This post began as part of this thread, but the discussion has moved beyond the narrow topic of the thread, into the more general issue of the meaning of owning the Faction Cities.
Owning the towns means winning. And for the most part, owning the towns, and hence winning, means little save for the meaning player ascribe to it.
When you assign meaning to in-game things that have no in-game consequence apart from that which exists in your mind as a player, I consider that roleplaying, by definition.
Various means have been done over the years to grant in-game meaning to owning the towns. All have ultimately failed to varying degrees. (As a quick aside, at first I thought Faction Artifacts wouldn't be available, or wouldn't able to be repaired, unless your Faction owned at least one town...Obviously this would've been a powerful incentive.) There's many reasons for this failure, but the most under-rated one, to me, is that the system is at part a roleplaying system. Ultimately, no in-game meaning assigned by the developers to owning one or more towns will ever be as powerful as the RP meanings assigned by us players, that have no game mechanics consequence.
One of the things I like most about the new proposed system is that they imagined an RP logic first and tried to hang a system around it, instead of the other way around. (Or that's what it seems like they did anyway.)
And one of the things I like least is that I find the RP logic they use to be flawed.
-Galen's player
Factions is a peculiar system.Factions is so screwed up at this point, I don't care what they do. At one point I had 4 of my 5 characters in factions. This was on Siege... i kept one account out just because it is a house holder. Long story... that account was meant to be temporary... Just testing the rumor that advanced character tokens sneaked into to Siege. They did for a while...
I digress... *chuckles*
It is hard to define role playing. Some of my happiest days in UO was playing my "role" in the faction gang I was in. I was not the fiercest warrior. I was not the best mage nor the best theif... In fact my mage earned the nick name 'wrong way' when it came to fields. *chuckles*
Now to my point. It does not matter what Bioware/Mythic (or what ever the name is these days...) The only point to factions is artifacts. Owning towns means next to nothing. Defending a base means next to nothing.
Set the timer to whatever...
Owning the towns means winning. And for the most part, owning the towns, and hence winning, means little save for the meaning player ascribe to it.
When you assign meaning to in-game things that have no in-game consequence apart from that which exists in your mind as a player, I consider that roleplaying, by definition.
Various means have been done over the years to grant in-game meaning to owning the towns. All have ultimately failed to varying degrees. (As a quick aside, at first I thought Faction Artifacts wouldn't be available, or wouldn't able to be repaired, unless your Faction owned at least one town...Obviously this would've been a powerful incentive.) There's many reasons for this failure, but the most under-rated one, to me, is that the system is at part a roleplaying system. Ultimately, no in-game meaning assigned by the developers to owning one or more towns will ever be as powerful as the RP meanings assigned by us players, that have no game mechanics consequence.
One of the things I like most about the new proposed system is that they imagined an RP logic first and tried to hang a system around it, instead of the other way around. (Or that's what it seems like they did anyway.)
And one of the things I like least is that I find the RP logic they use to be flawed.
-Galen's player