Santar said:I'm gonna address the above for a bit. While I agree that just going back to "Pick your Mark" would be the easiest solution, I do think my idea for a Quisalis council has merit. I'll flesh out the idea a bit, and hope that the following elucidation will alleviate some concerns.Xinna said:I don't really think a player council determining which marks are "competent" enough is a good idea. It's too subjective and would cause too much drama.
The subjectivity and the drama issue are obviously at the forefront of the perceived problems with an idea like this, however, if you structure it properly, you can minimize the risk of those problems.
For starters, there are no Quisalis in Cyrene or Targossas. That eliminates a lot of potential issues immediately by decreasing the amount of people that have to "get along" with this, so to speak.
So we're working with four cities and rogues. Each city should appoint one assassin to be their council member of the Quisalis. You have one from each city: Mhaldor, Ashtan, Hashan, Eleusis. Then from those four people, you have them select a rogue Quisalis to fill out a council of five.
Now, this council would review all prospective members of the Mark. There would be two compartments of the Mark. Assassins that can take contracts. And members of the Mark that are trying to prove themselves. 3/5 council members would need to give their blessing to a Mark member to allow them to become a true assassin. The blessing could be removed at any time. It'd essentially be a blessing on behalf of that city/rogues.
Any good fighter that can kill people regularly should have no problem convincing 3/5 council members to give their blessing. For the most part, high-end fighters value and respect other people that are good at killing people. This usually supercedes personal differences to a large extent. There could still be some personal bias, but it'd likely be a small amount, and it'd be minimized by the fact that you only need 3 votes. Thus you couldn't be held out just because 1-2 people don't like you. The council members would also be accountable to their cities. And the rogue council member would be accountable to the other council members. This sort of structure would keep things reasonable.
To give an illustrated example of what you'd likely end up with: You'd probably see Xer for Mhaldor, Jhui for Ashtan, Hhaos for Hashan, Rangor for Eleusis, then whatever rogue gets chosen. Do you believe that these five people would be capable of properly judging whether or not someone should be allowed to take contracts or not? Personally, I have faith that they would do a fine job.
Edit: Also, for added integrity, could even add in a Patron, not necessarily for overseeing this day to day, but dealing with any bias problems.
I think this idea would function well. And, didn't see the Ourania post. Could move this to ideas for discussion.
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Most people hire assassin for random murdering anyway, or at least seem to, unless they are hiring on an assassin :P could just be my perception on it but idk.
Another possible idea for assassins is to keep the point system to some extent, and require assassins to kill one another to prove themselves, only handing out actual contracts to people above a certain point quota. Until that quota (or possibly even after it), assassins would be given contracts on other assassins. The possibility of losing access to those contracts and being required to regain it again, I think, would also be a good mechanism.
The downside is that there's an assumption that a good assassin is also capable of thwarting other assassins, but I think it'd be one systematic way of ensuring only capable assassins are given contracts.
I think that having the two mark systems work differently will go a long way for establishing why there's two to begin with. Right now, as far as I'm aware, there's no real purpose for having two, since they seem to operate the same, unless I'm missing something. If the organizations are changed to have radically different operating procedures, it might make sense to allow overlapping membership.
The Councils idea is just the formation of another type of clique, by the way. I think that's a really poor and incredibly subjective way to address the problems with the current system. There is so little factional roleplay of any kind between the two Mark organizations as they are now anyway, it seems like adding cities to that mix would just further dilute everything.
What's the idea behind totally doing away with what we have now in terms of the point scales, which should be ensuring that contracts go to the most active/best Marks, if they were working properly?
Why couldn't there just be a re-working of the rankings system so that dormant Marks (or those who haven't completed a contract) fall into a kind of limbo. If they don't complete the next contract they're handed, they're cast out of the Mark system in disgrace (world reaction for the arpee) and can't rejoin for a year (and when they do it costs double or some special task).
Album of Bluef during her time in Achaea
Not only is that system desirable, it would be a good way to make the Ivory/Quisalis distinction meaningful, instead of the flip-a-coin-join-one reality that we have now.
Quisalis rev-amp is harder. Perhaps I'm just pessimistic, but a player council would be hard-pressed to be "unbiased". Don't have a good solution, though.
I think part of the problem is that people still use Marks for an "Open PK" flag. A fair few Marks probably don't even want contracts, it's just a rite of passage or a bragging right to say they're getting jumped all the time. Offering that Open PK flag through some other means, and perhaps tightening the noose on when the Quisalis auto-kicks you, might ameliorate some of the Mark problem without a huge re-write.
And, again, I don't think you need to put much consideration on outliers in the system when you're coming up with a framework. If one or two people struggle to get people to accept contracts based on their own established character or roleplay, I don't see that as a bad thing.
