Isse-Istar
Junior Member
Archmage of Sanguis Argentum (EU merc clan)
Posts: 50
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Post by Isse-Istar on Jan 14, 2009 10:20:24 GMT -5
Members (must meet the 150 skill pt req in crafting or harvesting I mention above) Craftsman (must have 250 pts in crafting skills with at least 75 in one skill) Master Craftsman (must have 400pts in crafting skills with at least 90 in one skill and 75 in one). I would like to state my complete support for Belthize's policies listed here. Nevertheless, in this particular issue I would take a more liberal approach. I think they should not be imposed too harshly and definitely not until later in the game, because until that point people will definitely not to be able to have 400 points in anything. Also I do not think we have to follow these policies to the letter later in the game. If a person has 130 points it should not be a big deal. Archmage Isse-Istar.
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Wolvyn
New Member
Va Rakeh Nkosh Kul
Posts: 40
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Post by Wolvyn on Jan 14, 2009 16:17:38 GMT -5
IRL im against unions, it should be in indivual merit for pay and whatnot.
With your proposial though, from a harvester PoV what is the point of joining for a voice if all you can do with it is bribe others to say what you want on the council?
I not im a position to speak for my clan that is our matrons call. But if both crafting and harvest clans/independents had the same rights I might be inclined to lend my support. It just seems to me that if the ATL mostly is for crafters then someone or other will need to for a AHL for the harvester clans, which is so overly complicated IMHO its not worth it.
Dont get me wrong, this is a very good idea.. haha im just leary of too much control over the market falling into the hands of but a few that craft.. if that 6% poll is correct for crafters, then with this ATL we got 6% of the population in control over 50% at least that will harvest.
Even if it did become a defacto harvest union type thing whats so wrong about that IF they are the clear majority?
Im late going to be late for a meeting if I truly give you the responce i feel that I need to so until tomorrow i hope yer not too offended.
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Post by Si'aan Anoura on Jan 14, 2009 16:38:51 GMT -5
I agree with you somewhat, Ranger Wolvyn (as I do with you Isse-Istar as well). I mean, in some respect, it would make me happy to see crafters/harvesters wield some level of power in-game by controlling the flow of resources and products, as I do suspect they will be the most frequently targeted players. Though to be perfectly honest, as a mercenary, I have little direct involvement (or care) in joining it specifically. I just hope they would be earning enough money to pay someone like myself for their services
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belthize
Junior Member
Independent Mercian Crafter
Posts: 58
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Post by belthize on Jan 14, 2009 17:34:57 GMT -5
With your proposal though, from a harvester PoV what is the point of joining for a voice if all you can do with it is bribe others to say what you want on the council? I can see a few. 1) The suggested price is really more of a 'here's where the market is at' kind of thing. There's no pressure in the proposed charter for a league member to buy or sell at that price, it's informational only. It's just something that would be on the league website so folks could see what's somethings worth. Kind of like the commodities list in the business section of the newspaper. It's possible/probable that crafters would try and push that price down somewhat but not a lot and a small bribe would fix it. Harvesters get to vote for council members, if you don't like a crafter that submits high prices .. vote him out of office. 2) Unlike most MMO's, if things work the way I think, individual clans may have a lot of control on certain resources. They'll be warned if resources in their kingdom are being harvested and rarer resources may only exist in a few kingdoms (attracting the biggest clans). 3) The *fixed* price is a much rarer thing. That's a weapon used to encourage people in and out of the league to raid a clan that's hording a resource. The fixed price is *higher* than the controlling clan's price. League members would buy from anybody but the controlling clan at that price. It would hurt members in the short term but lower the price in the long term. This *directly* benefits members who are harvesting raiders since they could then go raid the clan in question and make a quick buck. It actually hurts crafters not harvesters. I see the league's 4 roles in order of importance as: 1) Website for members to easily interact with each other for trade. It'd probably have some form of trade tool and a lot of other bells and whistles. 2) Website for external members to find league members for trade (advertising). 3) Price control. The latter is more of a natural result than a goal. It's inevitable if you have a large group they can exert influence over the price. The rules are there to limit not encourage the use of that power. It requires a majority of both the membership and council to do. 4) Potential vehicle for a game inside the game above the player/clans/alliance interactions. An independent or casual player could potentially influence entire alliances if they were smart and so desired. For folks that enjoy RP it has a fair amount of RP potential. The tools in 1 and 2 should probably appear 'RP'ish' since doing it doesn't hurt. For instance put the price list up on the web page as if it was hand written on a piece of paper posted through all the cities. Useful data point none the less. I'm aiming toward 'equally for harvesters and crafters' but harvesters are likely to outnumber crafters 3, 4 or 5 to 1. They normally do. Since harvesters will so outnumber crafters they have more power for placing their preferred council member. If harvesters could be council members it's essentially guarenteed the council would be harvesters rather than crafters sympathetic to harvesters. The latter seems more likely balanced though, as I said, I'm still on the fence. IMO the same thing if it became a defacto crafter union, a Merchant union is the target. May not be possible. No worries, no good idea ever arose by a bunch of people agreeing. The time to find the flaws is now which means dissenting opinions. Plus it really helps me clarify my thinking and write the eventual draft in clearer language.
