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Factions, for Every race. And a Much harder Betrayal.

LaiquendiLaiquendi Member Posts: 73

I think they really hit the nail on the head when EQ1 had factions for every race.   For example,  good races were ok with each other, not great, but ok.   But some races that were ok with you were so close to KOS, that you needed to watch your faction with them, or loose the ability to go into there city.  

 

And, killing some mobs could gain faction for one morally aligned race while at the same time, be a faction hit for other morally aligned races.  

 

And, if Defecting/betrayal quests do exist, make them be a very long and insanely hard quest, with lots of loss and hardship.

For example, if there are levels, make it last from level 1 to level 40 at least, before you can finish.   Any quest related to defecting/betraying gains no experience or functional item reward or coin.  And have points that lock out for days or longer before you can continue the quest line.   Once complete, most of the citizens in the city you are defecting to will no longer attack you, but some rare few will.    And once the level 40 part is done, there should be a set of optional phases you can quest for.

Phase 1: takes a little longer then the Defection quest and makes everyone in the city you are defecting to Not want to kill you and unlocks the city broker but adds a 20% broker fee penalty to the normal broker fee. 

Phase 2: takes longer then Phase 1 and stops citizens from calling out negative comments as you walk by.   Unlocks the ability to do quests in the city. Broker fee penalty removed.  You are now just like any citizen born in this city.

Phase 3: obviously takes longer then 2,  you gain a title, and one racial ability from the race of the city,  but are now KOS from a very long range from any NPC of the race you betrayed.   And they will go after you above and beyond anything around them.

 

 

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Comments

  • BeshudeBeshude Member Posts: 20
    I go along with the concept of this, in that you should be able to switch factions. However, I don't think that it should have level triggers, if you were even implying that. And I certainly don't think that you should gain a racial ability as this is more of a biological/generational thing, ie generations being exposed to magic has rendered them more magically tuned or some such, usually.
  • NagelRitterNagelRitter Member Posts: 607
    Considering I want to play a good Iksar, I am all for faction switching.

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  • SlavakkSlavakk Member Posts: 36
    Iksar or nothing!!!
  • asdarasdar Member UncommonPosts: 662

    I thought EQ had it just about right. 40 levels in EQ was a long time, I think that sounds too harsh for someone who's trying to fix their faction. I wouldn't change a thing from EQ. they had factions right, not just racial, but NPC factions too, like dragon, giant and dwarf faction.

    Asdar

  • BeshudeBeshude Member Posts: 20
    I'm not saying that it shouldn't likely take roughly 40 levels. I was simply saying that i would be apposed it being able to trigger it only once you reached 40 rather than just getting to X faction level.
  • asdarasdar Member UncommonPosts: 662


    Originally posted by Beshude
    I'm not saying that it shouldn't likely take roughly 40 levels. I was simply saying that i would be apposed it being able to trigger it only once you reached 40 rather than just getting to X faction level.

    I agree with you I think. Factions should be fluid changing as you kill things and do quests throughout all levels.

    Changing sides in EQ was difficult I thought.

    Asdar

  • BeshudeBeshude Member Posts: 20
    Originally posted by asdar

     


    Originally posted by Beshude
    I'm not saying that it shouldn't likely take roughly 40 levels. I was simply saying that i would be apposed it being able to trigger it only once you reached 40 rather than just getting to X faction level.

     

    I agree with you I think. Factions should be fluid changing as you kill things and do quests throughout all levels.

    Changing sides in EQ was difficult I thought.

    Yep, we agree. I think it should be long and drawn out for sure and likely painful experience. Nobody is going to trust you overnight if yesterday you were their sworn enemy. I just didn't like the idea of a hard level trigger. Well and giving racial (something not really tied to who likes you but rather your heritage) abilities once the faction was obtained.

  • StilerStiler Member Posts: 599

    IMO if there are factions in the game, I much rather you affect your STANDING with a faction based on actual CHOICES you make through quests, dialogue, etc.

    The whole idea of killing some enemy npc and gaining/losing faction is so damn "Grindy" and feels outdated.

     

    I much rather it be like say, The Witcher, where you have tough choices you can make during quests that can affect your alligment and how things unfold. Actually give you MEANINGFUL quest choices that impact your game and can change who's friendly to you and who isn't.

     

    It feels a LOT more natural and has a much better impact in terms of fun then "Grinding" out faction on killing useless mobs.

  • itchmonitchmon Member RarePosts: 1,999

    the defection quests in eq2 at launch were about right i thought.  they were flavorfull but aggrivatingly long (there was a kill 500 gnolls i remember for the evil--->good one)

     

    i think defection shd be hard/long enough to dissuade enough people that defected chars are rare, but i wouldnt want it to be quite as  brutal as tho OP suggests.  that's a little too excessive imo.