Quite apart from not being relevant because of the retention of the current randomly assigned and anonymous contracts from Santar's proposed idea, that situation is just one example of a consequence for people's actions if they prove themselves unable to play nice with others. Achaea needs more consequences, pitfalls and dangers, not less.
This would solve a couple of problems. The first being that it almost eliminates the possibility of someone putting a contract on someone and then the contract either running out because the mark becomes inactive or can't kill the target.
The second problem this would fix is the target would never know who their assassin is for any length of time. One of my biggest frustrations when I was a mark was jumping someone and then them earringing out and whenever I hit their mindnet or they see me logged in they hole up in a city or ship somewhere. With a system like this, after so many hours you could have a completely different mark after you.
And third, it would allow the most active marks to actually make a decent living at it. Instead of waiting for a new contract to be put on someone and hoping it gets assigned to you you could go check the board, be assigned a contract, complete the contract and go back to the board for your next target until the board is cleared. I would suggest that this board only allow you to take a contract if the target is in realm at the moment.
1) It eliminates the possibility for the target to get rid of the contract except by waiting for it to expire (while being perpetually open to attack by whoever happens to have the contract at the moment) or getting killed. In addition to being overly onerous for the target, that seems like it would make contracts too likely to succeed. I understand that a high rate of failure is a disincentive to use the mark system, but giving the mark (or multiple marks) essentially unlimited attempts to fulfill a contract would be a pretty major overcorrection. If you kill me without provocation, I'm well within my rights to try to kill you back, but generally if I try and you kill me again, I'm not justified to keep trying every time I see you for the next month. Similarly, if instead I decide that I'm not up to seeking revenge for myself and hire a mark, if the mark tries to complete the contract and you kill him, that should be the end of it; you shouldn't be obligated to kill or escape from every assassin who wants to take a whack at you for the lifetime of a contract.
2) It eliminates a disincentive for people who aren't good enough to be effective assassins to join the Mark. Under both the old system and the current one, an assassin who consistently fails to complete contracts will lose reputation and fail to attract new ones (either mechanically or through player interaction), which provides an incentive not to join until you're good enough to at least stand a decent chance of completing a reasonable fraction of your contracts. If the only consequence of failing to complete a contract is that it goes back on the board for the next scrub in line to take a stab at it, the only incentive not to join is the open PK flag, and the Mark's only means of keeping the standards high and maintaining some of the prestige of the org is for the established assassins to grief out newbies they find unworthy, which isn't a very fun mechanic.
Maybe just a difference in preference, here, but I'd count this as a point against this system. The onus should be on the assassin to figure out ways to deal with people's escape and avoidance mechanisms; it's one of the required skills for the job. If there are particular mechanics that make it TOO easy to avoid/escape, look for ways to fix those mechanics, but don't make people have to worry about being jumped by potentially any mark for the duration of a contract.
I don't think having the marks switch up who holds the contract is a negative thing. The client is hiring the organization to kill the target, and if the organization feels the best way to accomplish this is to switch up who holds the contract, how is this a bad idea. There are some classes that excel at killing other classes and people who excel at killing people in certain environments. Have a target that spends 100% of their time on a ship hopping islands but the contract gets assigned to someone who has never sailed a boat and doesn't even know how to get to islands? Why in the world would that contract be stuck on that mark for eternity when there is another mark who is a pirate that would leap at the chance to pursue a target on an island? Or perhaps you're assigned a contract on someone from a different time zone and the only time they play is from 3am-5am your time, would it not be unreasonable for someone who keeps the same hours to pick up the contract? And there are people who will literally just flat out stand on a guard stack or docked ship and have their system scanning for your name, waiting for their contract to time out. Man, ain't nobody got time for that.
The problem with the system at the moment is that the failure rate is too high because there are too many marks that either don't try to kill their target, or are just unable to kill a majority of targets. Assassin's guilds would and should be much more stringent in their selection process when handing out writs, so that they're an appealing option to their potential clientele.
As for the contracts shifting between marks, I could see a few cases where it would be desirable (like, again, time zones), and having some way to shift them to people better suited to the particular contract would make sense, with some limits on how often it happens. Thinking from the point of view of the target, if I know I've got a contract on me but don't know who holds it and a mark jumps me randomly, I'll figure he's got the contract so I know to be ready for a fight if I see him. If the contract reverts to the board every 24 hours or whatever, all I know is that I have to be ready for a fight any time I see any member of that Mark for the next month, which is a significantly larger burden, and if I really want to avoid getting attacked, will probably make me even less likely to go out and do things where I'm more open to attack. Sure, there will be people who will be people who will just sit somewhere safe any time they see you around, but those are the people most likely to go to the extra effort to avoid any danger of being attacked even if the contract changes hands every day. If someone is motivated enough to not die to restrict their play to guard stacks and docked ships whenever you're around, adding uncertainty about who might be trying to kill them isn't going to make them more likely to leave those safe spots.
