Noaani wrote: » Why do you NEED to see a huge Dwarf group ?
Lodrig wrote: » The only way to really guarantee that minor race archtectures get expressed in the world is to modify the local results based on the global totals. For example if Tulnar are creating 8% of the global XP then that percentage of all the nodes in the world (7) which have the highest local tulnar percentage get their style even if they are not a majority locally. The maths are a bit complex with multiple minor races but basically you assisgn a 'parity' race to a node such that the disparity is at a global minimum. This would allow any slight concentration of a minor race to result in that architecture being expressed. It's also possible to blend this with the local majority on a sliding scale, and to introduce an 'inertia' factor that just gives weight to what ever the existing style is. So a formula like 75% Local XP generated in the last month + 10% existing style + 15% Global parity weighting could be created. Though this no long guarantees minor race styles get expressed it makes it a lot easier for them and the inertia prevents overly frequent style changes as well. An example, lets say Tulnar are 8% globally and Empyrian elves (which look to be the most popular) are hitting 22% globally, a big imbalance. If spread evenly their would be no Tulnar nodes at all if only local XP were used. But under the mixed formula if the Tulnar start to concentrate themselves just a little and get 10% in node which is currently Empyrian style then the global parity modifier switches to them and we get. 16.5% Empyrian + 7.5% Tulnar + 10% existing Empyrian +15% Parity Tulnar = 26.5% Empyrian, 22.5% Tulnar So the node remains Empryian in large part due to the inertia factor. But if Tulnar can reach 16% of the Local node XP (which means they have significantly concentrated to double their normal rate but are still outnumbered by Empryrian by a substantial amount) then... 16.5 Empryian + 12% Tulnar + 10% Existing Empyrian + 15% Parity Tulnar = 26.5 Empyrian, 27% Tulnar and the Node style flipps and will now stick their due to inertia unless the Tulnar drop sustantially.
CROW3 wrote: » idk - I could see a Military node enforcing their vision of the world through decree, including architecture, instead of reflecting the majority of the people. Plenty of historical examples to draw from there.
Caeryl wrote: » Your discontent stems from a lack of each race having their style represented, but that's by design and a direct result of player choice.
Even if players could pick what type of style they're contributing, you're still not going to see many Tulnar nodes.
Caeryl wrote: » In both cases it's ok if that happens.
Chaliux wrote: » Caeryl wrote: » Your discontent stems from a lack of each race having their style represented, but that's by design and a direct result of player choice. Well sure, what else? The point is, that according to player choice, there will be dominating races. Thats the point - and issue, because one can foresee this domination - especially because race choice cant be balanced with racial perks, because they doesnt really matter. Even if players could pick what type of style they're contributing, you're still not going to see many Tulnar nodes. But more, because once you offer options, they will be used. So also a human dominated realm will start, just for variety reasons, to use other cultural styles. So no, I disagree, you can, as a developer, control and balance this variety a bit, if you provide additional choices to reduce the same looking (getting boring and redundant) all over the nodes.
Chaliux wrote: » Caeryl wrote: » In both cases it's ok if that happens. Depends. If 90% of the nodes are human, it‘s boring and repetitive. Intrepid can potentially save lot of development, just reduce efforts in design work of potential under represented races and cultures. Because it doesnt matter, they will not be seen (often). Right? ;-)
Caeryl wrote: » The choice was provided, already said I'd be fine if players could choose a separate node style preference than their chosen race's default.
I don't see any issue with the majority of nodes being what the majority have picked,
There is no mechanical reason that it should happen, and they shouldn't reduce the impact of player choice because of the minority opinion's aesthetic preferences.
Like sorry, not sorry that you don't like the human architectural styles, but you're genuinely going to have to get over the game not providing you your preferred aesthetics over the preferred aesthetics of the rest of the people living in and providing exp for that node.
