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Guilds
Posted: Tue Jul 17, 2007 3:37 pm
by abcfantasy
Can we have something that would attract/convince more people to join guilds? Most of the guilds have close to no benefit of joining, I think. Apart from the town guard, who are paid. But what about others?
I think firstly, Guilds should be approved by GMs. Or else, to allow more freedom, they can be created freely at anytime, but a leader would have to be approved by a GM to allow some extra (technical) benefits.
What benefits?
An example would be for, say an archery guild. The guild leader, after approved, could perhaps 'give' skill points to the members whilst training or lecturing. Obviously, such a system should be monitored (perhaps send some message or notification when a leader hands a skill point for the GMs to know about).
Perhaps some benefits to buy some land and a guild building. I admit I didn't think much about these benefits. But I decided to write this just in case others could come up with other ideas.
I think those people who prefer to remain independet should find it considerably harder to live and improve than those who join guilds.
What do you think?
Posted: Tue Jul 17, 2007 4:41 pm
by Jupiter
No.
Founding a guild shoul be just player stuff. Exception are things like the temple.
I really see no reason why it shouldn't stay like it is.
Posted: Tue Jul 17, 2007 4:53 pm
by Mr. Cromwell
But the stupid "Number of people before you can make a topic" rules ought to go. It's not like the Guildboard was active, to mention interesting, as it is.
No reason to be so tightarsed about the number of people involved.
Posted: Tue Jul 17, 2007 5:04 pm
by Tanistian_Kanea
hmm. I like his give idea options. it is what would be offered at other guilds in rl. someone to teach you. right now you can't really be taught, you just have to learn yourself. But you would normally advance much quicker in rl with someone teaching you. I think there should be a teach button. Where after being taught by someone, say the next 20 actions or whatever you get more experience, because you are going off of what the teacher told you. Giving this to guilds head/heads would be a good idea. I say heads because for something like in the archery guild, you could have trainers. And yes a small message to gms saying, so and so taught so and so at such and such a time on such and such a tile. the tile so that they know where it was done. teaching should be done in the guild hall so anything out of the hall would require an explanation. well i hope this all makes sence to everyone else.
Posted: Tue Jul 17, 2007 5:09 pm
by abcfantasy
Reasons are to encourage the players to join the guilds. If there is no real benefit, might as well not join at all.
It would be nice to have a guild leader who lectures his students, but right now, some would just prefer spend their time training rather than listening to lectures.
It would almost mean that staying independent is more beneficial.
I think the most important point about guilds is the teaching ability. There should be the possibility of having teachers for any skills.
Hmm...Maybe a teacher could also specialize in one, or maybe two skills only (ie. able to teach only one or two skills).
Posted: Tue Jul 17, 2007 6:10 pm
by Miklorius
I don't like this idea... I think guilds should be player-driven communities with the same interests who help eath other ingame (RP).
When the guild do not exist long than it was just not necessary. Implementing some complex skill bonus stuff is too PG-like.
And I don't see what's bad that an official guild needs four active players/characters. A "guild" which contains only two or three people is no real guild, just some group etc. The efforts you have to make before becoming a guild (recruiting members etc.) could help your guild to stick together.
Posted: Tue Jul 17, 2007 6:11 pm
by Beldir
You let your char join a guild, because your char wants to be in a group and you want interesting roleplay. The only thing that might miss is that guilds doesn't organize some Quests and other things you can roleplay with their members. But gaining skills for join a guild is not really good I think.
Posted: Tue Jul 17, 2007 11:25 pm
by Tanistian_Kanea
this is bring back a old proposal. teaching. i like the idea though that teaching would be a guild thing, it makes them more important and would offer more interaction. currently lesson are completely rp. i like the idea of teaching, but it should not be completely unrestrickted which is where it becomes a guild thing.
Posted: Wed Jul 18, 2007 12:47 am
by Korm Kormsen
for crafters it would be easy to make them join guilds.
just don't have the tools for advanced production freely avaiable, but in guild posession.
Posted: Wed Jul 18, 2007 4:47 pm
by Tanistian_Kanea
that would be nice. it actually might be more likely. but what about fighters, farmers, miners and the like?
Posted: Wed Jul 18, 2007 4:55 pm
by abcfantasy
Suggested benefits of guilds:
- Teaching ability (selected teachers. Organized classes. Lectures. It would be interesting)
- Guild specific items (ex. for a knighthood guild, an amor with their emblem would be the unique item)
Posted: Wed Jul 18, 2007 5:02 pm
by Raswid Steenslegel
As long as you don't exspect custom graphics for guilds items, this can be achieved quite easily. The description of items can be customized, for a fee, of course
But I doubt this will motivate people to join guilds. It is a fine money sink, however.
Posted: Wed Jul 18, 2007 5:20 pm
by Tinuva Geogroda
abcfantasy wrote:- Guild specific items (ex. for a knighthood guild, an amor with their emblem would be the unique item)
.. they can't walk with it around being proud since you cant see armor

oh well, you could always place it in your description <.< but well:
'#me wears a <insertyourknighthoodnamehere>armor.'
'(( I'm in that knighthood! you werent in last time i checked! get that out of your description!))'