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belthize
Junior Member
Independent Mercian Crafter
Posts: 58
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Post by belthize on Jan 14, 2009 17:49:33 GMT -5
IRL im against unions, it should be in indivual merit for pay and whatnot. Heh ... I'm still casting for a name. ATL was picked purely to be far from DMA. If harvesters got to hold office and crafters were mostly for show we could call it .... Agon Federation of Labor-Crafters Included Ostensibly (AFL-CIO). After some thought I think the best solution is to remove the crafter rule and re-strengthen the clan membership rule. I've re-written the 2nd post to reflect the 'current state' of the idea. Thorsen Belthize
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Wolvyn
New Member
Va Rakeh Nkosh Kul
Posts: 40
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Post by Wolvyn on Jan 15, 2009 21:16:11 GMT -5
OK here goes.. you asked for it. I like this, something like eve-central.com/ or even eve.grismar.net/ore/full.php would be very handy, if it could somehow give a listing for the average market price for something somewhere. coding for it, no clue maybe someone could find the guy that did auctioneer for wow and work something out. skilling advice would be very helpfull, more on that later. I agree with this as well, perhaps other servers could use the leagues prices as a base, though i know everything fluxiates with time and server needs. No need for the league to be racist, after everyone has golds to spend or make. even those our characters dislike and will eat on sight. Makes sense, though what about the rare merchant character that does not craft or harvest but buys cheep here and resells for a profit there? personially i dun think they would want to join as it could limit there profits. More on the test and qualifications later as well. Aye agree, we would need both clan crafters/suppliers as well as independents otherwise it would not be an ATL but just TL insead. I would limit sub-clans though.. because they would have access through there master clan (for lack of proper namology). I would limit it to 1 member per clan, with all the independents being considered 1 clan and elect their own rep for voting needs. With the exception that if someone is a grandmaster (100 in 2 or more craft or 4 supply skills) they get a vote as well. This makes sense. Sensable, without a code of conduct for the league.. then whats the real point beside if someone could work out a thingy that works simular to the two links i posted above do for EVE. While fixing prices on materials makes me kinda sad cuz for the smaller orders Ill have to agree with whatever fixed price the ATL sets.. If the fixed price however is the market average + tiny bit of price.. then I dont see a long term issue with this as it will allow crafters to know that they can buy 1000 units of oak for N silver per unit. Which would basically make the price of a galleon fixed at the cost of oak + iron + a little markup for pressing combine (with the skill to make it). The member council, call it Masters Council? post gold require that one must be atleast 75 in a craft/harvest to sit upon it, Each of the seats elected by the voting body of 1 person per guild/independent? I still think 1 person per clan is more then enough for a voting body, too much more gives power to the zerg, which isnt want we want.. is it? nothing to say about this part.. (((to follow specific comments on the 3rd post)))
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Wolvyn
New Member
Va Rakeh Nkosh Kul
Posts: 40
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Post by Wolvyn on Jan 15, 2009 21:36:49 GMT -5
I would suggest adding the following as well.. Change grade from nothing to Apprentice for your low grade. Change grade from nothing to Journeyman for your mid grade. Grandmaster Craftsman, Supplier, Merchant: Ayone with atleast 100 points in 2 crafting or harvesting skills and 500 points in total. Grand Master merchants meet the requirment by mixing crafting and harvesting skills. Change simple majority to 51% and Majority ot 67% not a huge deal but weve had issues with 50% and 66% before in votes for other worlds before. Still think that is too many people to allow, but maintained skills agree with. Membership removal (by council vote) Sould have to be ratified by a simple majority vote of the voting body, not just the council as over time a whole clan of zerg could control the council and remember anyone they dont like. with the current limit of 10 people for a 100 man guild. If a guild of 2k people join the league that is a total of 25 general votes they will have and a possibility of holding the entire Council seats. Whomever handles the ownership of the site, should be granted mod status over the various forums exception of council chambers. Agree as you have them written. Term limit should be six months, not indefinate. -I would increase the grade to Master rank, not Journeyman grade. Beside that I think that covers my suggestions to post 2 and 3. ______________________________ Hope that is what you were looking for in terms of a proper responce.
