Guilds?

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Guilds?

Postby Twilight Silvermoon on Sun Jun 27, 2004 7:49 am

I was thinking that each guild could have a preset list of requirements and restrictions to keep away abuse and uberly powerful characters. Each guild could offer skills or items persay that only members of the said "guild" could buy or work for much like the ag does. Each guild could offer quests tailored around what persay each guild does.. ie. Barbarian for example could collect and preserve X number of heads..or Death knight could claim X number of <insert mob name> soul's by using a sword only death knights can wield..

I was thinking the list of guilds and special skills could be.

Barbarian- Bash and or critcal hit

Deathknight-[Item] Death blade,claim soul, death blessing/protection from good

Paladin-[Item] Paladin shield, courage

Druid-[Item] Druid belt,Blizzard, Armegeddon

Bard-***still thinking on this one any ideas feel free to post them***

Cleric-Protection from undead/evil, godshield,Divine intervention.

Assassin-backstab,make poision


Psionicist-Channel,mind blast,spot weakness

Woodland***-enchant, various other attack skills I have yet to jot down here.. but I am working on it.

Then again this was just a random idea floating around in my head I figure it would require a small amount of work, and I use that term loosely, but it would also require a lot of reworking of the current skills adding new ones and ect...

***I was thinking woodland could be an alternate to druid... by being somewhat similar by casting magic that used various elements of the realm like water,fire,earth,ect.. but in casting spells caused the balance of the elements to shift.. so all the woodlands must work together as to keep the balance in line. So for instance a group of woodlands continusly casts spells that use water and earth.. the balance would over time shift to the negative for lack of a better work... virtually making the casting of said spells impossible to cast untill one of two things happens. 1. other woodlands cast other spells that use different elements.. thus causing the balance to return to the middle or 2. The balance restores itself after a LONG period of time on its own. I think this would add a new element of working together as a team in even the smallest of tasks...


If there are any suggestions/comments I would love to hear them.. afterall this is just an idea.
Twilight Silvermoon
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Postby Twilight Silvermoon on Sun Jun 27, 2004 8:07 am

Here is a list of the items/skills mentioned above and what they could possibly do.

Bash/Critical strike-ultimatly causing a stunning blow or 2x damange on a single hit.

Deathblade- A sword only the deathknights can wield(much like vg shield) and can claim souls to ultimaly make it stronger and do slightly more damage.

Claim soul- After killing a target mob a death knight could preform a ritual/cast a spell and absorb the soul of the creature killed. To avoid rapid abuse a time limit could be place one this so a knight could only claim say 1 soul per hour or a limit on just how strong a deathblade could be.

Protection from good- Self explainatory but seeing as how there are no "aligned" mobs I dont know how this would work at this moment in time.

Paladin Shield= much like a vg shield a mark of the paladin, this shield can be wielded by only the best of the best. It can be leveled up as well... by useing it in battle to block hits it will over timer offer a bit more proection to those who wield it.

Courage- A temporary boot in hp and regen rate.

Druid Belt-A belt that can carry potions and herbs allowing druids to able to forage and mix special potions to store in their belt. (ive yet to think of potions any ideas post them please)

Blizzard- Area effect spell causing sheets of snow and ice to pummel a target and its surrondings causing elemental damage.

Armeggedon-Area effect spell causing rains of fire and brimstone on a target and surroundings causing elemental damage.

Protection from undead/evil-provides more ar vs undead/evil creatures

Godshield-much like a protection spell, but it does not add to ar persay it only allows less damage to pass through ones armor..so you take less per hit.

Divine intervention-The highest level cleric can cast this spell only once ever two hours. It allows a cleric who is near death to escape even the most dangerous situations by summoning a heavnly warrior allowing the cleric to essentialy move away from battle to heal.

Backstab-allows a skill assassin to sneak up on a target from behind and stab them in the back. This skill can only be used with a dagger or similar weapon. This skill can only used once per target.

Make posion-I realize alchemist do this already but I figured assassins should make their own posion.

