View Full Version : Guildwars Ideas
DeletedUser
09-17-2003, 10:24 AM
I have been brainstorming GuildWars and I am curious if anyone has any ideas/suggestions/comments. I enjoy getting community input as it sometimes brings up things that I overlook :) So post replies!!
Farrenz
09-17-2003, 10:45 AM
(Bout' time)
1. An Economy
2. Quests. Epics, Armor, Spells, you name it, you quest it.
3. More encentive to having captured citys
4. PvP reward system
5. Kunark-possibly LDoN
6. Ring type mob encounters (Pathing would be cool too.)
7. GM events
hmm, think I'll mention more when it comes to mind.
Did I mention quests?
: P
Neville1355
09-17-2003, 10:49 AM
The only beef I had with guildwars were a) being unable to zone properly, and b) getting LD so often
everything was great the way it was by my standards...but im not a big fan of quests
Kgaul
09-17-2003, 10:50 AM
I'm working on Raevenloft server but one of the things thats the driving force of our server is True Risk v reward... My concern is spending an hour fighting your way to level 47 mob x only to get a 13% haste no ac sash (doh, gave it away)...
Kgaul
Merth
09-17-2003, 12:12 PM
Big statue of Merth in the middle of the nexus, with a bunch of female woodelf NPC admirers surrounding it.
Glasswalker
09-17-2003, 12:13 PM
I think personally that the following is all that is really needed:
- Well screened serious staff... (therefore creating the opportunity for quests or other support for the player base, and a stronger community all in one)
- Stabliity and Scale. The login/zone bug was a killer before on GW... But without that the server was top notch in my oppinion... So stability is key... Also scale would be nice... If the server can handle a larger crowd at once it will build stronger community, and help the in game economy more...
- More incentive for Guild based play, Teamplay, and City to City warfare... Incentives for capturing cities, and more refined PVP rules should help this... In a smaller community that the EMU has compared to Live, building a Strong and Enthusiastic Team based mentality in the community, so that everyone works together is very important... If more people work together, it will be an all around more fun experience for everyone...
- Pathing and Roaming mobs... :) that is the main thing that I think everybody wants... :)
- More zones would be nice... but not a big priority... I think that only "classic" eq is great... I would like more zones to roam, but too many zones can spread people out too much... (however it may not, people will hang around where other people are, so they may not spread out... and then they would have the option at least to go there if they want)... I don't know... If I had to choose between having more zones, or having the classic zones only but having them very robust, full of quests, and full of content... I would choose completeness and content over more zones anyday :)
There is my ideas...
Rogean
09-17-2003, 01:06 PM
Merth beat me to it :P
cyberG
09-17-2003, 09:05 PM
Balanced epics :)
Some had just too powerful effects and others had an effect that couldnt be even used in battle
devn00b
09-18-2003, 04:27 AM
As to epics. somone gave outside access to my baby (the guildwars db) to somone that should never have had access to it and they made the epics...they are way gone. and im making much better ones.
var1ety
09-18-2003, 02:34 PM
Create a way for allied guilds to get their epics. Under the old system the only other way to get a given medallion for your epic was to take the town - if you're allied with a guild that presents a particular problem. My idea on the old guildwars was to create a quest where you could turn in 3-4 OTHER medallions to any friendly town leader and receive his medallion in exchange.
Aside from that the only bad thing about GW were the planes - you could walk into Fear, but if you were in a class that needed gear from Hate it was a huge ordeal. Additionally, whether the GMs knew it or not, the second level of Hate was from the post Plane of Growth era, and contained gear appropriate to that time frame. IE, there were pieces of Ranger gear equivalent to the gear coming out of Plane of Growth, placed there to placate those who weren't represented in Tunare's realm.
It wouldn't be a bad idea to fill the entire second floor of hate (or some other zone) with a global loot table that can drop any piece of armor for any class, or perhaps a monster could rarely drop a piece of armor for any class for a particular slot.
