Idea: Node Citizen Ranking System
ArchivedUser
Guest
Just kinda popped in my head, what if a citizen ranking system was implemented within the node one took citizenship to.
Everyone Starts with no ranking and the more you participate in furthering your node the more you rank up. Each rank would also include the rewards of previous ranks.
But wait there is a catch, Grieving Players out in the World can lower you Citizenship Rank and for every PK(2) you lose one Rank and killing a player who is a citizen of the same node as you would cause you to lose all your ranks.
Some other stipulations could be thrown out there such as one cannot lead a node without having max Rank of Citizenship so you know the ppl running for Ruler of the node has the best interests at heart when it comes to the Node itself.
Rank-1: Node Tabard
Rank-2: Plus 10% Mount Speed
Rank-3: Plus 10% Increase Speed on Caravans
Rank-4: 25% off of Goods sold by NPCs within your Home Nodes Zone
Just an out of the whim idea, what do you guys think? Bounce some ideas off this, lets get some cool discussions going on.
@Nagash you seem to come up with some good ideas, have an opinion?
Everyone Starts with no ranking and the more you participate in furthering your node the more you rank up. Each rank would also include the rewards of previous ranks.
But wait there is a catch, Grieving Players out in the World can lower you Citizenship Rank and for every PK(2) you lose one Rank and killing a player who is a citizen of the same node as you would cause you to lose all your ranks.
Some other stipulations could be thrown out there such as one cannot lead a node without having max Rank of Citizenship so you know the ppl running for Ruler of the node has the best interests at heart when it comes to the Node itself.
Rank-1: Node Tabard
Rank-2: Plus 10% Mount Speed
Rank-3: Plus 10% Increase Speed on Caravans
Rank-4: 25% off of Goods sold by NPCs within your Home Nodes Zone
Just an out of the whim idea, what do you guys think? Bounce some ideas off this, lets get some cool discussions going on.
@Nagash you seem to come up with some good ideas, have an opinion?
0
Comments
As long as it does not impact the politics and standing of individuals, I think it's not a bad idea.
Another way to get more bonuses? I have to ask, why?
If that's what you mean it would still be the same just help maintain the node pay your taxes on time, help caravans, help city defense ex: A world boss decides to attack a node because it hates those elves for having a massive city near its home. those would also help increase your citizenship ranking.
I think it would add a needless complication. How or who would judge who would receive or advance ranks? Guilds generally do have a ranking system. Some towns leaders are elected. Nothing is static. Towns and nodes aren't static. If too much was made of a citizen ranking system couldn't it create a type of caste system?
Who decides what makes a good citizen or how much time one needs to invest in "citizenship duties"?
If a guild controls a township, sets the taxes and decides what can be built and when, does it not put it's members at a better advantage to gathering citizenship ranks and privileges?
If one person puts much time in gathering or farming and not into what others would consider citizenship duties, but has to pay a higher price for a caravan, or have a lesser mount speed how fair is that?
As I said, random thoughts.
Bonuses for incentives? No. This always leads to "... have to do X so I can max out all bonuses..." It the end it's not an incentive, it's a necessary requirement.
fyi, I have been against almost every attempt to add bonuses to the game.
That very much seems a system that overly values quantity over quality empowering time-rich players while putting a glass ceiling on everyone else.
Sometimes you really do need a good character with a pixelated sword to stop a bad character with a pixelated sword, fellow node citizen or not.
Some form of Achievement system with it's own perks for recognition of node development contributions might satisfy the same intent with fewer balancing issues. More titles, cosmetics/flair, and names on city plaques, statues, and monuments and less piling-on of actual gamplay bonuses or content gating. A kind of visual ad-hoc node historical record made up of objects, places, and citizen appearances.
Also, node perks could prevent players from migrating. I feel like moving should be an easy decision and not involve "...but I'll have to start my citizenship perk tree over..."
Military is combat.
Economic is commerce (leadership can be bought and sold)
Divine is service-oriented quests.
Scientific is voting.
Having loss of citizenship rank tied to PvP combat is very odd.
Especially when not involving fellow citizens.