Solving Settlement Sovereignty

I think you helped build a good system that made it very easy for people to create a city. I hope you and @james can make our call next week so I can get a bit more technical details and understand a few things deeper in the original approach.

Maybe we all were a bit too naive to believe that everyone wanted to be a part of a city. Usually when people settle in an area that means they want to join that area, but sometimes it is actually for other reasons or pure selfish reasons.

Pretty much every system in Boundless is focused on allowing the player to choose their path. In fact, you all changed game dynamics to move everything into an ā€œexchangeā€ so a player can choose what to do with the rewards they receive from the game - plots, masks, additional characters, etc.

Settlements are really one of the only areas that are now stuck in an old model where the decision of the game is made for them and people are forced to play with others whether they want to or not. People should not be force to leave the area or quit the game because another person or group moves into the area to push them out.

People’s work should also not be taken advantage by other people so that person can be Mayor or Viceroy and get coin taxes if that system is ever turned on. A person deserves everything they can get based on the work they put into the game, but the efforts of another person should not be ADDED to that work unless it is APPROVED. Right now your system makes that the default and it fundamentally dis-respects the other person’s work by deciding where and who the spoils of that work goes to.

An opt-in system still allows those of like minds and like goals to team up and allows those that do not want to participate in that type of game to still have their own sovereignty of play style. Nothing is really lost and more things are gained. Beyond people feeling like they have a say there is the whole dynamic of actually having to work to get people to join your settlement. A whole new area of game play.

I certainly do not support moving settlement design into the exchange but I think even a super simple option of - join settlement or not should be provided on each beacon. It doesn’t even need to have the additional code I mention of giving options to select neighboring settlements based on plot borders, etc.

I hope we can talk more about this on the call and get into actual technicals so I understand what road blocks might exist and I can maybe help come up with ideas…

@marrash Thank you for the defense, but I think player responses like we have seen speak for themselves. I just smiled in this case because of the deep misconceptions and assumptions of me. My approach for this topic has been consistent on what I want for the whole community - choice and fair play. I’m know the developers see beyond the little bit of drama we all have had to the deeper message.

In fairness to @Sulfurblade his message is basically on point even though the tone and approach used isn’t one I would use. Work to be on top if you want to be on top. I support the point when you boil it down to the key message.

Unfortunately, the issue is deeper than that simple approach. I think overall people that are against the change proposed feel that the work of other players to bolster their own efforts is a fine game dynamic. Personally, I feel each person should have to work on things themselves - both in prestige building AND community building. (people can help people on building in their plots obviously that is fine.)

Additionally, each person should be allowed to play they game they want to play within this game instead of being forced to play something they don’t care to. Currently the settlement code does not allow that. It is like forcing people into PVP when they aren’t interested in it. Not all of us have something we need to prove or must play a part of the game just because others feel it is important.

Right now both myself and Sulfer are being forced into a fight that at least one of us has no interest in. If I wanted to try to beat him in fight for Mayor and Viceroy I would be attempting that and actually spending time on it. But that is not a goal I have right now. He seems to have that goal, so I support his work as long as it is HIS work and not the work of OTHER player plot prestige.

A ā€œgoodā€ player will win the game by their own efforts and not hijacking another person’s efforts. Now if the game adds this ā€œopt-inā€ option then it actually gives that person another way to team up with the other person to maybe achieve a goal they have.

Whether people think it is griefing or not is a matter of personal preference. What we do know it is, though, is not showing respect for another person and their wishes. Many approach the game in a way that ā€œbig and strongā€ wins the rewards. While that is true in some ways, it isn’t true in others. This ā€œopt-inā€ feature moves towards respect of each.

The game has many more nuances that the big bully scenario. That mentality only proves the point more that the work of another shouldn’t be taken by the bully for their use. I mean are we really in kindergarten here where someone has to steal another person’s lunch money?

@Stretchious I am glad to see this thread has started some discussion among other players outside of the thread. I think they way you said things gives a good color to the problem. The identity you talk about is key and hence why I used the work sovereignty in the topic. Based on your response it appears your guild agrees with the system I proposed in the post! (edit: wanted to make sure it didn’t sound like I was taking credit for the idea. I know we have had many conversations around this and some form or fashion of opt-in had been discussed. I just meant the original post I did here.)

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im glad aquatopian capitals are just a side effect

:sunglasses:

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Maybe not everyone knows it’s a sandbox? They probably bought it thinking it’s just a higher res clone of Minecraft?

I have kept my eye on this game for 4 years since it’s original inception because of it’s unique design for a sandbox Voxel-based MMORPG. I’ve been looking for a game like this for years!

I’m personally for people solving their own problems w/o devs having to parent us. I played Eve for years which is probably the harshest sandbox of all games. The stuff that goes on there makes the tiny drama that goes on here look like childsplay. lol.

But I really don’t know what the vision of the devs are given we are still in development of many elements of the game design. Would love to know about the vision of Boundless. Not mechanics or design. But vision.

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It is my understanding one of the tenants of the game is community.