>.>
Posted: Wed Jul 18, 2007 5:26 pm
by AlexRose
Tinuva Geogroda wrote:abcfantasy wrote:- Guild specific items (ex. for a knighthood guild, an amor with their emblem would be the unique item)
.. they can't walk with it around being proud since you cant see armor

oh well, you could always place it in your description <.< but well:
'#me wears a <insertyourknighthoodnamehere>armor.'
'(( I'm in that knighthood! you werent in last time i checked! get that out of your description!))'
>.>
Umm... a "examine closely" command is in the works... this has already been told.
I think emblem armour would be good as well. It wouldn't even need a new graphic, just a new description.
Posted: Wed Jul 18, 2007 5:51 pm
by Dantagon Marescot
Actually a knighthood guild should be wearing a tabard (basically a big rectangle cloth with a hole for the neck in the middle) with that emblom over their armor. So it would be cool if we could put something like that ig to examine and the player could set it to what they want on there or have specific emblems put ig. This could also be useful for the town guards, mercinaries, and various other groups.
Posted: Wed Jul 18, 2007 5:52 pm
by Tinuva Geogroda
Dantagon Marescot wrote:Actually a knighthood guild should be wearing a tabard (basically a big rectangle cloth with a hole for the neck in the middle) with that emblom over their armor. So it would be cool if we could put something like that ig to examine and the player could set it to what they want on there or have specific emblems put ig. This could also be useful for the town guards, mercinaries, and various other groups.
^ true. But that would require a new spot by the armor/equipment stuff. But indeed it would be nice.
Posted: Wed Jul 18, 2007 5:54 pm
by abcfantasy
Tinuva Geogroda wrote:^ true. But that would require a new spot by the armor/equipment stuff. But indeed it would be nice.
Not really...It could be placed where robes are now placed.
It's more that we need some kind of graphics, I guess.
Posted: Wed Jul 18, 2007 7:31 pm
by Tinuva Geogroda
abcfantasy wrote:Tinuva Geogroda wrote:^ true. But that would require a new spot by the armor/equipment stuff. But indeed it would be nice.
Not really...It could be placed where robes are now placed.
It's more that we need some kind of graphics, I guess.
.... there are knights who wear a robe or mantle over their armor with a tabbard actually.
Posted: Wed Jul 18, 2007 8:06 pm
by Tanistian_Kanea
some actuall importance for tailors
Posted: Thu Jul 19, 2007 4:23 am
by Lrmy
I like the original idea. I also like the guild item idea. Would also allow for people to steal armor from knights/assassins/whatevers and parade around in their armor or sell it back to the guild or many other things. For the item part it would make sense if that cost money. Maybe pay 1-3 silver per item you do it to(more would be pointless because of breaking).
There needs to be somethign that draws people to a guild. No one can compete with the old guilds like Troll's Bane, Varshikar, The Grey Rose(Or whatever their called now) ,Greenbriar, and Silverbrand. These towns/guilds have tools, mines, npcs, and other needs for players. It is next to pointless for a player to go out to another guild where they won't see any one else to RP with or do anything that will help their character. Makes no sense now to join a new guild OOC or IC really.
Does this promote powergaming? No more than the magic skills. Think of the magic acadamy.... They give lessons and you get some runes then you go use the runes a bagillion times and get your characters magic skills up. That is what a mage does now.
Posted: Thu Jul 19, 2007 2:43 pm
by Pellandria
Lrmy wrote:
Does this promote powergaming? No more than the magic skills. Think of the magic acadamy.... They give lessons and you get some runes then you go use the runes a bagillion times and get your characters magic skills up. That is what a mage does now.
You have any solution to this, you actually need some skills to cast higher spells and because the lower spells are near to useless you just stand around and cast sensless, because it takes ages to get an swirlie, I would like some kind of boock or something, where you actually can learn the skill , this book couldn't be used while speaking througth.. or just with very very low skillgain..you need to concentrate.
Posted: Thu Jul 19, 2007 3:16 pm
by Lrmy
Pellandria wrote:Lrmy wrote:
Does this promote powergaming? No more than the magic skills. Think of the magic acadamy.... They give lessons and you get some runes then you go use the runes a bagillion times and get your characters magic skills up. That is what a mage does now.
You have any solution to this, you actually need some skills to cast higher spells and because the lower spells are near to useless you just stand around and cast sensless, because it takes ages to get an swirlie, I would like some kind of boock or something, where you actually can learn the skill , this book couldn't be used while speaking througth.. or just with very very low skillgain..you need to concentrate.
I have no problem with the way you gain skill in magic or the fact it is "powergamed". I think it is perfectly fine. I was just writing that because of previous posts by others in the topic.
Posted: Thu Jul 19, 2007 5:46 pm
by AlexRose
Pellandria wrote:Lrmy wrote:
Does this promote powergaming? No more than the magic skills. Think of the magic acadamy.... They give lessons and you get some runes then you go use the runes a bagillion times and get your characters magic skills up. That is what a mage does now.
You have any solution to this, you actually need some skills to cast higher spells and because the lower spells are near to useless you just stand around and cast sensless, because it takes ages to get an swirlie, I would like some kind of boock or something, where you actually can learn the skill , this book couldn't be used while speaking througth.. or just with very very low skillgain..you need to concentrate.
I got decent pervestigatio skill from MES PEN and ORL KAH without pging them, just used em when I needed em. Enough to use the next skills anyway. Although that's kinda impossible as Silas is inactive.