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Question about Underperforming Node Citizens?

McShaveMcShave 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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Comments

  • LudulluLudullu Member, Alpha Two
    I'd say there should be no way of removing them. They bought their living in the node - they deserve to be there (obviously if they keep being able to afford taxes).

    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.
  • VentharienVentharien Member, Alpha One, Alpha Two, Early Alpha Two
    NiKr wrote: »
    I'd say there should be no way of removing them.
    Definitely agree. Would likely be way to easy for trolling to abound, and player elitism is a strong repellent to curious players wanting to try a game. So long as the taxes get paid, that's all you can ask for.
  • tautautautau Member, Alpha One, Alpha Two, Early Alpha Two
    @NiKr already mentioned a possible solution: Taxes. If a player doesn't play enough to afford the taxes on their dwelling, they will eventually lose their dwelling and their node citizenship, thus opening up their spot for a more 'productive' citizen.
  • DepravedDepraved Member, Alpha Two
    McShave wrote: »
    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.

    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
  • CROW3CROW3 Member, Alpha Two
    Game’s not even in beta and folks already want to kick other players out of their node. 🤦‍♂️

    Yet another incentive to be an explorer…
    AoC+Dwarf+750v3.png
  • TyranthraxusTyranthraxus Member, Alpha Two
    Depraved wrote: »
    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

    *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.



  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited February 2
    What does "underperforming citizen" even mean??
    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).
  • AlmostDeadAlmostDead Member, Alpha Two
    McShave wrote: »
    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.

    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.
  • Mag7spyMag7spy Member, Alpha Two
    CROW3 wrote: »
    Game’s not even in beta and folks already want to kick other players out of their node. 🤦‍♂️

    Yet another incentive to be an explorer…

    They can't be mayor anymore if you war and destroy their node ;o
  • AszkalonAszkalon Member, Alpha Two
    Welp, as long as they pay their Bills/Taxes as Node Citizens ... ... 😁 ... ... why shouldn't they stay ? >:)
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Guild is " Balderag's Garde " for now. (German)
  • try hard citizens, lol
  • There should be no consequences for the citizens who aren't helping the node, they bought their way in and they will stay. People need the freedom to do whatever they want and not be tied to chores
    PvE means: A handful of coins and a bag of boredom.
  • CadacCadac Member, Alpha Two, Early Alpha Two
    I don't believe a known spy, actively working against the interests of the Node, should be allowed to reside in an invisible hamster ball of civic immunity within the walls of the Node.
    One Patron Guild + Mayor = Boot
    If they abuse their power, it will cost them politicly within, and without the Node, and cause conflict!

  • FantmxFantmx Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Node growth is based on exp contribution by both citizens and non-citizens.

    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.
    q1nu38cjgq3j.png
  • tautautautau Member, Alpha One, Alpha Two, Early Alpha Two
    And why, @Fantmx , do you think that this is "terrible"?
  • FantmxFantmx Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    A good mayor will develop policy to maximize their citizens and maximize their contributions regardless of play time, not undermine and push them away. Your part timers will far outnumber your full timers and a good mayor will find a way to bank on this.

    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.
    q1nu38cjgq3j.png
  • mobtekmobtek Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    Damn HOA getting started already and we're not even in Alpha 2 ;)

    zxz23im3ipwx.gif
  • McShaveMcShave Member, Alpha Two, Early Alpha Two
    Thanks to everyone who responded. I guess my question is answered by the 2 points:
    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.
  • Taleof2CitiesTaleof2Cities Member, Alpha Two
    edited February 4
    McShave wrote: »
    ... 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.
  • McShave wrote: »
    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.

    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.
  • PerryuppalPerryuppal Member, Alpha Two
    McShave wrote: »
    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.

    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.
  • Arya_YesheArya_Yeshe Member
    edited February 4
    Cadac wrote: »
    I don't believe a known spy, actively working against the interests of the Node, should be allowed to reside in an invisible hamster ball of civic immunity within the walls of the Node.
    One Patron Guild + Mayor = Boot
    If they abuse their power, it will cost them politicly within, and without the Node, and cause conflict!

    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
    PvE means: A handful of coins and a bag of boredom.
  • Arya_YesheArya_Yeshe Member
    edited February 4
    McShave wrote: »
    Thanks to everyone who responded. I guess my question is answered by the 2 points:
    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.


    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
    PvE means: A handful of coins and a bag of boredom.
  • AszkalonAszkalon Member, Alpha Two
    mobtek wrote: »
    Damn HOA getting started already and we're not even in Alpha 2 ;)

    HOA ? 😮
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Guild is " Balderag's Garde " for now. (German)
  • CadacCadac Member, Alpha Two, Early Alpha Two
    I was hoping for a catapult ride over the wall banishment system, but have to settle for the heroes of the node going red. But we all know there is no reason to want to go red, but have to, maybe the unspoken part.

    HOA, Home Owners Association, an often times regrettable real estate purchase.
  • RazThemunRazThemun Member, Alpha Two
    NiKr wrote: »
    I'd say there should be no way of removing them. They bought their living in the node - they deserve to be there (obviously if they keep being able to afford taxes).

    ^ This
  • AszkalonAszkalon Member, Alpha Two
    Cadac wrote: »
    I was hoping for a catapult ride over the wall


    ( Watch from 29 Seconds. 😁 ^.^ )




    https://youtu.be/watch?v=JglnSrfJtyQ&t=29s
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Guild is " Balderag's Garde " for now. (German)
  • DiamahtDiamaht Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two
    McShave wrote: »
    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.

    I've been playing a lot of Palworld, they have wonderful solutions for underperformers. Perhaps Intrepid could take inspiration from there.
  • TyranthraxusTyranthraxus Member, Alpha Two
    Cadac wrote: »
    I was hoping for a catapult ride over the wall banishment system, but have to settle for the heroes of the node going red. But we all know there is no reason to want to go red, but have to, maybe the unspoken part.

    HOA, Home Owners Association, an often times regrettable real estate purchase.

    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.



  • Cadac wrote: »
    I was hoping for a catapult ride over the wall banishment system

    Catapulting people is my real life secret wish by the way,, not even joking
    PvE means: A handful of coins and a bag of boredom.
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