As a side note, I'm personally not in favor of adding Kunark zones, I liked the feel of the old, smaller classic only world. There were unused zones, however, that could be tuned to replace Kunark's higher level content. A particularly good idea would be some "ring" events for all levels. It's a toss-up about LDON style encounters..they might not be a bad way to provide content for the higher levels on the server, and could be a lot of fun. However, the very idea of a dungeon unaccessible while you're in it kind of defeats the idea of guildwars.
Glad to see you revitalized, Image, I just hope you take on more help so you don't get as burnt out this time around =0
DeletedUser
09-18-2003, 03:42 PM
HOLY SHIZZLE MY NIZZLEE!!!!11!11!!(one)(one)!!1!
Praise the lord, shall thou be so true?
Has image really come back to bring back the original guildwars from what it once was, to what it will once be!
(Okay.. i'll shut up).
Guildwars needs to sound exactly like it sounds. Multiple guilds having a war.
How do you achieve war? Look at the basics. You need to start with the guild system. It's all about guilds, how would one go about creating a guild, improving a guild, and what would make guilds more powerful then others (without going overboard).
As guilds are the main topic, it needs a powerful guild system.
There should be a lot of quests, not just user quests, but guild quests. This way guilds will work together. Maybe have it so when a guild is first created, before they can buy guards and stuff (if you're putting that in from the older version) they should have to do 5 simple tasks. Each task will teach you about what you need to learn about running a guild. (*NOTE* That the guildleader MUST be present at the time). Every task will reward you with a low level guard and work your way up. Maybe not guard, but something.
Towns are empty. You build a town from the ground up. Merchants, Guards, Bankers. Nothing should be present once the town becomes available to a new guild, or at start.
Okay, now that we got that out of the way (sort've). Time to pickup on Rushalicious :D
Guildwars. Wars? To me that brings Guild out of the picture and Wars into it. Powerful Guild system and Powerful War system. There should be ways to have more then just a normal war. Why would they want war in the first place?
Rewards! Rewards must be rewarding enough, but only to the circumstance of the achievement level. If it's too easy to get one of the best blades (say epic for instance), whats the point of it. You don't want it to be EQLive hard, but you shouldn't be able to fish for it.
Epic *
-----------------------------------------
Weapons, Spells, and Armor
-----------------------------------------
Find some people to make items. An epic has to be top of the line, so why stop it at just weapon? Make it so they spend weeks and weeks trying to maximum their strength and power!
"Ring type mob encounters (Pathing would be cool too.)"
I agree with this to a certain extent. Pathing would rock, but most of us know that it is a hard thing to do. Ring type mob encounters would definately add to the guild/groupage of the server instead of everyone soloing.
GM events
Again, to a certain extent. I would much rather a dev be working on the game rather then throwing a GM event everyday. Not that they shouldn't have fun, but if it's going to be guildwars, I think it should focus on GW. Not GM events.
------------
Captured towns are pointless if they are all the same. Maybe make it so the more towns you have the more advantage you get. Or maybe like DAOC where you gain extra stats/abilities when you have more captured towns.
As for prayers. I think worshippers should be able to be placed (not literally, but a city number). The more you pray to a god of that race, the more ability you get from that god.
Dark Elf god? Maybe innoruuk will give you perma infravision while you keep worshipping him. But by worshipping him, maybe he gets stronger. (This would take time to create, but it would definately be cool to have). It would make some guilds stronger then others, but they'll realize that they have to work together to take down the stronger guilds.
Last but not least. WORKING BARDS!11!!!1!!1! :P
With my bards, I will be happy as a clown!
sup2069
09-18-2003, 09:48 PM
As to epics. somone gave outside access to my baby (the guildwars db) to somone that should never have had access to it and they made the epics...they are way gone. and im making much better ones.
sweet, cant wait :mrgreen:
killspree
09-19-2003, 03:38 AM
Make pvp rewarding in character progression outside of exp. How do you do this? Simple, set up a reward system much like you see in LDoN where players also earn points for pvping, and can purchase high quality items that are exclusively available to those that choose to pvp.