Chaliux wrote: » Caeryl wrote: » The choice was provided, already said I'd be fine if players could choose a separate node style preference than their chosen race's default. Ok, fine. Yes, I also would appreciate this, it provides more possibilities, more variety. I don't see any issue with the majority of nodes being what the majority have picked, You dont. Others do. Its about sharing different opinions, right? Not about having the „right“ opinion. I personally disagree, its an issue if everything looks equally. There is no mechanical reason that it should happen, and they shouldn't reduce the impact of player choice because of the minority opinion's aesthetic preferences. Its no discussion about mechanical reasons at all. It adds choices and variety, its not about reducing them. If, due to dominant races, it can be foreseen that majority of the nodes of the realms will look the same, just because of the only choice done in the character editor, then its reducing choice for all years afterwards. Not the other way round. Like sorry, not sorry that you don't like the human architectural styles, but you're genuinely going to have to get over the game not providing you your preferred aesthetics over the preferred aesthetics of the rest of the people living in and providing exp for that node. Not talking about me personally in terms of humans or whatever, just talking about the topic in general: The more offer and choices, the better. It brings more variety, instead of seeing 80% of the nodes in same style. That will start to be borning and it will question all the desgin efforts from intrepid that they‘ve done during the years. As for human: I will play one, so again, its not about me or specific about one race or culture. I thought you already got that?
"Caeryl wrote: You've already said you don't like majority rule, but the only other option is to ignore what most players chose in favor of what less player chose. You'll never ever please everyone, so it's better to please the most people you can while maintaining the core pillars of the game.
Variety will exist in the world in biomes, dungeons, raids etc.
Caeryl wrote: » Chaliux wrote: » Caeryl wrote: » The choice was provided, already said I'd be fine if players could choose a separate node style preference than their chosen race's default. Ok, fine. Yes, I also would appreciate this, it provides more possibilities, more variety. I don't see any issue with the majority of nodes being what the majority have picked, You dont. Others do. Its about sharing different opinions, right? Not about having the „right“ opinion. I personally disagree, its an issue if everything looks equally. There is no mechanical reason that it should happen, and they shouldn't reduce the impact of player choice because of the minority opinion's aesthetic preferences. Its no discussion about mechanical reasons at all. It adds choices and variety, its not about reducing them. If, due to dominant races, it can be foreseen that majority of the nodes of the realms will look the same, just because of the only choice done in the character editor, then its reducing choice for all years afterwards. Not the other way round. Like sorry, not sorry that you don't like the human architectural styles, but you're genuinely going to have to get over the game not providing you your preferred aesthetics over the preferred aesthetics of the rest of the people living in and providing exp for that node. Not talking about me personally in terms of humans or whatever, just talking about the topic in general: The more offer and choices, the better. It brings more variety, instead of seeing 80% of the nodes in same style. That will start to be borning and it will question all the desgin efforts from intrepid that they‘ve done during the years. As for human: I will play one, so again, its not about me or specific about one race or culture. I thought you already got that? You've already said you don't like majority rule, but the only other option is to ignore what most players chose in favor of what less player chose. You'll never ever please everyone, so it's better to please the most people you can while maintaining the core pillars of the game. Variety will exist in the world in biomes, dungeons, raids etc. If the player base of every single node in every server overwhelmingly picked one race, then they alone are to blame for the majority of nodes sharing a style. 'A vast population of humans has populated Verra with primarily their settlements' makes perfect sense. 'A wildly varying population of adventures has populated Verra with a variety of settlements' also makes perfect sense. 'A vast population of humans has populated Verra with just as many elven and dwarven settlements as human settlements' does not make sense. There will be dwarven nodes, and elven nodes, and human nodes if the players want there to be, and making choices to enable that aesthetic preference starts at character select, not with rigging the dice against popular choice.
Chaliux wrote: » Why should intrepid invest so much time into racial designs for nodes?
