You want town loyalty to go up? Then do something...today.
I do not have a problem with working loyalty up, I have a problem with having to maintain it up because of decay (and, mind you, positive loyalty decays faster than negative loyalty.....).........
Don't care enough to do something today? Then understand the trade off: You don't have to do anything for town loyalty today, but you won't gain anything.
You just don't, and absolutely should not...get Something for Nothing.
All of our Loyalty decays...not just yours. I work a full time job...practice music 4-5 hours everyday, and I am still Venerated on a couple of my characters. Good enough. And if the Loyalty decays over time, because they set it up that way, you sure have a right to voice your dislike...but you are not alone in having to maintain loyalty, and you are not alone in the rate of decay.
I think post #36 (http://vboards.stratics.com/2088769-post36.html) explained quite well what is my concern also
Now there's some arbitrary moment in the far future that we don't know about, at which point the system will take a snapshot of our character, and that's what's used to determine the consequences or rewards or whatever it is.
But if I work hard now, keep it up for a month, but then grow bored and have decay, I lose out if the snapshot is taken a week later. While another player, that only did some tasks 2 days prior to the magic moment, runs off with all the glory.
I am sorry, but I cannot possibly agree with a system like this, too much room for unfairness and wasted work from players, IMHO.
As I see it, in order to make a decision it is necessary to have sufficient informations."If you choose not to decide...you still have made a choice..."
I do not think it as important whether it is or not a choice, what I think is important is to have/provide the informations that are needed to make a good choice, not a bad one.
Want to have loyalty decay ? Fine. Then, provide the information to players of when exactly characters' Town Loyalty will become meaningfull for whatever, so that players, according to the time that they can allocate to the game and their playing schedule, will work loyalty up to their liking and schedule to meet that deadline........
Informations, informations, informations. Provide comprehensive informations to allow players to make their decisions........
This said, I am not in favour of "spilling the beans" so to speak........
That is, I find it as important to maintain a good level of secrecy on the unfolding of Events as it keeps them more interesting to see "what comes up" as the Event unfolds.
But, at the same time I think that the secrecy should not play against players as Loyalty decay I think does. It makes players' time and work to buld Loyalty become worthless unless one "keeps it up".....
So, yes to secrecy but give information out when the secrecy might harm players.