| Shard Discussion/Suggestions | |
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Cespar
Posts : 34 Join date : 2011-06-27
| Subject: Shard Discussion/Suggestions Mon Jul 25, 2011 7:40 am | |
| I'd like some more serious discussion now, about where we are going to take this guild in the future and how we are handling things atm. Everyone feel free to post ideas and suggestions in here. I'll start with two.
Ranks
We have Bone Warrior, Wraith, and Bone Magi atm. I suggest we have two more rank tiers, to give new people something to strive for, I always loved the ranking system in Yew, here's some suggestions based on popularised undead creatures.
Bone Warrior-> Bone Wight-> Revenant? Bone Magi-> ???? -> Lich? Spectre-> Wraith-> Nightmare/Haunt?
Prefixes like Ancient, Elder, Dread could be given to distinguish rank further.
Red Penalties
How are we going to battle them? We have warring with RP guilds to avoid counts, we could do with other measures. Newbie areas should be off limits to pks I think. Call me carebear, but it's more than just scaring new guys away; it's a waste of cash.
If we go around killing newbies for their trash at 1k a count we're losing money. I think we should also make it clear to red members that they should train multiple accounts and always try to make sure they have 1k in their bank for each short term count. They might want to buy something with the gold, but if they get pally'd it should be up to the member themself to pay the counts off, if they don't want stat loss.
Picking targets that are likely to have several thousand gold on them will be important. And again though it will take a while having characters to play while you're jailed/macroing off counts will be important.
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Raith
Posts : 22 Join date : 2011-04-22
| Subject: Re: Shard Discussion/Suggestions Mon Jul 25, 2011 9:52 am | |
| I like the idea of a rank system. Give you the feeling you’re working towards something.
I agree we should be a little more choosy with our targets, but from a role playing stand point it wouldn’t make sense for us to pass up on someone because they were too weak, or didn’t have enough money on them. To help the issue, I think we should avoid areas like graveyards, where younger characters tend to train.
Also, to avoid too many counts leave your characters logged on 24/7, even if you cant macro any skills.
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Cespar
Posts : 34 Join date : 2011-06-27
| Subject: Re: Shard Discussion/Suggestions Mon Jul 25, 2011 10:13 am | |
| True, I was thinking from a stealther standpoint of choosing targets, but running in the open past people wouldn't make sense.
I personally can't leave my character on 24/7, which is why I intitially suggested multiple characters, but it's a good suggestion, and I do intend to macro off counts when I can.
Another issue is detectives, the only reliable way to combat them is to use a detective of your own. This would be a compromise in RP for me personally. You get obnoxious blues saying 'don't kill loads of people in one place then', but as said before if we see someone we should kill them, and even if we didn't kill everyone, evidence doesn't decay, bounty hunters will be called eventually.
I say we just don't worry about it, stick in groups, and take the bounty hunters on, if we lose and go to jail, too bad, if we manage to kill them or escape, sweet. | |
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Raith
Posts : 22 Join date : 2011-04-22
| Subject: Re: Shard Discussion/Suggestions Tue Jul 26, 2011 12:46 am | |
| Also, just because we chose not to kill someone, doesn’t mean we can’t interact with them. I’ve had a lot of fun talking with people, taunting, threatening, etc. I think things like that go a lot further to get our name out there than just Pking people (though that is tons of fun).
I’m not that concerned with bounty hunters. I think they are way underpowered. I’ve sent out numerous bounties with a GM detective, and rarely do they succeed. Two people together could probably take them out. Though I admit I have never been on the receiving end.
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Cespar
Posts : 34 Join date : 2011-06-27
| Subject: Re: Shard Discussion/Suggestions Tue Jul 26, 2011 4:40 am | |
| Great idea, and about the detectives, I'm so glad you have a GM one!
Me and Kraton were discussing this yesterday, it would be great to do some practice runs against bounty hunters as a guild to find the best way to deal with them. They've been changed recently but I've heard they have low health but high dps, so I'm guessing groups are the best way to combat them. | |
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oldiebutadeaddie
Posts : 11 Join date : 2011-08-01
| Subject: Re: Shard Discussion/Suggestions Mon Aug 01, 2011 4:45 am | |
| Not that it is any of my business but I see the problem with ranks is the fact people rise above them and then land in a retired position (at least in the past).
I'm not saying ranks and rank ideas are bad but I am asking if you've established a way to recycle those who've served through the ranks (which would keep ranks and castes stable)? And do you allow for those who don't like to obtain rank or lead a way for them to stay at the bottom deaddie rank of their chosen caste? | |
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Cespar
Posts : 34 Join date : 2011-06-27
| Subject: Re: Shard Discussion/Suggestions Mon Aug 01, 2011 5:24 am | |
| The thing with Yew Militia ranks is that their are clear tough requirements for promotion, which actually include proving you can lead, that you're commited to the guild, etc.
So if we followed their example, really we'd be aiming at only a few people who are devoted to the guild getting a top rank, and if you didn't want promotion, you just wouldn't do what's required of it, or request to stay at that rank. It's something that'd require more thought really. Who's this btw? | |
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oldiebutadeaddie
Posts : 11 Join date : 2011-08-01
| Subject: Re: Shard Discussion/Suggestions Tue Aug 02, 2011 4:51 am | |
| Check your inbox Ces and it may explain all. | |
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Kraton
Posts : 136 Join date : 2011-04-13
| Subject: Re: Shard Discussion/Suggestions Tue Aug 02, 2011 7:20 pm | |
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