That’s fair. And I’ve said a few times that I agree with you. But I’ve also mentioned that I’m playing devil’s advocate for the currently proposed design. And the currently proposed design allows guilds to be created for project-based guilds.
That real-world example doesn’t really compare to Vastar’s example.
Let’s use general predicates, using ones that correspond to real objects is REALLY detrimental to logic.
What he’s really saying is this:
We have a tool. Guilds. Guilds can be created to tackle different things.
Guild(A) might be a mercantile guild that wants to create a shopping district and hires people to supply crafters who then use traders to sell their goods.
Guild(B) might be a mercenary guild that helps protect gatherers and miners on dangerous worlds.
Guild(C) might be a titan-hunting guild that has portals to many different worlds seeking out titans.
and so on. Guild(X) could be Vastar’s example of a collaboration between two guilds to build a tunnel.
The devs shouldn’t be saying “this is an inefficient use of this tool”. That fact that the tool can be used at all for Guild(X) means that either the rules behind the tool need to account for Guild(X) or the tool needs to be redesigned such that Guild(X) is not a possibility. This is pretty much the fundamentals and the challenge of usability and design in software.
Even if it’s not intended to use something for a certain reason or even if it’s not efficient to use something for a certain reason, people will use the tool for the reason if they are able to. Good design isn’t retroactively saying “stop that”. It’s proactively saying “how can we make this easier or better when it’s used this way?” or “how can we prevent this from causing user-harm when used this way?”.[quote=“Zouls, post:91, topic:4340”]
For example doing a 5 man trader mission, 5 man builder mission, 5 man defender mission and 5 man hunter mission would give the same progression as a 20 man builder mission. That way guilds which are widely spread could benefit from it while specialized guilds could take the bigger and harder tasks since they focus exclusively on it.
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Seems cool, but you’ve already pointed out that certain professions can be abused in different ways. It’d be quite difficult and time-consuming to account for all of these in a design.
Besides, this still forces players to focus on different projects outside of their own. Like builders would have to make a building (from the blueprints like you said, or something else) just to earn the space to make the building they want. Miners would have to hunt down minerals just to get the space to clear a tunnel. And so on.