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Guilds being "integrated" into the game, what do you guys think???
http://www.darkandlight.net/forums/showthread.php?t=22476
You will be able to specify place names (localities, cities) of which you come up with and that form an integral part of your history. We will add them, provided the name and its history agree with the Universe.
You may request for NPCs to be placed in order to represent your guild:
- These NPCs are to be given a particular name, involved within your history.
- These NPCs are tasked in telling an anecdote or a piece of history relating to your guild.
We also plan to allow you to set up quests/trials accessible only to the members from your guild: for example, each member for his enrollment, must recover an object or make a pilgrimage to meet a particular person.
If your history is related to particular objects, we can also see whether a particular model that corresponds to this object is available: in this case, we can create a single object including the name and description of the aforementioned object.
Comments
scientology
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Thanks for the replies. I have never seen this before, so I find it fascinating.
But no one has said whether they would find this feature worth while. Would having your Guild history integrated in the game be fun?, or having your own Guild quests make the game more immersive?
A guild that offers it's own set of quests, restricted access maps and so on will certainly help making the guild-part of the game more immersive. You can say that it's easier to feel like you are a part of the game if you know that your actions can influence the game world and the in game lore on the next level.
It's a problem I encounter in many games, as far as the "public" roleplaying still exist in mmorpg's these days, in order to make it exist your actions must mean something. The thing is that with Guild quests there will be more players creating their own meaningful content, developping their character with more ease.
As the simplest example of quests in any mmorpg : Killing a mob alone, with a random group or with your guild doesn't change much to the fact you are still killing the same mob. If part of your guild lore is to kill a specific mob. That's an "enemy of the guild", giving you a reason to kill it. Again if you kill said mob for a random npc in a city you pass, it won't be very meaningfull to the degree of immersion, since that quest will be the exact same for the other million of characters that comes by after you. Guilds are typically smaller communities meaning less players having access to the same things. In the end that will contribute to the uniqueness of your character. I heard many complain that quests in game are mostly "fetch" or "kill mob", with guild quest design you are able to bring in new refreshing ideas.
Having specific guild items is a way for you, other then a piece of text, to show you belong to said guild. Even if it's a standard helm type, you will see the guildmembers use said helm for it's unique design. Members can recognize eachother no matter where they are in the gameworld,... This will be one of the biggest advantages.
Naming locations that actually exist within the game gives you a "home" to a far greater extent then most games can offer.
In conclusion, fun ofcourse and more then worthwile. It's the major reason why I still play Nexustk.
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we do a lot of this kind of thing in MUD development (Text based RPG's) the guilds are coded by the creators but players can form their own clans that can conquer territory, fight clan wars, build vast clanhalls and even their own cities.