Cript
09-19-2003, 09:11 AM
Get some real GMs and not assholes like Delvahart.
Farrenz
09-19-2003, 09:20 AM
Delva has been gone for almost 6 months now : P
audacity
09-19-2003, 09:29 AM
Well I kind of came in late to Guildwars...but it seemed GM's would give items out to their PvP character, which would make it WAY uneven...I liked how the J-boots dropped of Najena, As for epics i like them mostly, Im not sure if you are adding iksar/froglok/vahsir and beastlords, but i think id like to see it, maybe start iksar with evil towns(dark elf), frogloks(dwarfs) with neturals, and vah shir with goodies(high elfs)...Just a thought though. Id like to see the levels to be the same as before, the REAL reason i came to Guildwars for life was becuz i didnt have to spend 15 hours to gain a gold of xp...I really hope you guys dont make it like EqLive
XeroKrist
09-19-2003, 12:41 PM
Any addition of Vah Shir and I will kill you.
IRL.
I mean it.
Edge Suikendi
09-19-2003, 03:17 PM
Sorry I didnt read any of the other posts so I dont know if this is repeating shit. Im just gonna steal some ideas from majormud.
1) GANG WARS - make it official, if you see a guy from an enemy guild you gotta kill him or do something to him, we arent playing paddy cake here
2) I gotta go now, but ill be back hehe.
daxin
09-19-2003, 04:09 PM
i never played on GW cause i didnt like how the old models were used, now i understand that if you add more zones you get more spread, but what about enabling new models but close old zones? other than that i would love to play on any pvp server
DeletedUser
09-19-2003, 04:27 PM
You didn't play on GW because the old models were used instead of the new ones...?
All I have to say is ..wow..
jawa21
09-20-2003, 01:01 AM
It sounds to me like someone's never capped at level 50 :roll:
DeletedUser
09-20-2003, 10:12 AM
Leveling needs to be made harder.
Instead of one day to get 50, maybe 2-3 days.
Nebthree
09-20-2003, 06:02 PM
Leveling from 2-3 days is still pretty fast though :P but then again this is EQ Emu expect almost instant results
later
audacity
09-20-2003, 06:55 PM
Honestly I loved leveling faster, It makes more time for Raiding and of course PvPing, not everyone has 6-8 hours to blow on a game to get a level or 2 ...thank god i do though :P...but im speakin for other people i think when i say that about leveling
killspree
09-21-2003, 12:49 AM
If I remember, most people leveled quickly due to the regen bug - a lot of classes would still level fairly slowly. Though you will have the classes like necros that will level very fast even without the regen bug.
mattmeck
09-21-2003, 01:47 AM
I tried a necro on GW and had a hard time of it since Fear didnt work at all.
JohnRev
09-21-2003, 10:17 AM
A FRIGGIN ECONOMY definately...huge quest DB, more zones...more character developement too would be lovely...so u arent stuck at 50...60 with AA's would be extremely fun....those would make a fantastic server!!
mattmeck
09-21-2003, 11:36 AM
Get functional Trade skill recipes and have the high end character made items be sweet. that will help with the economy, and give people somthing else to spend there time on 8)
DeletedUser
09-21-2003, 03:10 PM
If you're going to make leveling a day or two, then make something take long.
I don't want 'instant effects'. I don't feel like getting max levels, max aas, every spell, and the best items in the first few weeks.
If there are going to be epics, then whoever makes them read the definition of epic. None of the EQ/DAOC crap where the epics are mid content shit.
This gives me an idea. How about make an epic a long term quest. Say there are 20 different epic parts.
Everyone part you get a new epic. The more you do, the better it gets.. but the more you do, the harder it gets.
If not, make the epics take like 2-3 weeks to do. I mean, its an epic after all.
-------------------------------
I agree 100% on tradeskills. Would be nice to work for a skill, and get something out of it.
astemus
09-21-2003, 05:05 PM
I'll add a bit about CS that I had a unique view on...