Channel-Virtually much like mind blast except on steroids.

Mind blast-came to me after I posted this, there is already mind blast

Spot Weakness-Allows a psionicist to look into a targets mind and see just exactally what that said mob is weak against.


--------------------------

Once again got any ideas or suggestions post them here or pm me. I was just trying to think of a solution to get rid of ever vigil should I be a tank or a mage and its variants question.
Twilight Silvermoon
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Ag, isn't that like the chemical thingy for gold?

Postby Marius the Black on Mon Jun 28, 2004 2:29 am

My suggestion is that WoD lacks psionics and specific entities (or deities) capable of granting divine magic. This discussion came up before, with the idea that since AoS has Paladin Magic, it was perhaps suitable for Virtue Guards (paladins, or close enough in WoD terms) to have Paladin Magic too. Ultimately it was found that the sort of magic Paladins wield isn't really in the WoD mythos, but I am curious to see if we ever go AoS, if we'll get Paladin Magic.

From what I've played around with it, it's basically magic that lets the tanks do what they need mages for (recall, heal, cure poison, buff) and while mages are certainly better at it, they're no longer needed. Having the effectiveness powered by Virtue (rather than say, invocation) was interesting, though.

I don't feel WoD needs so many guilds because the AG (and essentially, the core of what all these are based off) isn't all that entirely popular. It's not neccessarily because it's bad or anything, but I'd wager that more people are not in the AG, than they are. I wouldn't mind seeing the current AG revamped and made a little more exciting, but I don't think we need all those guilds, especially with not so large of a player base. My suggestion on your idea of Guilds would be something more like this:

- Order Guards Guild
- Mages Guild
- Crafters Guild

At this point in time, I'm undecided as to if Tanks need a guild, or are quite self-sufficient in their own right. Certainly, the biggest reason for a Guild (I believe) is for people to come together for mutual benefit. Order Guards have their need of Virtue, and Brotherhood, Mages can share theories and hunt together, and Crafters have resources and skills that make them very useful as team players.

If these three suggestions were to be 'officialised', I'd ask that the Order Guards get access to a special Benson-like oil (through exactly the same means: 100 points and 10k gold) that could be used on their Order Shields, that the Mages have the Lyceaum up where they could access perhaps cheaper trainers and reagents (for a guild membership fee), and that the Crafters guild get something like more rewarding BODs, off-hand.

The problem though, is balance. If everyone becomes a Mage because Mages Are Great And Guild Mages Can Do Everything!!!11!1!, then the guild is diminished, because it's not exactly stand-outish: everyone is in it.

The biggest mistake of creating a "guild" is to make it an extension of a PC class. Guilds are built for purpose, they have reason they exist and they choose their members for that purpose. Order Guards only recruit those who have Strength and Leadership 90, for example, because they need warriors who are inspiring. On the other hand, the AG only recruits those who can pay their upkeep, and arguably perform regular chores.

Atei has developed (or been a part of developing) two very unique Guilds: The Scribes' Guild and the Upstarts. Both of them essentially had a purpose, a charter and had requirements for joining, and were successful for the duration they were maintained.

It would be an interesting study to find out why Guilds don't last on WoD. And wouldn't all these cliques (guilds) give Celeste an absolute field day? :twisted:

-M
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Postby Twilight Silvermoon on Mon Jun 28, 2004 6:11 am

Marius what you fail to realize is this..you stated above


My suggestion on your idea of Guilds would be something more like this:

- Order Guards Guild
- Mages Guild
- Crafters Guild



Well what if I choose to be something other then those generic cookie cutter types? What if I am tired of wielding a vg shield and being just like all the other tanks here. Defination is what I am asking for...more options so everyone isnt the same. A skill tree perhaps for each and every guild thus allowing for specialization and not just saying... I am a mage.. blah blah blah or I am a tank watch me be a meat shield.



