Ranks again.
Posted: Wed Oct 10, 2018 11:10 am
Before VBU was made some people had an idea to create a three archetypical towns for three main classes. For warriors, mages and crafters. The concept said that politics should be placed in a lasting system. The experience from Gobaith shown that government ruled by players change even day after day. Big number of players miss the time when they could lead their politics like they wanted. If they could not stand in Trollsbane they move to create own towns, settlements. But this had also the bad side. Most settlements were empty. I consider devs used the rule of "Okham's razor" -> https://en.wikipedia.org/wiki/Occam%27s_razor
This is how we have three mechanical-class towns. And the idea of division is still lasting and developes. Each town have own crafts and own names for ranks. To unite this all three systems in the one system they put inside also the magic gems. People are forced to trade them to invest in their characters strenght. This summarized system in my opinion has the wrong fundaments. Why characters must be forced to make good relationships with the people? I don't understand this. And with the ranks. If you want create a warrior then your last thought is to join Runewick. Similar if we speak of mages and Cadomyr. Mage in Cado might last though. In the history nobles used knowledge and wisdom of a wise people. With a little imagination you can also create a warrior in Runewick who is not scholar. The main problem are names of ranks. If you play warrior in Runewick you would not introduce your char I am George, doctor: Fight me!
Besides each rank below high-list has no real meaning. I read something I can agree also: the idea that npcs give ranks is not interesting. This is the truth. Ranks should come after character's activity. Perhaps each rank (except the lowest) should be obtained after rp. Not like now doing quests. Maybe players could have possibility to pick up name of the rank they have from a list? (like three names for a rank knight: knight, royal scholar, royal craftman).
This is not a proposal but a brainstorm how the game can make ranks look more logical and fun.
I invite to discuss.
This is how we have three mechanical-class towns. And the idea of division is still lasting and developes. Each town have own crafts and own names for ranks. To unite this all three systems in the one system they put inside also the magic gems. People are forced to trade them to invest in their characters strenght. This summarized system in my opinion has the wrong fundaments. Why characters must be forced to make good relationships with the people? I don't understand this. And with the ranks. If you want create a warrior then your last thought is to join Runewick. Similar if we speak of mages and Cadomyr. Mage in Cado might last though. In the history nobles used knowledge and wisdom of a wise people. With a little imagination you can also create a warrior in Runewick who is not scholar. The main problem are names of ranks. If you play warrior in Runewick you would not introduce your char I am George, doctor: Fight me!
Besides each rank below high-list has no real meaning. I read something I can agree also: the idea that npcs give ranks is not interesting. This is the truth. Ranks should come after character's activity. Perhaps each rank (except the lowest) should be obtained after rp. Not like now doing quests. Maybe players could have possibility to pick up name of the rank they have from a list? (like three names for a rank knight: knight, royal scholar, royal craftman).
This is not a proposal but a brainstorm how the game can make ranks look more logical and fun.
I invite to discuss.