The main problem with CS on GW was that me, as a gm, would log on, and pull up the queue for petitions, and see 50 petitions there. That alone was a hard thing to deal with. Two reasons there were so many petitions waiting...
1.) People petitioned mutiple times about the same thing. I'd see people who day after day would petition about spells not being in, or they were stuck somewhere. It's not a problem that they petitioned this, but it is a problem when there are 25 petitions waiting, and 15 are from 1 person.
2.) The sheer work involved in giving any kind of CS to a server as popular as GW was more than 4 or 5 people could handle. When only 2-3 people were really active as GM's, it put major stress on us to get some things done.
So, from a CS standpoint, you're going to need 6-8 people who aren't going to just play on the server using their GM powers. The petition queue needs to be limited to 1 petition per person (dunno if this has been fixed yet or not). Also, GM's who aren't ServerOps should not have powers to summon items, set skills, or level. They're not there to be powerful gods, they're there to manage the server and keep people in line. A forum should be set up for the CS staff, and require GM's to post on it regularly (once a day, or every time they log off) so that they can keep themselves focused, and so that other GM's will be able to see what was happening while they were away. Also, other GM's would know if disciplinary action had been taken with someone to keep people from "bouncing" from GM to GM abusing bugs and getting warnings.
One more thing, the problem many players had with us GM's was the rogue actions of some bitter/demented GM. I know noone likes to be around negativity while they're playing a game. Keep the separation between players and GM's, and I think everyone will have alot more fun.
-edit-
OK, I lied, one more thing. One big problem I had when dealing with things on the server was that I probably spoke a serverop 2 or 3 times total while I was GM'ing there. The forum would be a good place for the person/people actually working on the db to see what is working badly, and what isn't working at all.
kathgar
09-21-2003, 11:08 PM
On the petitions:
A lot of the petitions I read and DELETED were as follows:
1) A petition saying that you have a question, and not stating the question.
2) A petition involving a problem with a character, without listing the character name or the specific problem(ie. "My char is stuck in oasis")
3) Petition stating that someone still has a problem, like "I petitioned an hour ago and my char is still stuck".. Great! I'll get right on that, since I have absolutely no information toat will help me resolve it!
4) Guild petitions without listing the leaders name, guildname and other information (No longer applicable)
So here is a guide for anyone making a petition, on any server.
1) Include all the information that is needed. This might involve the character name, a zone to be moved to, whatever.
2) Be concise, yet follow 1
3) Do NOT petition the same problem again for at least 24 hours
4) Please make a decent attempt at spelling and grammar. I certainly don't care that you typed 10 less letters with something cryptic when I cannot understand it anyways.
5) Be PATIENT, even if there is a GM or SOP on they could be busy.
6) Do NOT /t the GMs when a petition is what you want. I don't know how many time I got /t'd 'hi', exchange a few tells and BOOM there goes the question or problem that should have been /petitioned
Hopefully we will have a better petition answering system in place as well
On GM's cheating:
I cannot say it did not happen, but it should not have. I knew several GMs that had a completely seperate account for their real characters that had NO GM powers at all and played completely legit. ESPECIALLY if they were PVPing they were most likely legit. If you saw one of my chars, it probably wasn't legit. Then again, I never played on Guildwars. I was either testing code or gathering information. I will say this again, as I think it bears repeating. None of the GMs should have had any levels or items nonlegitly on their normal characters. This is certainly the case with anyone involved in the PVP.
Thats all I can think of at the moment, I might edit and amend the petition information if I remember any other petition pet peeves.
-END OFF TOPIC BUT ON THREAD SECTION-
Any GM events should probably be planned out and announced in advance at least a couple of days. As before, talk to an SOP about the items or whatever to be given out.
