Mercenary nerf purpose?
Posted: 29 Apr 2022 17:52
This change has baffled me enough to go back to the State of the Donut to read the Keeper's vision and goals for the game in the next year. But there were none stated, only "guesses".
Which leaves me to only guess at why such changes are made. All I have come up with is that if people are happy and having fun in a guild, it becomes a candidate for nerf.
Since Genesis is unlike other rpgs in that the primary guild is fundamentally tied to a specialized class, players who are motivated to experience all classes do this either by creating new characters for each desired class, or by moving a single character between them. The latter creates friction for guilds which value moderate or greater lore knowledge in order for its members to represent it decently and provide a purpose beyond the endless grind. It takes time and effort to teach an apprentice, and if they will simply leave shortly after this investment is made, it is quite deflating.
Fortunately, Genesis has free to join melee, rogue and magic class guilds which alleviate this problem for new and old players alike! Those who wish to experiment with all the layman options and roleplay however they want without going through an apprenticeship have numerous choices, and the success of these guilds is proof that this is working well. The new hybrid model for vampires is also clearly popular.
It seems to me that a thriving mercenary guild is not a problem but a metric of success with Genesis' population base. If the goal is to drive people into the more specialized melee, rogue and magic guilds in order to thrive rather than because they have a passion for their cause it serves no one well.
Sincerely,
Kelrhys
PS Shout out to ALL the immortal wizards of Genesis for the plethora of new content. Thank you for all your work, it is greatly appreciated!
Which leaves me to only guess at why such changes are made. All I have come up with is that if people are happy and having fun in a guild, it becomes a candidate for nerf.
Since Genesis is unlike other rpgs in that the primary guild is fundamentally tied to a specialized class, players who are motivated to experience all classes do this either by creating new characters for each desired class, or by moving a single character between them. The latter creates friction for guilds which value moderate or greater lore knowledge in order for its members to represent it decently and provide a purpose beyond the endless grind. It takes time and effort to teach an apprentice, and if they will simply leave shortly after this investment is made, it is quite deflating.
Fortunately, Genesis has free to join melee, rogue and magic class guilds which alleviate this problem for new and old players alike! Those who wish to experiment with all the layman options and roleplay however they want without going through an apprenticeship have numerous choices, and the success of these guilds is proof that this is working well. The new hybrid model for vampires is also clearly popular.
It seems to me that a thriving mercenary guild is not a problem but a metric of success with Genesis' population base. If the goal is to drive people into the more specialized melee, rogue and magic guilds in order to thrive rather than because they have a passion for their cause it serves no one well.
Sincerely,
Kelrhys
PS Shout out to ALL the immortal wizards of Genesis for the plethora of new content. Thank you for all your work, it is greatly appreciated!