Considerations about good class matchups, not knowing how to get to islands, etc, are the sort of thing that you just have to deal with as part of the job. Being a good assassin isn't just about being good at 1v1 fights in agreeable conditions, it's about being able to kill anyone, anywhere, try as they might to hide or escape. If you have a contract that you don't think you can complete, or just don't want to, because you're bad at fighting that class or because they hang out somewhere that's hard for you to get to, or whatever, I don't have a huge problem with you being able to pass it off to someone else, but it should count against your reputation to do so, and should be pretty strictly limited in how often you can do so.
It's also possible to keep the current point system with the council, just have it only apply to approved marks, and make anyone above a certain score threshold able to remain a mark regardless of approval (mostly to prevent abuse) as long as they're active. The Silent Executioner could also be a 6th (or 11th or whatever) council member in addition to the appointed members.
((Successful Contracts x 2) + Infamous Kills + Mark Kills) - (Failed Contracts x 2) = Mark Score
On transition to new Mark system, anyone with a score of +10 or better is automatically eligible to join as a full Assassin. From this pool of players, cities can choose their representative to the Council. If nobody from a city is eligible, the remaining Council members can choose to offer a place to a member of that city on a 50% or better vote. Silent Executioner is automatically part of the Council as a tiebreaker position.
This establishes the initial Council. At this point, anyone can join the Quisalis as an applicant. This opens them up to full Mark PK rules. Can be attacked by anyone, can attack Infamous. Once an applicant, a member can choose to apply for a full assassin qualification. At this point, their Mark Score is set to 0, and the vote goes to the Council. If the Council approves 3/5 or better, they're now eligible for contracts.
If the Council doesn't approve them, they now have a one year time frame to prove themselves from receiving the 'no' from the Council. If they can get their Mark Score above 10 by killing Infamous/Mark members within that year then they are granted contract eligibility anyways. There's already rules in place against letting others kill you for various reasons, so gaming this system is already against the game rules.
If you are contract eligible and ever fall below +10 Mark score, you're immediately removed from the contract pool, your contracts are reassigned, and you must go through the approval process to become eligible again. Failed contracts are removed from the pool, not reassigned.
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
So in summary a person would hire the organization. Their contract would go into a pool for all of the mark to see but the hirer is still anonymous. The council has the power to accept a contract up to a hard limit. A fledgling member must ask for a contract to be assigned to them.
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Cyrene and presumably Hashan do have combatants, maybe not as good as the best combatants from other cities, but they do exist. This would give them more things to do, and there's nothing stopping a citizen from hiring an assassin rather than a champion if they feel their city's champions aren't up to taking down the target in question.
In fact, I imagine champions being cheaper would be the most likely case in general, since the reasons you'd become a champion would be more social than financial. There are bragging rights for being an assassin too, of course, but you're not directly helping your city's cause by taking contracts from others.
That said, the real problem is dealing with the social implications of which contracts an assassin should be able to take. For example, let's say we have a Mhaldorian who is a really, really good assassin, but enemied to all cities. Should he still get contracts from those cities? I'd personally say yes - otherwise, he's only marginally better than a Mhaldorian champion because he can take rogue contracts.
Otherwise, it'd put assassins in a strange place, but I could still see ethical reasons for saying no.
Go to the board, request a contract. You don't see which contracts are available, or who hired or anything of the sort. You just ask and receive a random one in the queue.
Marks that are dormant or unavailable won't go to the board, so that eliminates getting a mark that is useless and won't complete your contract.
Make a limit of 1-2 contracts per mark at a time, so you can't gather multiple contracts at a time and sit on them. You keep the anonymity of the system, randomness of which marks get which contracts, and can still ensure that with the point system, that the better marks still get higher paying contracts by toying with the numbers.
- Mark with 100-104 points (baseline) gets random contract from range 3k - 7k gold, 105-109 points gets 7k - 10k, so on so forth.
Edit: Could also, if this got out of hand, add a hard cap to how many you can take per month. That way, if you get lucky and get Dajio after Dajio contract, you can't just enjoy harvesting your luck. So maybe after the third contract for that month, hard cap it so that you have to wait until the following month to accept a new one.
This, I think, removes any possible bias and keeps a more 'assassin' clan feeling than a council. The RP of an Eleusian, Ashtani, Mhaldorian, Hashani and Rogue getting along for enough as assassins to approve of a random mark of one of those cities seems flakey at best.
The mark gets 70% of the contract as payment - people can then decided how much they want to pay - alternatively have a flat fee that is given to the mark regardless of the price of the contract so any contract they take they get paid X000 gold etc.
As an idea :
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