May 06, 2005, 06:45 PM // 18:45
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#1
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Ascalonian Squire
Join Date: May 2005
Guild: The House of the White Lotus
Profession: R/
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how to make it "Guild" Wars
What "guild" wars needs desperately for a game based on guilds:
1. notify guild member sign on/off
2. map travel to guild mate
3. more guild pvp options pre-endgame
4. guilds "at war" should be a toggle/challenge and should be able to fight even inside cities upon sight
5. show guild mate's level and class on list
6. * guild quests or challenges for badges, increased visibility/fame
7. * an OPTION to display guild name... the [tag] is pretty lame for a game about guilds. The capes are nice, but there oculd be more customization (best part of lineage 2 was designing clan emblem yourself) at least allow us to show the full guild name to people if we want, instead of an obscure and short tag. It's hard to really know what a guild is about from [BBSK] and the like.
edit: sorry I meant this for another forum not Q&A-
Moved By : Ashleigh McMahon, As Requested.
I could go on... is there any chance they will beef up the actual guild content?
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May 06, 2005, 06:54 PM // 18:54
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#2
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Frost Gate Guardian
Join Date: Mar 2005
Guild: None
Profession: Mo/
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1) At least suggest a way to implement this. With 100 people signing in and out all the time I'm sure I would be annoyed. Maybe a small toggle in the options panel?
2) Since the area maps are instanced, this will NEVER happen. Besides, the max team size is 8, what if your guild mate was in a full team?
3) No comment atm.
4) How would you fight in a city when you don't even have a weapon? Besides, GW was meant to prevent ganking, even by warring guilds. Guild wars could become District Wars!
5) Good idea.
6) No comment atm.
7) Good idea, an option to toggle this would be nice.
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May 06, 2005, 07:00 PM // 19:00
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#3
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Academy Page
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Quote:
Originally Posted by Song
3. more guild pvp options pre-endgame
6. * guild quests or challenges for badges, increased visibility/fame
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Without a pay to play model things like this will come out in expansions (pay for expan.)
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May 06, 2005, 07:07 PM // 19:07
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#4
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Frost Gate Guardian
Join Date: May 2005
Guild: Warrior Nation [WN]
Profession: W/N
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Quote:
Originally Posted by Song
What "guild" wars needs desperately for a game based on guilds:
2. map travel to guild mate
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I kinda Agree with everything except that one... but for a diffrent reason..
Hey I'm level 3 I just got to post searing , I need some new skills, and man getting to xyz place is so hard...
*pop open map* hey look someone from my guild is in yaks bend! YAY! *poof* woot free skills, and they say exploring is hard pffft.
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May 06, 2005, 07:10 PM // 19:10
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#5
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Ascalonian Squire
Join Date: May 2005
Guild: The House of the White Lotus
Profession: R/
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Fair enough. Instead of map travel to guild mate, how about show location and district in guild tabs for each member?
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May 06, 2005, 07:15 PM // 19:15
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#6
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Furnace Stoker
Join Date: Apr 2005
Profession: W/
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Or they can limit the areas a new player can go to. If a guild mate is in an area not on the new player's map, he can't travel there. It's simple. it'll help guilds train their newer players, help with missions, and keep it from becoming unbalanced. I have a big problem though with people with more than one account throwing great items from their high level character into the vault and the new character picking them up. I have a level 15 warrior at Lion's arch with quite a few nice mage wands and such, and I'm able to store them in my vault for my level 9-from-presearing Elementalist to pick up before he even touches the first mission.
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May 06, 2005, 09:01 PM // 21:01
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#7
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Academy Page
Join Date: Apr 2005
Location: NW Indiana
Profession: Mo/E
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Quote:
Originally Posted by A11Eur0
I have a big problem though with people with more than one account throwing great items from their high level character into the vault and the new character picking them up. I have a level 15 warrior at Lion's arch with quite a few nice mage wands and such, and I'm able to store them in my vault for my level 9-from-presearing Elementalist to pick up before he even touches the first mission.
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This will alway be the case--in other games it was harder to do--and led to more people being scammed. A player would give someone else his stuff to hold on to--and then log on with his other char and hope the guy holding his stuff had not disappearred yet. Or else they weould drop their stuff down somewhere hidden and do the same thing. Sharing vault access jsut minimizes any scamming or grief.
And since any combat areas are customized--your level 9 with a high level wand would not really grief anyone else. Unlike other games where my level 9 would be competing for mobs and experience with your level 9. In that case--you could kill steal all my mobs and clear out a hunting area faster than I could. In this case--I would get upset...especially if I did not have a high level character to give me gear.
also--since you have already gone through the same quests and areas once before-it would seem tedious and monotonous to have to slowly repeat them with each character. This is why I am saving up craft items and gear for my low level ranger for when he enters post-searing. I will only be going through skill quests and high experience quests for the most part with him. My main concern would be to get all my map points and level 20.
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