| Username | Calvinjai |
| Real Name | Calvin Cheng |
| Rank | Novice Member |
| Joined | January 30, 2004 |
| Gender | Male |
| Age | (hidden) |
| Location | Scarborough, ON, Canada |
| Last Visit | July 8, 2008 |
| Post Count | 2 |
| Biography | |
| Quote |
Originally posted by mike470
It will be interesting to see what kind of skills the game wil have. I have always wondered if it was possible for people to work together as a skill. For instance, I am attempting to craft a rather large, err, piece of armour. Instead of working on this project all alone, perhaps I could team up with another crafter of the same skill level? We both work together, and after we get the items we meet back up in the town. Now that we have the items, we work together and craft the armour as a team. Something that would normally take one hour would only take 30 minutes.
Now after crafting this armour, my partner and I decide that it needs more bonuses. After discussing what we should do, we take the armour to a dark wizard, and we bribe him to bless the armour with dark magic. This makes the armour have great defence against fire, perhaps. After that, we take it to a warrior and we make a deal and sell our armour, and make a nice profit. We split it 50 50, and we're rich :)
The point is, I suggest that more than one person can work crafting an object. This would encourage players to work together. Then it encourages them to interact with a magician, so they can enchant the object. This is encouraging players to work together.
Perhaps a nice piece of emerald would go great in the center... :)
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.
Originally posted by mike470
Originally posted by jagust05
3) Buy out another Guild
Could this not cause a monopoly of some sort? What if some players want to just be in a casual guild that doesn't have an intense schedule but does have powerful characters and they get bought out? I think players choose a guild for a reason and that shouldn't have to change without them having a choice in it.
Hmm, I see what you mean. What could be possible is this-
1) The leader would have to tell the news that an offer is being put up to buy the guild
2) They would then have to take a vote, say 4/5 of the guild must agree to do this.
3) If agreed- the guild is sold and they split the money
3B) If disagreed- the guild remains standing and is not sold.
Now of course someone cannot just walk right in and buy the guild (I would hope). I would guess that if 4/5 the guild voted "yes" to sell the guild, then it was not a very good guild anyway.
It is completely optional to sell the guild.
---Of course I am going off assumptions, since we have not recieved any new news on the way guilds will be....yet..----
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.
Which IP would you like to see become Bioware's new MMO?