Post by Zhuge Liang on Jun 2, 2010 23:32:34 GMT
Tasks and Rewards
So a lot of the sites in the past didn’t know how to approach the ways of Tasking and Rewarding. Some rewards seemed too high, or biased on word count – whereas others seemed unfair if the content was strong. There was always a clash of what a good reward was and whether or not it was ever truly worth tasking and rewarding.
We feel that is all nonsense however. We all believe that tasking and rewarding is crucial to promote generic story-telling. People shouldn’t be rewarded for saying ‘hey man, how’s it rolling’ but they should be rewarded when engaging in something fun or exciting, when they do something to help their city or themselves. We feel that those people deserve everything they’re entitled too, which is why we’ve decided to return the basic task and reward rule.
So what does this rule entail? Well, firstly: this rule informs everybody that ‘all’ types of tasks are achievable, especially self-inventing, but that I’ll explain a little later on. Secondly: this rule informs you the way in which a task will be moderated and rewarded, so…here goes.
Moderation and Rewarding
- Quality not quantity – we will not reward well just because you are good at writing 5 paragraphs that basically tell a story of you walking down the street. It’s pointless and it’s generally unfair in the long run.
- Events – the more you do the better the reward. But do not mistake this for a series of poorly executed events in a single post. Each event must still be structurally independent, or you’ll suffer in the reward process.
- Detail – even if you’re doing something simple, like trading – the more detail and realism you add to the post the better the chances of receiving a better reward.
- Fights – fights are always rewarded well because they’re fun to read and they’re fun to write.
- Tasks involving multiple NPC interaction offer better rewards on average.
- Staff may play the role of specific NPC’s in the task you’re doing. If they do this, the reward will instantly be higher since it’s a staff related quest/task.
There are other things we will also try and include, but as a general notice I think the list above will suffice. A task is supposed to be fun, or at least enjoyable both to the writer and the reader. If you’re doing a boring task only to fulfil a specific objective, then tag your thread with [OBJ] as this will allow the moderators to know that it’s related to a specific event rather than as something you’re doing for kicks.
Inventions
When you build an invention (which we encourage), it is crucial that you detail every part of its design, so that the administration can understand how it works. Please do not try to invent anything that is not realistic or that is impossible to have been made during this time period. When you create something there is a possibility that 1 of 2 sale types take place.
The two types are Kingdom and Non-Kingdom.
Kingdom: If an admin likes the item you have created they will ask you if you want it to be Kingdom specific or global. If you pick Kingdom specific it means only members of that faction can buy that equipment. Your kingdom will also have to pay a fee every week to keep the item Kingdom Specific; this is 2x the amount of the items worth. This is to help keep it fair.
Non-Kingdom: If you pick non-kingdom it means that anybody can purchase what you have invented. When you do this, you get 50% of that items sale every week. So sometimes it can be really good, other times it won't be.
This feature will be operated and controlled by Steve (Liu Yan), so it will be Liu Yan who decides what items are good enough to be put on the market. Adaptations of famous inventions will not be put on the market, only original inventions or extreme adaptations using components of various other machinery will ever be considered by Liu Yan, so please do not ask him to add a slightly edited version of an arbalest to the market, because he won't do it.