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Old Oct 11, 2005, 09:43 PM // 21:43   #1
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Default The Hand of Death Ideas

PvE GvG Idea for Guilds by Hand of Death and Zhou Feng

I was talking with a young man in GW while we played he goes by the name in game of The Hand of Death. While we where talking we came up with some ideas to add more conflict to GW. This is just a sketch. It consists of making Guilds more Influence/Political based capable of controlling Lands, Subverting other Guilds, Banding/Alliances with Other Guilds... in short a lot of Guild vs Guild stuff other then just combat for recognition.

This idea is right now under works as the time of writing this. Who knows maybe it will get implemented maybe not. Some may believe it is a complicated or complex idea. Keep in mind no one is forced to use these features. There are just another way for conflict in the GW World.

Plot of Lands

The main idea at work. Guilds are now capable of controlling Plots of Lands. These Plot of Lands are not "random" but instead predetrmined by the Map. A maximum number of Plots of Lands are available in certain map sections (ie Kryta, Ascalon) Only Guilds with a proper Guild Hall can benefit of controlling Plots of Land. In order to gain control of a Plot of Land Guilds interested must vie for it. This is determined in some way. Specifics are still on the works.

When a Guild succesfully controls a Plot of Land it gains Resources from this Plot of Land. This is translated into gold and crafting materials as means of a Tribute the land dwellers pays to the Guild Hall. Each Plot of Land however has a Manteinance Rate. This Manteinance Rate determines the Plot of Lands Feelimgs for the Guild Hall overall. Therefore:

Higher Tribute/Lower Manteinace = Higher Chance for Land to rebel. (Oppresed People)
Lower Tribute/Higher Manteinance = Lower Chance for Land to rebel. (Happier People)
Normal Tribute/Normal Manteinace = Moderate Chance for Land to rebel. (Moderate People)

Theres a max number at which tribute is paid so Guild Halls cannot over tax a plot of Land. keep in mind however that at a maximum Tribute payment Plot of Lands feelings plummet faster. The more Plot of Lands the Guild controls however the higher the overall Manteinance becomes. Remeber IF Manteinance is not paid the Lands Feelings plummet faster and they can Rebel. A Land that Rebels does not initially become open for control. At this point before the Plot becomes free the Guild has one last chance to retain control but success rate is averaged depending on Guild Fame and how the overall Land feeling is (the lower it is after rebelling the lower the success is) In this last chance the Guild can use ONE special Guild only "Influence" skill. Like subvert population. Or reward population or even brainwash population. Hell we could even put Torture population for those sadists out there :P. Each skill has a diffrent effect. THIS IS STILL AN OPTIONAL FEATURE STILL DISCUSSED! It might just be Land Rebels and Plot is lost for simplicity. Keep in mind that the better the Manteinance is the Plot of Lands feelings grow higher which entitles to bonus resources including rare items and crafting materials.

A Guild can challenge another Guild for control of a Land if both have proper Guild Halls. The challenged Guild can refuse BUT this translates as losing face to your Plots AND the challenger gets a free chance to "harass/raze" Land. if both decide to combat for Land then the GvG map is taken to a map location non random which represents that Lands characteristic (all farm plots would have a farm type Land to fight on) Defenders start out with an outpost manned depending on Plots Feelings. The Higher Feelings the Plot has for Guild the higher Defense will be a to a certain Limit. Defenders killed in this skirmish cannot be revived. Attackers gain depending on their amount of resources (Ties into my Guild Politic Ideas) diffrent war machines up to a certain limit. (I WANT WAR! YES WAR!) THIS IDEA IS ALSO ON THE WORK! DONT SAY IT SUCKS GIVE CONSTRUCTIVE SUGGESTIONS!

Last edited by Zhou Feng; Oct 11, 2005 at 10:57 PM // 22:57..
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Old Oct 11, 2005, 09:56 PM // 21:56   #2
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Nice idea ;p

this game should have other kinds of fun things to do too besides only fighting.
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Old Oct 11, 2005, 10:05 PM // 22:05   #3
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i think the idea is too complicated.
guild wars has a great pick up and play game style, and i think this might hurt it a bit.
i also think that this might drive some guilds away from GvGing.

thats just my opinion, nice thought though
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Old Oct 11, 2005, 10:05 PM // 22:05   #4
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Interesting ideas... I'm curious about some aspects.

What do you mean by renting out land to other guilds? Like, if they can't afford a sigil for their own hall, they become sort of tenant farmers until they can scrape together the funds?

What are the "random lands" you refer to? Are they separate from the hall, require a different sort of sigil to acquire?