     

    if i had to pick a number out of, you know where, i'd say about 24 hours total time questing and farming (or, 1-2 weeks playtime for a typical player)

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  • grimjakkgrimjakk Member Posts: 192

    I'd like to see the racial cities again... with individual factions.  I have fond memories of my ogre working on his faction for the various evil cities.  (It was a TeamPvP server, so my faction with the 'good' cities was irreparable.)  I was ALMOST safe in every evil zone, including the Frost Giant city in Vellious, but my Zek worshipping ogre just could not win over those damn Greenblood Knights in Cabilis. 

    Religious intolerance is bad, m'kay?

  • SavageHorizonSavageHorizon Member EpicPosts: 3,480
    Originally posted by grimjakk

    I'd like to see the racial cities again... with individual factions.  I have fond memories of my ogre working on his faction for the various evil cities.  (It was a TeamPvP server, so my faction with the 'good' cities was irreparable.)  I was ALMOST safe in every evil zone, including the Frost Giant city in Vellious, but my Zek worshipping ogre just could not win over those damn Greenblood Knights in Cabilis. 

    Religious intolerance is bad, m'kay?

    I agree, just copy the old EQ system, fact is it's more realistic to turn on your own faction by killing them. Have quests but it has to have killing npc's.

    Use a mix of the witcher and old EQ.




  • RydesonRydeson Member UncommonPosts: 3,852
         I would just leave it to old EQ style..  Just like when a new friend I met who was Ogre grouping in Highpass, and earning faction so he wasn't KOS anymore in the keep..  I also like that you couldn't have your cake and eat it too like the giant or dragon faction.. You couldn't be both at the same time..
  • LyrianLyrian Member UncommonPosts: 412

    I want there to be nothing what-so-ever to do with alignment based betrayal in the game like EQ2. I hated the idea of split classes in EQ2, and I really hope that idea never sees the light of day again.

    Anything to do with the good/evil alignment of a character should be dependent on the player alone through his actions and should be complimentary to factions, but separate in the sense that if you are an evil character (through your actions from quests) you are barred from gaining any faction with a particular 'good' faction until you improve your alignment and vice versa.

     

  • TheocritusTheocritus Member LegendaryPosts: 10,022
    Factions absolutely should play a big role in EQN.....I hope very much that my dwarf is hated by evil races or my ogre is hated by good...It adds so much mroe to the game.
  • VhayneVhayne Member UncommonPosts: 632

    I totally agree with this.  Race was an important decision to make in EQ.  Being KOS to lots factions made the game harder but also quite exciting. 

    Also, each race needs it's own starting area.  Each one from a different part of the world.  Combined with long travel times and difficult journeys, this makes race interaction more interesting.

    I took my level 8 HE wizzy from Felwithe all the way to Qeynos (walking the entire way - no TP's).  And I stayed there leveling in Blackburrow for quite a while.  Everyone would always ask me "how did you get all the way over here - across the world?!"  And I would tell them of my journey.  Made a few friends doing just that. 

  • LaiquendiLaiquendi Member Posts: 73
    Originally posted by Vhayne

    I totally agree with this.  Race was an important decision to make in EQ.  Being KOS to lots factions made the game harder but also quite exciting. 

    Also, each race needs it's own starting area.  Each one from a different part of the world.  Combined with long travel times and difficult journeys, this makes race interaction more interesting.

    I took my level 8 HE wizzy from Felwithe all the way to Qeynos (walking the entire way - no TP's).  And I stayed there leveling in Blackburrow for quite a while.  Everyone would always ask me "how did you get all the way over here - across the world?!"  And I would tell them of my journey.  Made a few friends doing just that. 

    OMG yes, I totally agree with each race needing its own starting area.  You are right, it does make meeting other races so much more exciting.  I did not like how EQ2 launched with every race starting in qeynos, that was so lame.  

    image
  • centkincentkin Member RarePosts: 1,527

    The thing that was special in EQ1 wasn't just that they had their own starter areas but that they had their own mid-level areas as well.  The starter areas and city factions were enough that near launch you almost NEVER saw races that did not belong.  One MEMORABLE moment in EQ1 was when I ran away from an OGRE PC thinking it was Zarchoomi. 

     

    When Kunark came out I re-rolled Iksar and it was a LOONG time before I saw any other race in the city.  I preferred it that way.  When other races started entering I wanted to be able to shout to the guards -- hey this char doesnt belong -- sic em.

    I mean being able to shout out OGRE and having it raise the aggro area of any nearby guards would be a nice addition.

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