Owning a town should probably provide some extra benefit, maybe an exp or drop bonus. There could also be a bonus for owning neighbooring towns, say all of odus.. or odus + qeynos.. whatever
The guild creation is all ready being resolved.
afrospy
09-22-2003, 12:52 AM
Delva has been gone for almost 6 months now : P lol has he heard of 5.0? has he heard of hogie and the problem heheh
DeletedUser
09-22-2003, 05:57 AM
Don't worry I have fixed it so its 1 petition / account and you have the ability to /deletepetition and send another petition in...
GM Events are now automated by the server itself, there will be a rare occassion when an actual GM will have to be in the event.
DeletedUser
09-22-2003, 07:38 AM
That's cool.
My simple thought on GM Events are that:
1) They should involve some sort of point. Not just a dragon popping out of nowhere and is sitting in the Arena.
2) Items should be good enough to be a GM Event reward, but not something like 50 damage 20 delay UBER SLAYER SWORD OF UBERGEEKNESS :D
3) I don't think there should be an event every few days. I used to love events, but when on servers like Forever-Hacking they happened every day.. it just got retarded.
Master Elrath
09-22-2003, 08:16 AM
Wow, I havent posted here... maybe ever? :roll: Well anyway, I'm not sure if I can still even play (EQ patcher broken?), but I have some ideas.
1) When I was a GM, there were too many other GMs that were, ... well, whats the polite word for evil corrupt and totally twisted? When I tried to talk to another GM about it, they told me that it happens all the time...
2) I dont know what happened, but I got the impression that Image left and thats when I stopped getting on, so... just stay...
3) Fix all the bugs (Obviously)
4) Make epics harder, or upgradeable?
5) I liked the city system but there are a lot of better ideas than I cloud thing of to change them.
Well nothing to brilliant, but overall I agree with a lot of these posts.
Master Elrath
Edge Suikendi
09-22-2003, 11:43 AM
Im back.
2) Once REAL items come into the game (last time i played the armor was real shitty), make an item drop on pvp, if you can. Im just spittin out ideas here.
3) Definately find a way to reward a kill, but maybe not being killed (not as harsh, i had some people camping my respawn point which was homo)
4)oh yeah, dont fuckin exploit bugs. thats one thing that some people did that really pissed me off. just because its there doesnt mean you have to use it, jesus christ show some self control and prove that you arent a little "noob" (i use it because its oh so familiar aorund here, i hate that word though).
5) Ill be back again.
DeletedUser
09-22-2003, 03:59 PM
GuildWars is being totally redesigned (this includes the city system), I assure you that you will all be very impressed ;)
astemus
09-22-2003, 05:17 PM
Just as long as the captured cities don't become 10,000 hidden guards lvl 50. It was quite depressing seeing 100 guards guarding qeynos for over 2 weeks while people were trying to earn their epics.
Keep the guard on the city simple, but not so easy that 1 person can solo a town.
DeletedUser
09-22-2003, 05:22 PM
Epics are earned in a different manner now plus the costs will be higher, you will get rewards, restrictions on placing guards and such are still tbd (there will be a spacing check though).
Blakkjak
09-22-2003, 08:06 PM
AA's , Tradeskill armor, and mage epic pets with actual resist :P
DeletedUser
09-23-2003, 05:45 AM
Only problem I see with AA's is to be fair, every single AA would have to be done. (To a certain extent atleast. Such as up to class AA's, then PoP AA's later). If not, there will be too many people whining about unfair advantage.
Before working on AAs though, I think disciplines should be first in line.
Merth
09-23-2003, 06:43 AM
I had an idea that may only be worthwhile on a server like this. Like LDoN has zone instancing, how about implementing an instancing type scheme for guild ownership?
Here's a rough example of what I am thinking:
Let's say your guild owns felwithea. What if you created a new zone point in felwithea that led to, say, the bazaar? But this bazaar only caters to the needs of the guild. For example, the bankers now hold a "guild bank" instead of a character bank. The vendors only sell loot appropriate for the guild. There are guildmasters that only cater to the needs of the guild.