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belthize
Junior Member
Independent Mercian Crafter
Posts: 58
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Post by belthize on Jan 15, 2009 23:05:34 GMT -5
Grandmaster Craftsman, Supplier, Merchant: Ayone with atleast 100 points in 2 crafting or harvesting skills and 500 points in total. Grand Master merchants meet the requirment by mixing crafting and harvesting skills. With decay, 100 or even 90 could be hard to sustain ... I was shooting for something that differentiated committed but not nuts. I'm inclined to leave them vague until there's more in game info. Good point, my (unexpressed) thought was that ties fail. I think I'd prefer that since with 200 people 50 vs 51% is two votes. Certainly ties have to be expressly dealt with ... I'm pretty easy with how. I don't think it's a concern. Say a zerg with 2000 members joined. They'd have 105 (5 plus 1 per 20) league members but only one vote on the senate and one in the council (limit of one clan rep on both). I may have left out the council limit in my post. Even if all 9 council members were friendly to the zerg they'd still have to get through the senate. In the senate it's one per clan + an equal number of independents. The council can't bring up issues for vote. They only vote on things brought before them by the senate (except for the job of suggesting prices). If it doesn't pass the senate it never even reaches the council so it's DOA. The intent was that senate is the real power. It decides what gets voted on and is essentially clans vs independents. Each clan gets one vote off set by an equal number of indy votes. The council is primarily a sanity check on them. (Doc gets most of the credit here, he suggested the senate) They set prices and punt the stupid ideas from the senate (or pass them). For the truly significant issues the entire membership has to ratify at 66% (like changing the rules/charter). I'll try and clarify things in the 'current state' post. Some intent was lost the way I worded things. I assume you mean for the independent elected Senate members ? That makes sense. They roll over from month to month if unchallenged but are limited to 6 consecutive months. Pretty simple to make the first senate have limits of 6, 4 and 2 months as a function of top, middle, bottom 1/3 of vote getters. That way they don't all expire at the same time. I'm kind of torn on term limits. Except for clan senate members (who are appointed by their clan) everyone can be voted out of office. If the majority is for it fine by me but I think it'd only serve to remove a good person from office. I read through your post and I couldn't quite catch if you were recommending a 4th grade or just re-naming the 3 I'd listed. If it's adding a 4th, I'd like to leave it at 3 grades since that's the number of 'post' grades (ie member, senator, counselor). If it's re-naming that's cool. I'm not married to the names, was trying to use everyday terms like crafter vs craftsman, trader vs merchant to show 'success' rather than prefixes. That's another one of those majority opinion things. If/when this gets off the ground I'd leave it up to vote. Many thanks for the feedback, I'll try to clarify parts of the current state that are weak.
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Wolvyn
New Member
Va Rakeh Nkosh Kul
Posts: 40
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Post by Wolvyn on Jan 15, 2009 23:56:20 GMT -5
Far as decay goes.. I had read somewhere that the decay idea was removed. thats why i suggested the GM rank at 100 skill.
That works just as well as bumping the vote margin up by 1%. Just make sure its noted somewhere or rules lawyers will tear it appart down the road.
I think i missed the introduction of the senate, that negates my big worry about membership limits. after rereading the whole thread id go with what you said bout 5 + 1 per 100 clan members for the membership body.
I dont like that the council cant bring up an issue to vote on and have ratified by the full body. I mean the council is to be the leadership they need to well lead. OR just call them admins/price fixers.
