I think we've all seen how trends can affect a NWN2 server. There is no fault involved; we are dealing with limited population and varying player schedules due to things like school. Also, couples and friends creating characters to coop can amplify a trend. But, what I'm driving at is, the presence of one faction or side being too strong for several months. For example, the current trend of many Black Hand members.
Why is this bad? We always strive to have people group together. Having a lot of PCs online who are the same faction at the same time makes it easier for them to group. Heck, it makes it easier for DMs to run events, too.
Trends can detract from conflict though. In my eyes, a persistent world's drama shouldn't be dependent on DMs to be online. Players should be able to drive it on their own. But, this requires conflict - and you'll get a lot more of it when you have opposing forces online.
Additionally, trends lead to the perception of slanted DM events. I hope this doesn't sound like finger pointing. It's really just the DM team providing good customer service to the large current population. But, the amount of attention given to one side will alienate the other unless they are very mature about it. And that isn't always easy to do when we're just looking for fun!
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OK enough justification! What I wanted to suggest is, bumping XP rewards for unrepresented factions. For example, there could be a running weekly counter which looked at which PCs logged on and for how long. The hourly presence of each faction for the previous week would affect the current week's XP gains. For example, if very few Triad members logged on last week, offer an extra 5% XP to Triad members this week. You could take it even further, where a strong presence of an opposing faction (BH) would make the Triad gain even stronger.
Admittedly, this is hard to balance, and I don't have any equations worked out in my head for feasibility. But I believe the idea is sound. It would reward players for logging in "against the grain." And, it would help non-represented factions level up a little quicker so they could offer better conflict than a level 3 vs a level 20 (which can happen pretty easily in many evil (3) vs. good (20) interactions; good guys tend to keep their characters longer from what I've seen).
Why is this bad? We always strive to have people group together. Having a lot of PCs online who are the same faction at the same time makes it easier for them to group. Heck, it makes it easier for DMs to run events, too.
Trends can detract from conflict though. In my eyes, a persistent world's drama shouldn't be dependent on DMs to be online. Players should be able to drive it on their own. But, this requires conflict - and you'll get a lot more of it when you have opposing forces online.
Additionally, trends lead to the perception of slanted DM events. I hope this doesn't sound like finger pointing. It's really just the DM team providing good customer service to the large current population. But, the amount of attention given to one side will alienate the other unless they are very mature about it. And that isn't always easy to do when we're just looking for fun!
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OK enough justification! What I wanted to suggest is, bumping XP rewards for unrepresented factions. For example, there could be a running weekly counter which looked at which PCs logged on and for how long. The hourly presence of each faction for the previous week would affect the current week's XP gains. For example, if very few Triad members logged on last week, offer an extra 5% XP to Triad members this week. You could take it even further, where a strong presence of an opposing faction (BH) would make the Triad gain even stronger.
Admittedly, this is hard to balance, and I don't have any equations worked out in my head for feasibility. But I believe the idea is sound. It would reward players for logging in "against the grain." And, it would help non-represented factions level up a little quicker so they could offer better conflict than a level 3 vs a level 20 (which can happen pretty easily in many evil (3) vs. good (20) interactions; good guys tend to keep their characters longer from what I've seen).






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