The guild who owns freeport also has a new zone point inside of freeport that goes to the bazaar - but their bazaar is a different instance than the felwithe bazaar. The bankers in this bazaar instance hold different items than the felwithe bazaar!
Make sense? It's kind of like allowing someone to build their own cities within EQ - which would be a very cool addition to the game, IMO.
fmladenovic
09-23-2003, 08:32 AM
I really like what some of the earlier posts said towards the idea of building towns from the ground up. This goes hand in hand with economies and would add a great strategic element to a great RPG. I'm definetely excited about this guildwars server.
Merth
09-23-2003, 08:48 AM
Also, I feel the LD bug will remain to be a problem in 0.5.0. Maybe the simple, short term solution would be to have an NPC that you can access from another character to effectively #movechar your stuck char... with the obvious logic in there to prevent exploiting.
DeletedUser
09-23-2003, 09:17 AM
I had an idea that may only be worthwhile on a server like this. Like LDoN has zone instancing, how about implementing an instancing type scheme for guild ownership?
Here's a rough example of what I am thinking:
Let's say your guild owns felwithea. What if you created a new zone point in felwithea that led to, say, the bazaar? But this bazaar only caters to the needs of the guild. For example, the bankers now hold a "guild bank" instead of a character bank. The vendors only sell loot appropriate for the guild. There are guildmasters that only cater to the needs of the guild.
The guild who owns freeport also has a new zone point inside of freeport that goes to the bazaar - but their bazaar is a different instance than the felwithe bazaar. The bankers in this bazaar instance hold different items than the felwithe bazaar!
Make sense? It's kind of like allowing someone to build their own cities within EQ - which would be a very cool addition to the game, IMO.
You couldn't allow two people in bazaar at once then. Unless you plan on opening tons of bazaar zones.
DeletedUser
09-23-2003, 09:20 AM
Merth already presented the instance idea to me and it is unfortunately not something doable at the current time, having an extra zone for each guild will be difficult to maintain. Considering we are already running the normal zones themselves, having to add zones specifically for guilds just isn't probable.
just_add_water
09-23-2003, 09:33 AM
Keep the separation between players and GM's
See thats the problem, trying to find people who want to be a CS because they just WANT TO HELP PEOPLE instead of having "l33t p0werz". Also most guildwars players being little kids with IQs that hover around a bathroom sink dosn't help matters much. A bunch of GW guides would take one look at petitions and ooc and /quit on their first day.
Kgaul
09-23-2003, 09:38 AM
I totally agree, for Raevenloft, i tell everyone their job is not to l22t out but to help out. infact they have to also play chars and not to always be on their avatars.
also keeping them working on events helps keep GM's on the CS side...
Kgaul
DeletedUser
09-24-2003, 10:09 AM
First off. LOL @ Jaw. That's the fucking funniest picture and made my day.
Secondly, this is kind've the idea we had brought up for the game i'm working on. (With the Bazaar). I'm a loser and was working on a Harry Potter MMORPG, but for the bank it goes down a tunnel and you'd get to a vault.
We would have it so its the same thing, but it just multiples and the player gets a session id for that time and it just looks at the bank vault number and preloads it while going down on the cart. After they left, the sessionid would go, so the area would go *poof*. :P
But yeah, if you can't do that, that's coo. I think it would be a great idea, but maybe there is another way of doing it. Bazaar is pretty big for a seperate guild zone though.
The idea I had was. Same zone, multiple players can be in it. But they are /hideme to different guilds or guildless players. That way it'll seem like your guild is the only players there.
Just make it so the players can't attack in bazaar (like a boat) and/or make them invunerable. That way the only way players can see other players that aren't in their guild are GMs.
Just my little idea. :?
fmladenovic
09-27-2003, 09:53 PM
I just had an idea about how economies could work... I am new to this so i have no idea how they previously worked but I think a workable system might be to give funds to the city leaders based on the amount of money that players are using in the city (i.e. buying and selling). This way cities that are heavily used by players will generate more income, and will be more sought after by guilds.
