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Guilds and Economies

Hi,

My question is about Guilds and their implemention aswell as Economies. Will guilds be allowed to take over worlds and if so what type of power do you plan to give these guilds with worlds (Hireing NPC's to guard gate, fortification etc..."). Also will Economies be player run or non player run economies and on the topic of player run economies how much power will players have to change the world around them (create city changing or world changing events)

Names Used - Garfinkel, MGarf, Scripter, Mrg11545 etc..

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Comments

  • rrystrryst Member Posts: 2

    Very little hard info on this.  I can tell you that guilds be be called 'Commands' to better keep with the setting.  There's been talk about guild construction projects, guilds banks and the like which likely implies guild housing or bases of some sort, but there's been nothing released specifically about guild bases.  

    Economy will be player driven in that you will be able to trade items and the like between characters but how the economy will be set up is still unknown. 

    On changing the world, players will have the oppotunity to play through storylines that do 'change the world' - at least from their perspective.  Tollana is the example they've recently been talking about.  Players will be able to visit Tollana when the Tollan were still there, interact with them in some way I'm assuming, and then, later on in their progression, go back and the world will have been attacked (and presumably destroyed) by the Goa'uld.  A very different world than the one you visted before - building destroyed, smoking ruins, etc.  All this likely done through the use in instancing. 

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