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Subject: Re: mailboxen


Author:
bubble
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Date Posted: 17:47:57 06/04/02 Tue
In reply to: Grunt N. Point 's message, "Re: mailboxen" on 15:00:52 06/04/02 Tue

>hmm, mailboxes... interesting concept...

Mine. MINE! MY PRECIOUSSssss...

>really, I'm not trying to push an auto questing
>thing-a-ma-jig... I just feel that if there were
>someway that would make it easier for players to
>obtain some sort of pay, and better their income...

Mmmm... pick your words carefully, here. I think what you're talking about is making it easier to connect with potential employers/-ees, not making it easier to collect a paycheck. There's a big difference ;-J

>I'm quite shocked at the kind of money my character
>was able to raise out of lying, cheating, and stealing
>from the blind... it just really sickens me that it
>was easier for me to go that route, than to say, get
>hired into the military as a grunt, or get hired into
>a house as a laborer, gatherer, whatnot...

Well, stealing and conning are ways to make a quick buck, even out here in the real world, after all =) Still, perhaps you've a knack for it. I've never been able to make a decent thief in 4L, personally.

>I know the
>jobs are out there for PC's, it's just a matter of
>being in the right place at the right time...

I totally agree, this is forked.

>I still
>don't see much wrong with hiring a merchant to keep a
>list of things that I need done... then the merchant
>would get a security deposit from a PC to chose a task
>off the list... the merchant in return gets whatever
>it was from the PC that came from the task... the
>merchant returns the security deposit and the reward
>that I gave to the merchant... when I get back to the
>merchant, the merchant gives to me whatever it was I
>was wanting in exchange for a bit of a holding fee...
>in this way the merchant makes a profit off of
>everyone... if a player fails in his attempt to
>complete the task(s) he/she doesn't get the deposit
>back... the person(s) wanting the tasks completed pay
>a couple of fees, one for the merchant to advertise
>the task, and one for the merchant holding the end
>result of the task... I really don't see anything
>"auto" about this...

The exchange you're talking about here isn't automagickal, and if a character set up a system like this it would work fine, face to face. the only auto-thing-gummy that wouldn't work was the "job shop" idea earlier in the thread. It is the exact same interaction, technically, but in effect it would reduce reasons for actual RP. Folks could run around collecting the desired material (or whatever) and then go collect the reward, rinse, and repeat.

Don't get me wrong, I don't think that's what you had in mind when you suggested it, but the imms wouldn't even consider an automated solution to what is essentially a warm-body problem. There seems to be a trend away from pre-existing automation as it is, despite a fairly meager player increase (its there, it just ain't that big).

Of course, the problem isn't just going to go away on its own, either. Assuming cheap, reliable wetwiring doesn't come on the market in the next month (a fella can wish though, right?), we can pretty confidently predict that a given character just isn't going to be on all (or even most) of the time. If job offerings were more distributed, and/or the player base was three or four times what it is, it really wouldn't matter. We can't jack the pb up, and the feudal state of 4L means that most jobs tend to come from a limited pool of folks.

I think you're on the right track, personally. In-game communication needs to be enhanced in some way - the questions I see are:

Is there a way to do it without new code?

If so, can you get other characters involved to further the idea?

If not, will the gains in RP be greater than the losses from abuse?

Clearly, any plan that can work without new code will be faster to put into play and test, not to mention keeping the imms cheery. If it involves others and can demonstrate itself to be a good source of RP, the likelyhood of getting coded support down the line increases exponentially.

On the other hand, virtually any idea, no matter the validity or potential use, that requires code to be implemented isn't going to get a great deal of attention from on high. From the little I know, there are plenty (I mean PLENTY) of code projects already in the works and on to-do lists for 4L, many of them much further fleshed out (or, more likely, just someone's pet project I'd guess) than stuff players toss around on the board. In short, even if it's put on a list, you probably won't be seeing it in-game for a long while.

Whelp... keep them ideas coming, and avoid suggesting code. Instead, work out something you can get started yourself. Make it your own, think outside the box, subvert the dominant paradigm. All that jazz. Well there it is. =)

b

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Re: mailboxenFrog10:54:02 06/05/02 Wed


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