DernwynArtanis
09-28-2003, 10:06 PM
i think it should be eqclassic+kunark+veliuos
Rabaril
09-28-2003, 11:56 PM
Are you going to reinstate the 60th level cap? Or was it 50 at this point.... I forget.... But places to level in these places at 55+ are hard to find.... Raids are about the only exp...
DannMann99
11-02-2003, 03:47 PM
I have an idea to bring PVP to the forefront of the game, im not sure how easily it would work out but... hear me out and tell me what you think.
Okay, think diablo for this. When you pvp and you kill another player his corpse lays there, when you go to loot it the characters "ear" is lootable and stackable, then you can buy things depending on these ears, the items would cost a great amount of these ears but also be worth it because it would be very strong items. but this leaves the ability to cheat with multiboxing and having another character in a different guild.
Another idea is to have PVP experience work directly as AA exp. you can only get AA points by getting PVP levels, i think its a good idea and even too as long as all the aa's or an equal amount of them are in place for each class
Another quick idea would be to tally the amount of each guilds kills, whenever you capture a new town this tally would be set to 0 again and you have to have so many pvp kills before you can start buying guards... so in theory you have to actually defend your town before you can buy people to do it for you. Then for like... every 5 people your guild as a whole has pvped you can then buy 1 guard, or merchant, or PoD, or banker... each one could require a different number... so like, banker could be highest requiring your guild to have killed 25 players.
Let me know what you think
~Dan
Rabaril
11-03-2003, 09:10 AM
This exists already to a degree.... The epic quests require that your guild takes over every other guild's city... I think...
DannMann99
11-03-2003, 02:53 PM
but for epic it is only required that at one time all cities must be under your control, after you have your epic its overwith. it isnt required. What im saying is have incentives for for constantly having control and pvping,
varbuk
11-16-2003, 03:27 PM
Just an idea here but im thinking if you make the number of playable zones larger you can make a set number of guilds, ill take 4 for my example:
Guild 1: Owns freeport to start
Guild 2: Owns Thurgadin (or cabilis doesnt matter its an example) to start
Guild 3: Owns qeynos to start
Guild 4 owns felwithe to start
all of these are nice and spread out but the other cities should be able to be conquered also, reward for taking a city should be something that makes you more powerful, stats, exp bounuses ... anything nice maybe even aaxp... players would have to keep thier home towns from being taken or they recieve a negative effect for not defending.... this would be more of a guild WAR type setting
For taking cities there should be required killing of some mob thats pretty tough also... hailing something is just too easy if you have everything else distracted.
DeletedUser
11-16-2003, 06:35 PM
then guild 9 & guild 10 get nothing, that doesn't work :P
kai_shadowbane
11-16-2003, 09:17 PM
I guess the question to start would be: How many guilds are we working with then?
I mean, if you look at planetside (another sony creation) they did a great job at pvp type things. Each major faction (in this case guild) had a safe zone that the others couldn't enter via a warp, basically a safe spot to re-pop in. Now the ways to get to the other areas were by misc warp. Each other city had a specific bonus tagged to it. In the base zone for each faction there was base equip machines (merchants in this case). And then you had to go elsewhere (outside of safe zone) to get better stuff (in this case).
I mean for each guild, you could give them a small (VERY small) (like ldon camp size?) area of non pvp protection with a basic items merchant, and then leave the cities to be conquered.
Just an idea you might be able to toy with, and of course then in each area you could create ppl that would bind you to home instead of that area.
Hope this addition will be useful.
varbuk
11-17-2003, 11:49 AM
as i said above a SET number of guilds, it was just a spur of the moment idea but i thought making guilds by like race/diety or something like that and there would be no option to create new guilds *shrug*
var1ety
12-22-2003, 10:27 AM
It would be neat to have a no-combat bazaar zone for commerce, maybe gambling ala EQ's casino also? Although it would diverge from the all fighting nature of the game, it would be a nice respite from fighting, and a place to spend gold for something other than guards.
