Puciek wrote:The newbie rules were often times bent for new players, and older ones, when they've missed the cyan window for something (i remember having a trans past 50h, simply because I've forgotten a riding skill). I would be highly disappointed in staff if they've refused to set that newbie up with an asset.
The opening post, indicating that someone who waited too long was told "too late," leads me to believe this isn't the case.
Puciek wrote:It makes a lot of sense ICly, as it would take years (if not decades) to establish any tier2/tier3 size business in the dark ages. This sort of ventures in medieval times was almost always family ran, across many generations. Just think about all the things that have to be tackled - land, permissions, security, employees, the supply of good, sell the product. Arranging all of that required substantial travel and wealth, and even then you could go bust/destroyed in uncertain times.
Why, exactly? Do you have sources for this? It doesn't really matter even if you do. Are you taking into account the fact that people can have a house built in a day? Or create full suits of armor in an IC hour? And you ignored the part of my post that indicated that you can have an actual on-grid pshop built without all this red tape you're claiming is absolutely necessary for businesses. You can't claim realism is the reason for all this when the precedent for realism has already been set far lower.
Puciek wrote:If someone will be desperate to buy, there will be someone desperate enough to sell. But it will be rare, because, well, if you've went through all the trouble of creating it - why would you sell it? And when they come from death, you will be able to adjust them to make them personalised to you (was mentioned on OOC chat), assuming of course that there is no one to inherit it.
This logic doesn't follow. If someone is desperate to buy, that in no way means someone is desperate to sell. Given the laws of supply and demand, assets are effectively worth infinite silver; that is what they produce (over time), and there is no way to get more except by people selling. No supply, infinite value. Death assets are just an assumption right now, without any confirmation by staff that I'm aware of, and they have many of their own problems (such as contradicting your 'unique' rationale, and reasons listed by both myself and Starstarfish in previous posts).
Puciek wrote:Sure they can be earned in-game, there will be some assets for sale, either staff spawned or from dead players. But it will require a commitment to get them. Additionally, it's a bit of fallacy of an argument, as the goal of assets is to have silver income, not having an asset itself, and there are many IC ways to make silver, even without assets (heck, most people who care about coin most certainly don't get bulk it from assets).
You keep arguing on assumptions that staff will personally fix the problem. That defeats the purpose of an automated system to begin with, as well as being unconfirmed (to my knowledge) assumptions. And the goal of assets is not to have silver income. We already had a system that accomplished that goal entirely. The goal of assets was to have a source of RP and a reason to interact with the city metrics system. Once again you contradict yourself, since you later go on to talk about how assets need all sorts of supporting RP to be justified.
Puciek wrote:Neither should be common and Freeman upping will now not only will be harder (insane silver limit) but also we will now have more actual freemen, not gentry with southside access.
There used to be no coded way whatsoever to advance from freemen to gentry except temporarily via becoming GL. It's actually easier now. And if you think the silver prerequisite is somehow prohibitive, you really aren't familiar enough with TI yet to be making these kind of erroneous statements. You also state that Freemen will become more common without providing any reason why that would ever be the case. It's also all beside the point that somehow getting an inheritance from your dead father is harder than getting ennobled.
Puciek wrote:This is populism. Being an oldibe with loads of XP/QP doesn't lead to superiority. It only leads to more feasible character concepts. In no way, a poor Freeman leads to worse RP experience than a rich up to his nose gentry. Unless someone plays for the win, then I can see the issue - and it's not one with game mechanics/theme.
You're being dishonest here, as well as purposefully misinterpreting my statement, so I see no reason to engage that line of conversation further.
Puciek wrote:I will also add that purchase wealth still exists, and so does the conversion of QP into silver. So you still can get wealthy "from thin air" after chargen if that is your wish. Just that now it comes with actual tangible price that has limits, unlike purchase silver which you could use wheneve you were short and not worry about the small bits of XP.
You're still going off on a tangent here, unrelated to the topic of Assets. As stated earlier, the point isn't the silver income, though that is of a part of it. Namely that newbies are going to be spending a big chunk of what used to be XP for skills on having a barely passable income, which used to be free. Or they're going to be poor for the character's entire life.
Puciek wrote:That's why they can be customised after buying, to a degree. Why would your, not brewing character, buy a brewery in the first place? This is supposed to be an IC, not OOC decision whether you buy an asset or not. But stuff like inheritance could easily be resold, as it represents some goods.
Once again, you contradict yourself. Assets are meant to be rare because they need to be unique to your character, but if you buy a new one you can change it to fit, so that makes it okay to buy used assets instead of making new ones! Don't you see the double-standard here?
Puciek wrote:Assets are supposed to codify how your character makes money, not first be created and then try to make them fit the arc. So if your character knows jack about brewing, why would he even think of having a brewing related asset? Unless he inherited it, but if he did and is disinterested in running it, well, then sell it. Or not, and roleplay having a poorly managed brewery. Or do both.
Assets only codified what people were RPing before, that they do X job behind the scenes, or they have family that does Y and sends them money, or that they are on a stipend. Nothing changed in that regard, so just grab whatever is your chars money maker and put it in as an asset. If newbie screws it up and creates something that is hard to RP around can always get that fixed. For example that Lithmoraan theatre could be moved to Vavard so the lack of it on the grid and/or clash with troubadours is void.
Why would they buy a brewery? Maybe they own a vineyard, and hiring people to turn it into wine is profitable. And maybe they need a building to let those people do their work. It's absolutely absurd to assume your character is handling every aspect of every asset personally; of course they probably merely manage some. After all, assets apparently took the place of roster jobs, so I assume that's exactly the intent. There are many ways to justify just about any asset a wealthy character might want to own. And it still doesn't explain why, exactly, creating a new asset has all these stipulations when buying a used one does not.
Puciek wrote:Sure, but it has to somehow fit the theme too. And if you don't have a business - that's the IC reality of it, and no one is selling a business - another IC reality, then you can't just buy one. And that creates multiple RP hooks!
Now your character may get involved in some lengthy plot to maybe establish that business - with enough coin, support, rp and whatever else, I think that could work. Maybe worth to clarify with staff if plots could be used for asset creation in that fashion.
Or he can hire some ruffians to force someone else to sell their business, or just kill that person and forge their will to get that business or any other gazillion fun things that can be done - including going around and trying to offer lavish sums of money for any type of business. Offer enough, someone will sell. Or ruin the metric that his asset uses, when it makes almost no coin - people will be more willing to sell.
No one is selling that business? Really? The dozen or so PCs on at any given time are the only people populating the entirety of the kingdom? Out of all the duchies, there is absolutely zero chance a theater is on sale in Vavard (or the owner could be pressured to sell via any sort of less open and honest means) unless a player is the one selling? You talk about realism at the start of this post, and here you throw it out the window entirely. vNPCs are established. Obviously. Why aren't they selling? And once again, if you can build an on-grid brewery, why can't you build an off-grid one via assets? It's a double-standard that makes no sense.
Your arguments are largely inconsistent, illogical, and often times self-contradicting. It feels like you're shifting your position as needed to defend the system as it exists, even at the cost of inconsistencies to defend the system's inconsistencies, and I'm not sure why you could possibly be so invested in the system as it exists to do this. This change would benefit everyone universally, so I'm not sure why you're so bound and determined to defend it that you'll write multiple lengthy, spammy posts (much like this one I'm writing) to do so.