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5/06/08 11:38 PM
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Viewed 719, Replies 8
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Originally posted by mike470
That sounds awesome, i really like the idea. There should be a limit tho, or else solo players are going to be a at a complete disadvantage and players will be able to continuously make items better for profit.
I really like the direction the tracking spell is taking this game toward. There should be plenty of non-damage skills so that the game has some depth. For example, a spell that creates a small light (deals no damage) may seem useless, but can be used to see things in dark caves, or be used as a diversion at night to draw guards toward the light. |
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5/06/08 11:15 PM
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Viewed 4504, Replies 68
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Originally posted by mike470 There is also the issue of people selling off their guild, splitting the money, and then just leaving the new guild. In general, i don't like the idea of being able to buy out another guild. I'm also confused as to why a guild would want to purchase other guilds. If a guild wants to get bigger, alliances between guilds should suffice. But if guilds are buying out other guilds to get rid of competition, i think this would make a great opportunity for some creative game elements here. Instead of letting guilds get rid of other guilds with money, how about say increasing the compeition between them. Perhaps they would compete to see which guild could comeplete a quest first. And the winning guild would rise in rank, and the losing guild would lose rank. And if a guild demotes to a low enough of a rank, it must disband or something. This assuming that CoS will allow guilds to get rid of other guilds.
I also hope its not too late for any extra suggestions for guilds. These are just random suggestions.
1.) Guilds can have favor with NPC's. For example, Guild A save's village B. Village B feels indepted to Guild A, and gives discounts to guild A, but increases prices to enemies of Guild A.
2.)Guilds can work together in the casting of extremely complex spells, such as creating a giant portal that summons a demon to attack enemy guilds and enemy guild affiliated towns/villages.
3.) Playing on the Guilds having facor with NPC's, how about some guild politics too. Like if a guild is popular with the majority of the NPC nation, they can become mayor, or if they have good relations with an NPC mayor, they can influence the NPC mayor's decisions.
4.) Guild hall's should have bulletin boards!!! Members can post new notes on the board, rearrange the notes on the board, and Guild leaders can post news on the boards and stuff.
5.) And finally, how about world events in which Guilds must chose which side to take, thus creating competition and interaction between guilds. For example, there is a rebellion in city C, guilds must choose to either stop the rebellion or add fuel to it to keep it going or do nothing. If the rebellion is sucessful, then the guilds that aided in the rebellion can gain favor and power. The guilds that resisted are shunned, and are hated by the NPC's. |
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