Who controls the resources the lands provide?
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Old Oct 11, 2005, 10:08 PM // 22:08   #5
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see main post please for answers but to avoid confusion

Quote:
Interesting ideas... I'm curious about some aspects.

What do you mean by renting out land to other guilds? Like, if they can't afford a sigil for their own hall, they become sort of tenant farmers until they can scrape together the funds?

What are the "random lands" you refer to? Are they separate from the hall, require a different sort of sigil to acquire?

Who controls the resources the lands provide?
renting out Land is just that. A Guild with proper Hall can choose to rent out any of its Plot of Land properties to any Guild even without Guild Halls. This Guild will pay the renter a Fee and in exchange benefit from the Lands resources. While the Land is rented out the Guild that has it gets a pre determined bonus. Manteinance also beomces predetrmined. Renting affects Population Feelings of Land.

These Lands are predetermined by Map. Ascalon and Kryta would have a maximum amount of Lands for which Guilds can vie control of. They dont require a Sigil to obtain but only Guilds with Guild Hall can vie for them. Specifics of how to gain control of land are still in works.

Last edited by Zhou Feng; Oct 11, 2005 at 11:03 PM // 23:03..
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Old Oct 11, 2005, 11:05 PM // 23:05   #6
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Quote:
Originally Posted by mortalis doleo
i think the idea is too complicated.
guild wars has a great pick up and play game style, and i think this might hurt it a bit.
i also think that this might drive some guilds away from GvGing.

thats just my opinion, nice thought though
This feature is optional. Only Guilds with proper Guild Halls can participate in it. And its totally optional. Just that Guilds THAt do participate gain resources and benefits. GvGing will then become two disticnt ones. Normal one and GvGing for Control of Lands. This gives you even more game options for those bored with the other options.

My Guild Politic Idea is for Bigger GvG battles as in various GvG teams. WAR YES WAR!
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Old Oct 11, 2005, 11:24 PM // 23:24   #7
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Quote:
Originally Posted by Zhou Feng
see main post please for answers but to avoid confusion
LOL way to make it seem like I didn't read the original post!

What I meant by "who controls the resources," is what particular individual? The Guild Leader? Some kind of committee of officers? Held in trust for the guild at large by Power of Attorney?

Sounds a little bit like Civilization or something.
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Old Oct 11, 2005, 11:26 PM // 23:26   #8
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i dont think it would be very good, but as i said - nice thought!

you know what, i have no problem with this, so im gonna do an amazing thing. something that will shock all readers, causing some of them to soil themselves:
/signed
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Old Oct 12, 2005, 01:41 AM // 01:41   #9
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Reminds me of Sim city's tax system
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Old Oct 12, 2005, 01:54 AM // 01:54   #10
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Not an RTS

/not sign
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Old Oct 12, 2005, 02:26 AM // 02:26   #11
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It's like Civ III! Quick, research to Modern Armor before they can get Strategic Bombers! We must introduce a Tech Tree as well!

ZOMG, THEY RESEARCHED NUCULER WEAPONS ZOMG! Where's PRESIDENT BUSH?!?!?!

And they're the Ottomans too.....I always knew they were up to no good! QUICK! GET MISSILE SHIELD! DIVERT ALL INCOME TO TECHNOLOGY ZOMG!

OMG, Face it. The Germans are the best race ever. I mean, Scientific AND militaristic? You totally lose. Unless I'm the Japanese, then you UBER lose since I just spam government changes.

Yes, I play Civ III WAY TOO MUCH. Too bad.

Face it. It's an mmoRPG. Role-Playing Game. Not an mmoRTS.
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Old Oct 12, 2005, 03:13 AM // 03:13   #12
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Quote:
Originally Posted by Shinomori
It's like Civ III! Quick, research to Modern Armor before they can get Strategic Bombers! We must introduce a Tech Tree as well!

ZOMG, THEY RESEARCHED NUCULER WEAPONS ZOMG! Where's PRESIDENT BUSH?!?!?!

And they're the Ottomans too.....I always knew they were up to no good! QUICK! GET MISSILE SHIELD! DIVERT ALL INCOME TO TECHNOLOGY ZOMG!

OMG, Face it. The Germans are the best race ever. I mean, Scientific AND militaristic? You totally lose. Unless I'm the Japanese, then you UBER lose since I just spam government changes.

Yes, I play Civ III WAY TOO MUCH. Too bad.

Face it. It's an mmoRPG. Role-Playing Game. Not an mmoRTS.
Agreed and understandable. However theres not much RTS involved. And its more of a PvE GvG thing.