A zone like Kerra Island would be perfect for this, I think. Make it no pvp, and create a npc that would handle leaving it..hand your guild token to him and it will return your token then teleport you to your guild's central city, otherwise say a keyword and it will teleport you to some central place like East Commons. To prevent ganking maybe have it send you to a random spot within the zone.
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I was thinking about the desire to hold cities, and maybe we could remove the necessity to "take" a city to get your epic, and put that elsewhere, whether it be a ring, or various mobs, or what. Instead, assign an inherant value to every city.
That is, Felwithe is renowned for it's spellcrafting and high end weapons, so having control of the city gives you access to deployable vendors that sell high end spells and weapons.
Oggok is known for it's strong and durable armor, so it has some armor vendors.
A city like Freeport has only known war, and is home to many races, so there is affordable mid-range gear for all people in high supply, so that a downed person can get a new suit of midrange stuff there easily.
Kelethin is known for bows and elvish armor, Kaladim is known for axes, etc.
Something along those lines, so controlling a city means controlling access to some gear, and gives the guild easy / relatively cheap access to it, and maybe access to a percentage of the merchant's profits.
Maybe you could create a hierarchy of gear, say on a 1-10 scale in terms of how good a piece is. Steel would get an 8, banded would get a 4, etc. Each city could produce up to a given number in a category - maybe Felwithe had 8 magic, 8 small/med armor, 3 large armor, 6 swords, so controlling the city would mean control of vendors that could craft this kind of armor.
It would bring back the feeling of travelling to a distant town to purchase some armor they're renowned for.
Of course, to make a system like this workable you'd want death to cost the person dying more than experience, maybe a portion of their gear - have the server tuned so that the majority of the people are in storebought gear, and only a low percentage have access to magical items.
a_Guest03
12-22-2003, 12:22 PM
I like var1ety's ideas about city's inherent values. They sound great for the balance of guilds with the benefits of city ownership. The value system also seems cool. It would be nice if conquering multiple cities allowed you access to ONE benefit from the other cities, selected by the guild leader, like with 2 cities, you can transfer one city's benefit of one type, or increase city taxes by 1X. So if Kelethin has great bows, and you want them available in Freeport, then Freeport alone gets the benefit of Kelethin's bows. When another guild conquers the city, make the old benefits vanish.
I think Rogues should be allowed to buy in a city structure like var1ety mentioned, but that they should be taxed BIGTIME in a city that is not their own. They should have to pay 5X the amount to get anything from foreign cities, and the profit should go to guild coffers. Anyone who can sneak and buy should be charged just an outrageous amount of money, so that one guild can't have a huge monopoly on armor bonuses.
Think about it: one elite guild has access to all the armor, all the weapons, all the bows, all the axes, all the equipment, and some newbie guild has jack squat. With their limited money, they should be able to get access to the stuff, but they can't use it to their benefit.
Make it difficult to buy things and escape because of wandering guards, like merchant guards. Have merchant guards limited so that the newbie guilds have a chance, even a small one, of defeating an established guild.
At death, every member of any guild should be able to go to a safe place, a PVP-free zone, where they have a certain amount of "tokens" to spend on new armor and weapons. The variety of weapons and armor should be low, and the person should go away feeling very cheated. It should be minimal what a person should be able to get, but a weapon of preference (lame or lamer), and some armor (shoddy or shoddier) should be given.
As for getting you safely out of a place without ganking, what about casting divine aura on you and teleporting you to a zone randomly into the air somewhere. If divine aura protects you from falling damage, then run like hell out of there before you get ganked.
Vaged
01-01-2004, 08:57 PM
I'd like to see the Weight bug fixed and the speed bug fixed and dear god the speed and weight bug fixed and possibly the weight bug and speed bug fixed. Also not the interduction of weapons and equipment that are vastly superior to everything that can be found in the game by GMs that are giving them out to friends or whatnot. That gets annoying when you're just there to kick some ass and you can't, because you're just far too outgeared.
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