Community is not always about what we like or want. Much of what community is are the parts we have to deal with.

If we are able to circumvent plots we don’t like or communities we don’t agree with, where is the community?

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The community is still there on a broader level but it still supports the micro-communities that are trying to exist and work together. Group, sub-groups, individuals, etc.

The way OP posited a ā€˜fix’ is rather elegant in that it suggests we can play politics within our communities; go with this leader, go with that.

Is that really how it will be used?

Currently, if you are the little guy you get annexed? Why is that so bad? Control is defined as being the biggest, baddest around.

I would much rather be the little guy with my for sure place at the table rather than having a group build around me and cutting me out.

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Control is only given when you allow it to be given. In this model the individual will be able to opt-out. While it never solves the large situation of being surrounded it at least gives you the ability to control what you can control.

This works both ways. In this proposed model the community can not choose you, which means you are not in a position to make a choice.

In the current model, you touch, you are together.

Why is a model where people can be excluded preferable?

It wouldn’t have to work that way. The way I picture it, individual beacon owners choose by name which connecting settlement they want to be a part of, or with enough prestige can form a new settlement with a name of their choice. No approval required to join. Basically, settlement names and boundaries are determined by name association. The mayor has no power to change the name, they could start a new settlement but they would have to convince others to join them. Yes someone could come in and build a prestige vault to ā€œstealā€ the mayorship. But they would have no real power now that the name is chosen by individual beacon owners.

The issue is about communities annexing a person and that person having no choice in the matter . If the community wants that person’s prestige then they contact them and influence them to join. It is really simple… you see how many want to join a community, so people likely will. This model gives those that don’t want to join an option.

Speaking of which. I personally chuckle at seeing Merlyn and @Sulfurblade duking it out for the last week on Bitula. Viceroy constantly changes b/w these guys multiple times a day!

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In a perfect scenario, yes. But this isn’t perfect. If the core complaint is a lack of choice, choice will have to be at all levels.

People will not be satisfied being told they can be chosen but they are not allowed to choose.

I can appreciate this as funny. But for clarity and transparency sake Merlyn is not actually ā€œcompetingā€ to become Viceroy or working to play the ā€œprestige / Mayor / Viceroyā€ part of this game. It is just a natural situation that happens from building and developing the plots.

Do you mean you think people won’t be satisfied unless they can choose to exclude certain people from their community?

Maybe some, but I’m not worried about them. I think the vast majority of players would be fine with letting anyone who wants to join. Unlike in real life, there are only positive benefits to a new person joining a settlement (mainly additional settlement prestige/footfall).

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Why is the current methods at issue?

Here is an example: The current #3 settlement and #1 settlement are fairly close to each other on Storis II. The growth model of the Capitol is to put all the prestige into one person, who is the unequivical viscerory. The growth model of the #3 settlement is for individuals to create their own projects spreading the prestigue between a lot of different people.

A few days ago, the two settlments touched, and while 4 of the 5 highest prestige players were from the #3 settlement, because of the capitol’s growth model, their visceroy dominates all of the others tenfold. I this case there is no longer competition between two cities, but a clear winner in one city.

In the past 2 days the devs have looked at the merger and helped in seperating the two settlement, which also implies this kind of merger was not the intended purpose of the mechanic.

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There was some drama because PS and Illuminoorti guild cities got too close and were automatically merged into one giant settlement, then there was a fight over who got to put their guild tag in the combined city name.

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Just changed a name of Niia Zed Ka capital…

Anyway. I really really think, that for determined player it’s way to easy to take away joy of having it’s own settlement from a small community. And I know for sure there is community in capital of Niia Zed Ka, because I hear them shouting to each other about… well… communal things, one time someone was bickering about some Bob that thinks he owns this settlement. All I did was build a hall with storage space for my stuff, put down few machines and some power coils and started small tower. If I was on the other side, playing with friends (or strangers, just not doing everything alone) I wouldn’t even be pissed… I’ll be sad, that all of this my virtual work can be diminished so easily. And, yes, simple name change can do that, I know it’s just a game, but even in games names do can carry a lot of power with itself.

Bonus question, who is Vicereoy of most planets? Has anyone have more than two planets? :stuck_out_tongue_winking_eye:

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OK I think what you are describing will happen as far as people wanting out of a settlement. I do not understand what is meant by awkward borders. One settlement ends another begins. . this is happening now with a plot in between so what difference does this make or what am I missing? So a great city splits into two or four. If people want to keep the city together there is incentive to work things out and if they cannot then why force them to stay joined? The only people harmed are the ones in the disagreement. The people in the city that now becomes the capital might be thrilled. The lesson might be. If you want to keep your city together you need to keep everyone happy. I think this is better than annexing people who have no chioce or leverage and get nothing out of being absorbed.

You are going to get people upset over something and they will want to pull out of a settlement. Why is that bad? how does that harm anyone that stays in the city?

I got to be Viceroy on Angel 1 for 45 minutes. . enough time to get the achievement!!