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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.
Question about Underperforming Node Citizens?
McShave
Member, Alpha Two, Early Alpha Two
I have a question about what a node mayor or citizens can do about other citizens who underperform? We know that the number of node citizens will be capped based on housing, and that a node needs their citizens to generate xp and resources for their node to stay equal or grow. I am wondering what could be done if a node has many citizens who have only a couple hours a week to enjoy the game who may not be contributing enough for the node development, and if there is a way to replace those citizens with players who have more time to spend. We could also talk about the ethicality of removing such players, as they are still active but just not as active as other players who would contribute more.
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What should be done is the mayor should know that this is the situation (if they're a good mayor) and should change the node buildings/direction accordingly. Build a building that attracts business/foot traffic, which in turn would increase chances that other players do activities in the node, which in turn keeps the node from decaying.
The "a few hours a week" players would either not notice such changes or wouldn't even care for them, cause they have their own precious hours to invest in countless other parts of the game, so I doubt the mayor would suddenly have some kind of revolt on their hands.
In other words, I think we already have the tools to address this situation and mayors just gotta be attentive to their node's life flow, if they want to succeed.
as far as i know, there wont be a limit on how many people can become a citizen of a node. it will just get more expensive the more citizens are on that node
Yet another incentive to be an explorer…
*Sort of.*
I mean, Node citizenship doesn't technically have any caps; It's all dependent on how much land there is available around the Node for Freeholds & Taverns built upon the Freeholds, the houses available in the Node-cities, and the Mayor's placement of apartments, in the Node-cities.
You'd be pretty hard-pressed to really hit a cap for Node citizens in all but the most-supremely-busiest Nodes in the entire game; The OP's thread-topic really isn't much of a concern.
The solution of having the highest-possible taxes is likely the best approach to what he's getting at, though; The more they have to pay, the less-likely it is that the less-than-casuals will be able to maintain residences.
Anything players do in the ZOI of the Node adds progression to the Node.
I'm not aware of the devs being interested in providing tools to help track hours individual citizens play.
Especially not tools that will determine how many hours citizens play within the ZOI of the Node.
High taxes are a great reason to abandon a Node (and have it destroyed).
I have a question about how I can I kick people out of my town IRL who dont contribute equally to the economy.
Im okay with deadbeats in my video game town. It's kinda expected tbh.
They can't be mayor anymore if you war and destroy their node ;o
✓ Occasional Roleplayer
✓ Guild is " Balderag's Garde " for now. (German)
One Patron Guild + Mayor = Boot
If they abuse their power, it will cost them politicly within, and without the Node, and cause conflict!
There is a soft cap but not a hard cap to citizen numbers.
Owning housing does not make you a citizen. It allows you to become a citizen if you want to.
Inns are available nearly everywhere and to everyone and allow you to be a citizen. The barrier here is not number of inn rooms but cost of dues to become a citizen.
As a mayor you could chose to lower the cost of becoming a citizen to address this problem.
This is a terrible way to approach this game.
A good mayor will develop policy to attract citizens and non -citizens alike as they both contribute to your node.
Steven has already said they will not provide tools to actively discriminate against other players.
1. taxes need to be paid every month
2. non-citizens can contribute to node xp and resources.
I agree that there shouldn't be a way to directly remove a citizen from a node, but maybe increase the taxes for a short while (crunch) as to remove the bottom x% of performing citizens.
That's a slippery slope, though, McShave.
If you increase taxes too much as mayor, you may not have enough funds to do the required/optional node infrastructure projects ... even for a short time. Whereas other nodes (with lower taxes) have more citizens on the books that are able to pay the lower tax rate. Same as real life I guess.
I don't see a problem with that. Taking into account that you can have as many citizens in the node as you want, that will help with the under-performing citizens.
Another thing is this game it's subscription based, you'll have to pay every month. That alone it's a reminder to do something because you're paying real money every month to play.
As others have said, the only way a citizen of a node should be able to be "forced out" is through taxation. If the node is becoming more popular and looking to expand, taxes would naturally be increased to a level that allows the node enough resources to invest in infrastructure and continue expansion at the pace it wishes to move. If a citizen can afford that level of taxation, they have every right to stay in the node because they are contributing at a level the node deems as acceptable.
Allowing Mayors/players to boot citizens as they wish only serves as a breeding ground for bad actors to threaten their citizens with the loss of their purchased land/contributions to the node if they don't do what they want.
In EVE Online we call them awoxers, there is not automatic system to kick them out of the npc stabilished militia, players can subscribe to the local militia and fight against the opposing faction. Such players spy and backstab people and there's no automatic kick for them
How do we deal with them?
We outright gank them, I ganked two yesterday and he got sad and asked why I was doing that... so this is the kind of people we have to deal, some are outright liars, some are oblivious about their own behaviour, some are just sociopaths or narcisist.
The solution is flushing them out through sheer violence
Absolutely not. Why would I waste my time with such trivialities? If I so desire, I could spend my entire month dominating the arena and fighting wars, all while casually stashing my wealth in my luxurious apartment. That's the lifestyle I choose
And let's be real here, when it comes to defending my node, I'll outshine any farmer without breaking a sweat. My muscles and wits will shine through when the node faces its greatest peril
When dark comes come, it's our strength and cunning that will carry the day. After all, who will be the ones who will rise in such occastions? It will not be the flower pickers, but will be the meanest and badest the node has to offer
HOA ? 😮
✓ Occasional Roleplayer
✓ Guild is " Balderag's Garde " for now. (German)
HOA, Home Owners Association, an often times regrettable real estate purchase.
https://youtu.be/watch?v=JglnSrfJtyQ&t=29s
✓ Occasional Roleplayer
✓ Guild is " Balderag's Garde " for now. (German)
I've been playing a lot of Palworld, they have wonderful solutions for underperformers. Perhaps Intrepid could take inspiration from there.
Aye - When yours truly bought a condo?
One was $140/month+ HOA fee versus $185/month+.
Today, it's $230+/month, and yours truly wishes that he'd gone with the cheaper option, as they are still >$200/month, for the HOA.
I'm sure that the in-game options will be be more-affordable.
Def a more-affiable option to in-game renters, swapping residences.
Catapulting people is my real life secret wish by the way,, not even joking