No when i replyed above i glossed over everything to do with the senate in my head. I ment for the masters council a six month limit. perhaps the 6, 4, 2 mth limit could apply to independent senate seats as you suggested.
Having multiple elections at one time is sometimes troublesome to figure out just how to make the polls and which poll to vote for whom on.
You see my clan is a multigame clan run by a 5 elders overall in chracter and various chapter heads in charge of each game worlds. We have anual elections for the elders of all full members of the multigame side of the clan.
If there are more then 5 people running for the elder seats it sometimes got confusing as to which poll to vote on which elder, before we dicided to trust honour and make a sepeate poll for each runner with a yes or no vote. Even so with our current system a simple misclick could skew the vote.
If i could redo our system it would be to stagger the elder votes to 1 seat each season and 2 in the winter to cover all five seats.
So I would suggest.. since your going by a 9 seat council. Each spring 3 council seats up are, summer 2 seats, fall 2 seats, winter 2 seats.
For the first year going by simple majority vote.. whichever 3 counclers get the most votes hold their seat for for 1 year. Next two hold their seats for 9 months, next two highest votes for 6 months, lowest highest votes for but 3 months to establish the seats cycles.
The more I am thinking about this.. Perhaps if the above voting cycle is gone by.. then each seasonal vote would be 1 can seat and 1 independent seat on the Council with 2 clan seats in the spring and 1 independent seat. (for the 1 year mark when 3 seats would be available)
I was proposing the following change..-->>
Becomes this for naming purposes and title too for that matter.
Crafter, Harvester, Traders: Anyone with at least 50 points in a single crafting and harvesting skill and a 150 points in total. Traders meet the requirement by mixing crafting and harvesting skills. Title granted = Apprentice Crafter, Harvester, Trader.
Craftsman, Supplier, Merchant: Anyone with at least 75 points in a single crafting or harvesting skill and 250 points in total. Merchants meet the requirement by mixing crafting and harvesting skills. Title granted = Journeyman Craftsman, Supplier, Merchant
Master class Craftsman, Supplier, Merchant: Anyone with at least 75 points in 2 crafting or harvesting skills and 400 points in total. Master Merchants meet the requirement by mixing crafting and harvesting skills. Title granted = Master Craftsman, Supplier, Merchant.
(new rank added as per below) Grandmaster Craftsman, Supplier, Merchant: Ayone with atleast 100 points in 2 crafting or harvesting skills and 500 points in total. Grand Master merchants meet the requirment by mixing crafting and harvesting skills. Title granted Grandmaster Crafstman, Supplier, Merchant.
A Senate seat awarded for indeffinatly reguardless of clan/independent status, subject to proving at each month that you still hold the skills to merit the seat and title of Grand Master.
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Post by Si'aan Anoura on Jan 16, 2009 0:40:08 GMT -5
Far as decay goes.. I had read somewhere that the decay idea was removed. thats why i suggested the GM rank at 100 skill. I hope they haven't removed decay! No decay will really detract from the game imo - everyone will just max out everything if that were the case! If anyone finds the quote saying that, can you please post it? That way I can be genuinely disappointed!
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Wolvyn
New Member
Va Rakeh Nkosh Kul
Posts: 40
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Post by Wolvyn on Jan 16, 2009 3:18:48 GMT -5
i doubt it was confirmed at no skill decay, perhaps my hopefully interpurtation of something Tasos (i think) said. (roughly)"players will be able to roughly learn 95% of all skills with the remainder being baised on race."
I took that to mean i could learn every skill but the racial ones and be good at them.
also something about there being no hard cap to skills just a soft cap where gaining points above N would be alot slower.
I dont remember reading anything in over a year or so about skill degradation. Hence I disagreeumption that it was changed/removed.
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Post by celestine on Jan 16, 2009 3:50:42 GMT -5
I can't imagine them removing "skill decay" either and if they somehow did I would be very sad and worried for the direction of the game - but I'm sure they won't It would indeed pretty much make choices meaningless and allow everyone to master everything. That recent interview with tasos and the learning 95% of skills I took to also mean - it's possible to learn all/any skills except those few racial-specific ones of other races. Also, read somewhere there or comments after that a person might indeed be able to push the soft-cap and train more and more skills but it would take a very, very long time to do it (i.e. 7-10 years to train them all up) Not long until we all get to find out, let's hope.
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