Jos Elkink wrote:But to the main issue. I find the analysis of The Sociologist really very interesting and it opens my eyes a bit, and I mostly agree with Pirog's response (except for his point about clothes' quality). What I'm wondering is, to what extent would this be handled by the skills systems we have long designed just not yet implemented? The idea is that instead of 'strength' a character will have a series of characteristics ('drunkeness', 'tiredness', 'cleanliness', 'muscular strength', etc.), which are affected by a lot of different factors and which in turn affect the effectiveness of participation in different projects. So a tired person cannot work as hard, or a drunken person not aim as well. This while the actual level of the skills will be hidden from the user (not like the strength percentage now), except for clearly visible elements (someone who is exhausted will look exhausted). To what extent would this help in the context of The Sociologist's analysis?
Jos, alas, no, it's not really the same thing. What I'm trying to do mainly is to form a link between older, elite, high-status characters with surplus hoards, on the one side, and outlying sources of processed foodstuffs, clothing, jewelry and suchlike on the other side. That's why I suggested foodstuffs processed from 3 different sources for example. But this link was to be stimulated at the level of motivations, of desires, of what drives people. I would like to force Edwina Evilguts to buy some decent clothes and eat proper food--resources not available to the peasantry--but I don't want to turn Edwina into Superwoman merely because she can afford it.
Let me tell you an anecdote. In the early days of Ultima Online, one of the players did a bit of "hacking" and discovered how to make black clothes. Really really jet black. Now before the programmers managed to quash it, these clothes came to fetch huge prices, overwhelming even militarily significant special items, especially in the first few days. And this was because the Dread Lords in their castles (...this was in the early pk days) felt that they simply had to have such items. But this was based purely on desire. A Dread Lord mage in a jet black robe! No self-respecting Dread Lord could afford to be seen without one!
The reason for the stampede is the graphical nature of Ultima Online; as I said before, things are "readily seen". At the same time, such a graphical world tends to suppress roleplay, so there is a tightrope to be walked here. However, some reinforcement, some feedback, is nonetheless required for motivation to work.
Now, for shock effect, I made my descriptions at the lower end very harsh, and I realize now that this is not welcomed by players. So, you could make them more neutral, more "average". However, if anyone gets anything out of this thread, it should be:
Stimulate desire and you will stimulate the economy.
Jos Elkink wrote:Moving some of the clothes/looks description to the events page would be nice, perhaps, but would also really slow down the server and increase the bandwidth usage. Since we're working at limits of those, we'll have to postpone such a change, I fear. But it would help roleplay, I must admit. Currently, most of my chars have no clothes, but it's hardly visible. If I would see it every time I act, it would really disturb me much more ...
Right, so there would be a problem both looking up all those tables and putting the descriptions together, and in the size of the file that gets returned, yes? Have you considered client-side processing... Javascript maybe? Alternatively, I would suggest the following: (1) You always see your own summary description at least once on the page; (2) You only see these summary descriptions for the last few other people who have performed some reported action. It would be like being in a crowd. You don't minutely inspect everybody but tend to look at those people to whom your attention is drawn. So long as there is some
risk that an actor will be seen by others at least some of the time, then appearance becomes important. Again, I'm stressing the psychology of image, of impression. It is very very important in how societies function, and a crucial stimulus to consumerism.
Finally, my congratulations to you on a most remarkable project here. Considering that there's no auto-policing, no auto-banking, no auto-trading, no npc's, and even true death, its success has really stunned me. Just the economy needs a bit of fixing, and more sophisticated between-town relations should flow from that.
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