2016 07 30 Meeting Summary

Queue: 

Meeting Notes for Saturday July 30 6:00 PM GMT meeting on Discord

 

Proposed Agenda

 

Points of Interest

  • Imperial faction questlines

  • Artwork

  • Non-specific developer roles

 

Notes

EEC - General Plotline and Ideas

  • Questline does not necessarily involve major developments/conflicts in Morrowind’s story, but rather establishes the norm of Imperial activities in Morrowind, ie. monopolisation, exploitation, colonisation (mostly Vvardenfell and Solstheim?), trade and mercantilism.

  • Player may not mark a significant shift in the EEC’s direction as will be the case with other factions like the Great Houses, but can either conform to the faction’s ways or be an outlier ie. Trebonius in the Mages Guild.

  • The EEC could also bind the different House territories together and, for instance, help establish Vvardenfell’s role as the focal location of Morrowind’s storyline.

  • As such, its overall role might be to outline, and to underline, themes established in other storylines from a specifically Imperial outlander perspective. It could do this without necessarily interacting heavily with the other storylines, however; Morrowind’s major stories unfold mostly among the locals, whether TR’s Great House storylines or the Vvardenfell main quest. The EEC would be a distinctly foreign element that might specifically try and avoid interacting with the unfamiliar, seemingly backwards locals, some of whom for instance have maintained a culture of barter and trade the EEC isn’t really equipped to do business with.

  • From the perspective of many Dunmer, the EEC might be seen as a corrupting influence, as with Imperial culture in general, which could be portrayed as well. For instance, when the EEC can’t avoid dealing with locals, it might try and deal with the locals who display the least inhibitions towards them, such as disaffected ex-Ashlanders. Unfortunately, in doing so they end up economically propping up the social outcasts of Dunmer society, threatening the established order of things and increasing the rifts between classes, thereby making themselves even less popular among the typical Dunmer.

  • That might be a good place to allow for roleplaying, as the player, when negotiating with locals, could choose between taking a more typically EEC approach of iron-fisting a deal without understanding the locals, or could try and adjust to the local practices and negotiate a less orthodox deal.

 

Artwork

Artwork of 10Kaziem and ThomasRuz have been evaluated, and added to the asset browser for further development.  More art remains, predominantly more from 10Kaziem and also Chrymson, as well as scattered art on the new forums and art from the old forums.

 

Non-specific developer roles - Ideas (Security and permissions in the Asset Browser)

  • Authenticated users: Have more permissions than unauthenticated users, but do not have the permissions of a Developer. Authenticated users can only be added by Lead Developers. (That is: to an asset in the asset browser)

  • (Asset Developer: At the moment do not share Developer permissions, but indicate a user is developing/ has developed assets for TR.) (A shiny badge, will not actually give them any new abilities. It should, however, be modified to give them the same permissions as a generic dev.)

  • An alternate suggestion to handling permissions is to have only asset devs have automatic access and have all other devs have to be manually added. Though if you add an asset you are automatically given the ability to edit it later as you are the author.

 

Dashboard

The Dashboard has been seriously improved with new views, so it’s possible to see the latest claims, assets, etc, as well as what you are personally working on.  There’s also a Helpboard and Devboard (which were there before) which have also been improved.