I think I get a general feel of the direction your going, but in the terms you put it by imposing that sort of social structure... kinda leaves a sour taste.
Oh, and I would like to clear up a few things before proceeding.
But that in and of itself would be burdensome work for a lot of people, I'm afraid I'll have to agree with LadyV's take on the matter.
Please understand, a lot of players.(myself included) have particular playing styles with a variety of characters, changing at times we feel necessary to facilitate particular goals.
I don't think it would ever get too burdensome if you don't let it. While I did advertise the ever changing nature brought by this philosophy, I assumed the players would begin to learn the tricks of the trade and would be able to cope with most situations thrown their way. I also imagine there would be constants here and there to stabilize the experience. I was thinking more in the context of when a dice rolls your number, you may seize the opportunity if you are experienced enough or simply miss out without losing much.
You misunderstood the direction of which the burden would be put upon. Yes, it would inconvenience some of the players who prefer to be alone, but I was actually meaning a good part of the burden would also on the people setting this up. You also don't give an example of how this would work, it would clear the air some if you could put it in some form of illustration that would allow us to see your proposal in action.
[The expectations and assumptions of the player base is admirable, but naive.]
I myself for instance have the habit of running off to play hermit on my own and learn the games mechanics, once I feel I have become adequately adept only then to I venture into socializing. Even then, in the environment that is haven it is a daunting task to even talk to individuals let alone approach them. Most in an effort of self preservation flee to keep from losing what they've worked to achieve, forcing people to work together without the circumstances being life threatening, would more then likely result in Teeth-Clenched Teamwork.
Maybe its just me but I think Teeth-Clenched Teamwork would bring lots of interesting scenarios and unique experience we don't always see in gaming. But you are right, this is a grey area that I can't tell for sure what would happen. Maybe there should be a few mechanics thrown in that keeps your friends an arms distance somehow. Either way I would prefer death because of my naivety/poor socializing skills/inexperience than death because I spent less time grinding. At least the former is a learning experience that only makes me stronger, not weaker.
I don't agree with the prospect of pushing people into an exchange based on necessity, the blood of most on this planet lack the... color variety to understand such a relationships.(I think this would be formulated as

+

=
![Trollface ¦]](./images/smilies/troll.gif)
?)
Now I do agree with the aspect that death shouldn't be who grinds more, this is a very broken component. Which is why I came up with a limiter which I went to great lengths explaining in this topic;
viewtopic.php?f=5&t=35911&start=10In a basic sense, using the happiness system to have characters get pissed doing useless things would limit the ability of grinders. They'd stop listening, working, would make an insufferable mess or even get sick being overburden like that. It's based on an idea that your an active guide to the character rather then the sole driving force. You influence and direct their decision, they follow through as long as they aren't harassed.
Another thing that's broken is the fact people can dig endlessly at the same spot and never make a hole, I feel this could be worked upon and made much better using a more voxel-like system. Similar to how digging underground already works but can be repairable with time and other implementations.
If their was something along the lines of 'manure' then that could be used in conjunction with rainfall in order to close up and eventually return ground to normal. The Q of the manure would also effect ground Q, slowly increasing or decreasing it. The limiter to this would be the feed, which if feed is limited by ground Q and farming skill.
Wow, Another system mechanic to work upon! In the case of my formula that skill increase with use and time this would fit perfectly; player starts farm but crops get capped by soil Q, gets animals and starts feeding them the higher crops, soil Q raises which yield better crops with skill increase of farmer. Another way to limit this would be pasture rotation, if the animals spend too much time in one area the Q starts going down. (Plants getting trampled and local vegetation being stripped.)
What about areas where animals are on brick surfaces? Simple, a lotta cow pies all over the place. This would give the shovel another use with a wheelbarrow, carting crap.
This would also be a gateway to a 'filth' mechanic... but I think I've gone on long enough. ^^;
Sadly I cannot fathom how this system could be implemented, let alone be managed. It more or less focuses the power toward the one who can manipulate the most, at least, that is how I see it. I would discuss something along the lines of limiters, but I was already thinking of making a topic on that subject and would not wish to derail this one.
I'm still learning new things about it all the time. And yes it focuses on giving power to those who can manipulate it best. I don't claim to know all the answers and fixing all the flaws in this system would be akin to fixing all the flaws with the current one, so it's impossible for me to single-handedly figure it out. So I definitely hope the developers and other users pick up on this and see ways it can be expanded on.
Again, this is not what I was meaning in full. The part about it being implemented was more toward the dev's being able to make such a system. Also, when I said 'the one who can manipulate the most' I was meaning a person manipulating more people, not the system you mentioned. Like telling people they have to do something because of some detached reasoning, makes me think of the church back in the time period this games supposed to take place... there was a reason those were called the dark ages.
One of the reasons I still can't really endorse this system is it sounds like it does the same thing, giving power to the few, only makes it more confusing. In this setting anyone can be a danger, where as in the current setting I know the intentions of that guy with the B12.
Duderock wrote:kitsune121x wrote:this is serious this is not fun for me I don't like reacting with others I Prefer playing this game by myself and others out to do one of 2 things out to kill me or trading and 90 percent of the time out to kill me
thank god you're stupid ideas never going to happen
Conveniently, this concept supports a PvE minded experience. You don't have to interact with a single person. You only need to interact with people if you want to progress.
If you prefer a PvE focus, you will be in constant state of trying to survive the environment. The great thing is, the environment will always keep changing because other players will have an indirect influence on it. This means the gameplay never gets grindy or predictable and developers don't need to constantly bring out new content.
Now I like the idea of players having impact on the environment, even indirectly. But I feel I must stand in contravention with 'Needing' to interact to progress. Development should be the work of individual players who each have their own innovations and yes being able to share ideas would benefit people, but not through imposing them by force. This is how settlers work, thinking others are just savages without taking the chance to understand how they've lived.
I believe I've gone over this topic as well in the prior stating topic; each individual learning about objects in their environment and their belief's shaping how they can use them, then being able to share these ideas for others to learn. (Is anyone else thinking this might actually give parchment a use?)
At any rate, had some new ideas to contribute, even if this isn't the place they SHOULD be. If you wanna flush your idea out better, build up some formulas and bring them to
the anvil & hammer. We can get the dents out and maybe smelt some of the extra pieces into a new form. See you there maybe.
(Sadly we got thrown outta the inn, so no more free mead.

At least we have another place to set up shop, just a shame the tinkers make more of a din then us.)
Till next time.