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  Discovery Gaming Community Rules & Requests Rules
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Modification of Rule 4.1 proposal

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Modification of Rule 4.1 proposal
Offline Praetyre
06-15-2008, 01:58 AM,
#11
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Posts: 1,155
Threads: 33
Joined: Aug 2007

I find the "system owning factions" thing arbitrary. If you want to restrict people based on faction, forbid them from joining more than two factions, period.

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Offline Asymptotic
06-15-2008, 02:02 AM,
#12
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Posts: 467
Threads: 48
Joined: Feb 2007

Regardless, something should be done about that, because people break that rule. So either revise it, give people a staggered period to scrap their ships, both, or something! Don't just let it sit there, admins, please...
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Offline AdamantineFist
06-15-2008, 02:36 AM,
#13
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Posts: 2,177
Threads: 28
Joined: Feb 2008

' Wrote:This rule has been misread over and over. The first part only is supposed to prevent the "taking sides" problem. However, the second part was put in place to prevent users being in *too many* system owning factions.
Shall I translate? It (the second clause) means that:

[of all the characters on a given account, the player may have associations among these characters with a total of two system-owning factions.]

Example:
Let's say I have one character, a 101st character on my account, and then I open up a LSF character. Now, I could open up a third char for RepEx, but I could *not* open another char for Rheinland Military, since I'm already devoted to two system-owning factions.

Uh... due to the wording, all it means is that you can have only two different system owning factions on each account. If I had 1 billion accounts, I could be in 2 billion system owning factions. Either rewrite it to specifically state "only two factions per player" (which I don't think we should do), or just remove the part about accounts and say that no one character can be in multiple factions.

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Offline Asymptotic
06-15-2008, 05:28 AM,
#14
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Posts: 467
Threads: 48
Joined: Feb 2007

^ That's basically what I was saying.

The two factions per player might actually enrich the server, since a lot of the players here have a severe case of faction indecision and really don't devote that much time to any of their accounts besides their trader(s).
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Akumabito
06-15-2008, 06:12 AM,
#15
Unregistered
 

Honestly, you should only be in only be in one clan on any one server, otherwise conflicts will result.

Also a lot of system owning factions have minimum numbers to meet to own a system and players in other system owning factions should not count toward those numbers, because it's too easy to make those numbers with meaningless characters who are loyal to another faction.
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Offline kingvaillant
06-15-2008, 06:34 AM, (This post was last modified: 06-15-2008, 06:43 AM by kingvaillant.)
#16
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Posts: 2,961
Threads: 207
Joined: Aug 2007

Akumabito,

We aren't on a WoW or Lineage Private server where Russians Hates Brasilians (Really, happened,,,Go on IsoGame(Lineage). There is no clan, no hate. The only hate you'll find here is personnal hate toward a specific member.

Yes, The more factions you join, the less play time you have for them all, it is true, But If we were to be restricted to only 2 factions or something close to that, Half of the community, me included, would simply leave.

On all the communities I have came accross, Discovery is one of the most Balanced and agreable ones.

EDIT: Unless, You meant something else by saying "conflict"

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Akumabito
06-15-2008, 08:59 AM,
#17
Unregistered
 

It isn't just a matter of time toward a faction, it's a matter of depth of the faction. With a few people spread across a lot of factions the clans don't achieve the depth of RP they are capable of.

That's one part of conflict, you get a lot of "butterflies", they flit here and there without paying a lot of attention to the flower they are on at the moment.

It also, as I pointed out, skews the requirements the admins put in for faction owning systems, faction numbers are inflated by one person in multiple factions.

I think a requirement of a single faction per player makes the factions deeper, it gives a player a more focused approach to RP, and insures that what looks like a broad core of players isn't a small number with multiple faction PC's and forum logins.

Also, if you would leave this server if you could only be in one clan, you perhaps aren't committed fully to the server. A more committed core group is a good thing.
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Offline mwerte
06-15-2008, 09:31 AM,
#18
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Posts: 4,049
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Joined: Nov 2007

Aku, how many different characters do you play?

Sometimes I dont' feel like playing an Outcast, so I play my Rheinland guy. sometimes I don't feel like PvP at all so I trade. Oh NOEZ!!! somebody doing multipule things!!!

On a more serious note, maybe we should remove this rule from the ingame updates until there is a community concensus about it?


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Offline Robert.Fitzgerald
06-16-2008, 02:27 AM,
#19
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Posts: 1,727
Threads: 32
Joined: Feb 2008

Yes, Mwerte is right. Akumabito, you have more than one character ... right? That means that you aren't completely focused on one characters roleplay, so you should delete the ones you don't want to develop. They are just butterflies, flitting about not really doing anything special roleplay wise...

In fact, why don't we make a server rule? Players may only make one character in total, with only one account. If they have any more characters, they are harming the server's roleplay by not focusing on one character's depth.

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Offline DarthCloakedGuy
06-16-2008, 02:58 AM,
#20
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Posts: 1,263
Threads: 55
Joined: May 2008

This rule, as it stands, is pointless, because it isn't, and can't be, enforced. If it is enforced, it will not hamper RP, it will STRANGE it. To death. Because most of the great roleplayers want to varie their roles.

I say, ensure only one faction per character, but scrap the rest. Unenforced rules weaken the authority of the rest of the rules.

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