I personally am tired of the generics..I think it would add a definate spice to life and to this shard of something similar was to happen. It dosnt have to be my idea persay... but..something similar would be nice. After all my time playing here... I am tired of looking around and being the same as everyone else. Call it what you want, but I call it a need for the breaking of new ground so people can branch off into various "studies".

At this point in time, I'm undecided as to if Tanks need a guild, or are quite self-sufficient in their own right.


So...riddle me this..tanks dont need a guild because they are self sufficient, thats just like saying we dont need anything at all because.. well if you think about it... mages are self sufficient druids are.. craftspeople are ... so why bother?

This is a world of dreams... so I will contintue to dream what I could be because of what I can't be.
Twilight Silvermoon
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Postby Marius the Black on Mon Jun 28, 2004 9:27 am

Twilight, I'm sorry if you're upset I disagree with your idea, but the point to my argument that it's better not to have class abilities disguised as guild rewards, because ultimately they end up not being guilds.

If you're suggesting that players should have more options into what sort of "character" they can be (such as a Death Knight and such) there's more to it than wielding groovy powers. Where do Death Knights come from? Why do they exist? What is their purpose?

What it seems like to me, is that your argument is "Well, I'm bored of there just being tanks and crafters and mages, there should be more interesting things" - but logic prevails upon us that people will play the game first, before spicing the game up. If it turned out that Death Knights were a better Tank all around, then every tank would be a Death knight, because it was more efficient. And then we are back at square one. Having more options does not neccessarily mean more players will choose them, and I assume your idea is shard-based, and not individually player based, because it is my assumption that any idea that focuses on the outcome of a single player (there are exceptions) will ultimately fail because UO is strictly not a single-player game, and that must be accounted for.

Also, my argument is that Mounted Lancers are not better mounted lancers because they're in a guild - they're better lancers because of experience and skill and such - so why should we "classify" the existing classes any more than they are?

As WoD would have it, there are a few "core" classes that I would daresay exist: Mage, Tank, Mage-Tank, Crafter, Tamer and Virtue Guard. Already, one of the most hotly disputed points on the Forums is whether Tanks are better than Mages: imagine the furor when we have "Are Death Knights Better than Barbarians or are Psionics better than Clerics because Clerics are better than Assassins". It'd be a tragedy! Not to mention the sudden inception of a plethora of classes whose only difference was one major ability or item..

My suggestion, Twilight, is that if you're bored with the current class set ups is to perhaps try something new. Play an Explorer type who has Cartography, Fishing and Fencing primed, or play a Bandit type who has Hiding, Tracking and Archery primed. There's nothing to stop you from stepping away from the classes that are tried and tested in WoD, and I think devleoping classes with skillsets that give rewards only further reinforce the focus choice that players pick. Perhaps it would be better to encourage an "open-ended" sort of player development, and I think the best way to do this would be to have, for starters, the removal of "the Swordsman" (etc) from player names, so people became reputed for what they were actually like in-game, rather than what skill they had primed in .spec.

Finally, there's nothing to stop you dreaming and having all your dreams come true in this "World of Dreams", so there's no need to over-react on that part. I'm more than happy to sit down and talk through this idea and help shape it into something good, as I thought your "got any ideas or suggestions post them here or pm me.", but if it's going to be an upsetting experience for you, then I'd rather not.

-M
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Postby Twilight Silvermoon on Mon Jun 28, 2004 7:33 pm

I was far from upset Marius. I was simply defending my idea. You have your side.. and I have mine all is well all is well. :)
Twilight Silvermoon
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Postby Ehran on Mon Jun 28, 2004 8:38 pm

the admins are very very careful about introducing new "stuff" no matter how cool it sounds. basically it looks like you are proposing not guilds but "classes". classes are something we have steered clear of because they are a very artificial way to look at the world. the closest thing you find to classes here is that some skill combo's work better than most.
as for forming guilds good luck to you but it's been tried a number of times and none of them lasted more than a few weeks. the wod player base is too small to make craft guilds workable and social guilds well you can hang out with friends any time. with no pk's around there is no motivation to hang together to survive either.
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