Garrtok wrote: » Caeryl wrote: » Chaliux wrote: » Caeryl wrote: » The choice was provided, already said I'd be fine if players could choose a separate node style preference than their chosen race's default. Ok, fine. Yes, I also would appreciate this, it provides more possibilities, more variety. I don't see any issue with the majority of nodes being what the majority have picked, You dont. Others do. Its about sharing different opinions, right? Not about having the „right“ opinion. I personally disagree, its an issue if everything looks equally. There is no mechanical reason that it should happen, and they shouldn't reduce the impact of player choice because of the minority opinion's aesthetic preferences. Its no discussion about mechanical reasons at all. It adds choices and variety, its not about reducing them. If, due to dominant races, it can be foreseen that majority of the nodes of the realms will look the same, just because of the only choice done in the character editor, then its reducing choice for all years afterwards. Not the other way round. Like sorry, not sorry that you don't like the human architectural styles, but you're genuinely going to have to get over the game not providing you your preferred aesthetics over the preferred aesthetics of the rest of the people living in and providing exp for that node. Not talking about me personally in terms of humans or whatever, just talking about the topic in general: The more offer and choices, the better. It brings more variety, instead of seeing 80% of the nodes in same style. That will start to be borning and it will question all the desgin efforts from intrepid that they‘ve done during the years. As for human: I will play one, so again, its not about me or specific about one race or culture. I thought you already got that? You've already said you don't like majority rule, but the only other option is to ignore what most players chose in favor of what less player chose. You'll never ever please everyone, so it's better to please the most people you can while maintaining the core pillars of the game. Variety will exist in the world in biomes, dungeons, raids etc. If the player base of every single node in every server overwhelmingly picked one race, then they alone are to blame for the majority of nodes sharing a style. 'A vast population of humans has populated Verra with primarily their settlements' makes perfect sense. 'A wildly varying population of adventures has populated Verra with a variety of settlements' also makes perfect sense. 'A vast population of humans has populated Verra with just as many elven and dwarven settlements as human settlements' does not make sense. There will be dwarven nodes, and elven nodes, and human nodes if the players want there to be, and making choices to enable that aesthetic preference starts at character select, not with rigging the dice against popular choice. Why should your choice of race bind you for your entire time with the game to a certain node style ? I don't think that should be the case. Your "the players are to blame then" only works if you accept the current concept as set into stone with not a nuance of change possible.
Flanker wrote: » I guess this helps?
Caeryl wrote: » That's a lot of backend dice-loading that's simply not needed. The reason 'majority rule' is the design is because it makes sense narratively and most accurately reflects what players have chosen. If most of the people building up the node are Py'Rai then obviously they'll be building it in their cultural style. If Tulnar are only 8% of the population, then I wouldn't expect or particularly want there to be Tulnar nodes because they haven't actually had a significant hand in building up the world in that particular server. If they all concentration in one node, then they'd have a decent shot of it, but there's not a need to artificially boost their contribution just because of the aesthetic preferences of a small amount of players.
Lodrig wrote: » Caeryl wrote: » That's a lot of backend dice-loading that's simply not needed. The reason 'majority rule' is the design is because it makes sense narratively and most accurately reflects what players have chosen. If most of the people building up the node are Py'Rai then obviously they'll be building it in their cultural style. If Tulnar are only 8% of the population, then I wouldn't expect or particularly want there to be Tulnar nodes because they haven't actually had a significant hand in building up the world in that particular server. If they all concentration in one node, then they'd have a decent shot of it, but there's not a need to artificially boost their contribution just because of the aesthetic preferences of a small amount of players. First it is not 'majority' it is PLURAILITY, aka the highest percentage, and it's likely to be no where near a majority in ANY node given that they did away with racial starting gates. Also 8% is not really much of an under representation. 11% is what each race woud be if their were a perfectly equal distribution of picks. If thouse players were evenly spread then 88% of players don't match the node they are in. The survey results I've seen show Empyrian to be the most popular single race at close to 20% (the overall Elf levels are highest because Py Rai are coming in at a respectable 10% so the combined elf totals are close to 30%) which is more then enough to dominate EVERY node in the world even against races which are at or modestly above the 11% mean, and completly shuts out races that drop into the single digits (Ren Kai, Velune and Nikua look to be the least popular) and if players are evenly distributed so we would have a total monoculture of Empyrian architecture and have 80% of players shafted.
Should minority races need to concentrate in a location to get it to express their architecture, YES, should then need to concentrate SO MUCH that they actualy out number a race that is most popular on the server, I say no. It is not at all difficult or complex to have a system which boosts the minor racial influence to get them to atleast a few nodes. This is for the benifit of ALL players because your game world actually looks different as you travel around it.