Lands just give gold and craft benefits. Also its having other maps to fight on. Guild Halls already have "defenders" and the Guild Lord. In these combat maps its almost the same thing except only the defenders get an outpost. The attackers can get catapults though just like normal GvG. There isnt much of RTS just a neat way to add more conflict to the game. And by the way THERE are MMORPGs that rely heavily on politics and land control. I thought you knew that :P
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Old Oct 12, 2005, 03:15 AM // 03:15   #13
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Quote:
Originally Posted by LifeInfusion
Reminds me of Sim city's tax system
It does? Wierd never played it. I did play a few MUDs that use a similar but much more complex system but its designed primarily to create war between player controlled cities.
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Old Oct 12, 2005, 07:57 PM // 19:57   #14
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I dont c how this game can b changed into an RTS no matter how much RTS values u add to it. For one u r not creating units which is the main part of an RTS and u r not creating buildings. If u own land how is that changing the whole thrid person gameplay. Well it isnt and like zhou said over and over its optional. U gain benefits from the guild owning land and some new maps for gvg would be another nice gain. And the profit made from lands will probably bring guilds into gvg just for the benefits of getting money. U r not making units and building new buildings. The only RTS feature being added is resource gain and what in real life people dont get wages? Well this is like adding wages to the game. There had to say something.
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Old Oct 12, 2005, 08:07 PM // 20:07   #15
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Quote:
Originally Posted by The Hand Of Death
I dont see how this game can be changed into an RTS no matter how many RTS values you add to it. For one you are not creating units which is the main part of an RTS and you are not creating buildings. If you own land how is that changing the whole thrid person gameplay. Well it isn't and like zhou said over and over it's optional. You gain benefits from the guild owning land and some new maps for gvg would be another nice gain. And the profit made from lands will probably bring guilds into gvg just for the benefits of getting money. You are not making units and building new buildings. The only RTS feature being added is resource gain and what in real life people dont get wages? Well this is like adding wages to the game. There, had to say something.
do this yourself next time and maybe i'll actually read your post
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Old Oct 12, 2005, 08:38 PM // 20:38   #16
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i genuinely love this idea. after all this game is called guild wars.

edit: i still like the general idea, but maybe working pve into it. like the undead attack if in kryta and you have to defend it

Last edited by Fred Kiwi; Oct 12, 2005 at 08:47 PM // 20:47..
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Old Oct 12, 2005, 08:48 PM // 20:48   #17
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Quote:
Originally Posted by Kakumei
do this yourself next time and maybe i'll actually read your post
Wow U did that for me Y thank U but since this isnt really a formal paper there is no need to right like I am righting one. But seriously it was my in put and I don't need you to correct things like that.
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Old Oct 13, 2005, 01:33 AM // 01:33   #18
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Quote:
Originally Posted by The Hand Of Death
Wow you did that for me why thank you but since this isnt really a formal paper. There is no need to write like I am writing one. But seriously, it was my input and I don't need you to correct things like that.
the forum rules state otherwise buddy, take a glance through them sometime
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Old Oct 13, 2005, 02:10 AM // 02:10   #19
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I find your ideas intriguing. Perhaps you have an informational pamphlet I might peruse.......



seriously, I like this idea as an optional addition to the current game. gives it spice
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Old Oct 13, 2005, 08:26 AM // 08:26   #20
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Quote:
Originally Posted by Zurn Skydark
I find your ideas intriguing. Perhaps you have an informational pamphlet I might peruse.......



seriously, I like this idea as an optional addition to the current game. gives it spice
Heh. Ill I have now is what is posted here and in the main ideas thread. The whole point is this system:

Should work with the new Guild Vault system being implemented. Its just a benefit a Guild can get for their coffers as well as gain crafting materials which they can use/sell/trade.

I believe there should be something else to do. I mean this can give some sort of fun incentive for guilds to gvg in pve but not the usual gvg. NOTICE this gvg is not a standard gvg and doesnt count towards Ladder. so even more reason to engage in it:

a) You risk nothing IF you dont own a land, and helps to practice for standard gvg. IF you own a land its an incentive to do the best you can even though it isnt a proper "ranked" match.

b) Having land not only gains benefits but there should be other bonuses as well like recognition (something spoken in a PvE GvGing thread) or something on those lines.

c) It offers new more varied maps to fight on about eight more new maps would be nice representing diffrent locations.

d) It offers, although similar, a diffrent style of GvG combat: Attacker vs Defender seeing as unlike proper GvG there are NOT two outposts, rather just one. Id have to work out details on rezzes but for now I think neither group has auto rezzes. Or attacker can have a small "attack" camp like the ones attackers set up when sieging their enemies. More on this later.

e) It doesnt hurt to have other gvGing options too.

Finally slow it down with Hand hes just 15. Although no excuse for lack of reading rules :P Hes just a young man cut him some slack.
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