Resk
Member
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Guilds. Factions. Guilds as mentioned by some, are player groupings who join together for a common goal, oft; Social / PvP / PvBoss Factions are almost always just quest chains with maybe some loose plot; get higher in the faction, get prizes, as mostly explained by Apple Core. To take FFXI as an example, at start of game each player chooses a city from 3 (which is their faction, run by NPCs), and for a modest fee, can create or join multiple existing guilds, which work independently of their faction. To use OS terms, I could be a member of Faction Ice, but still be in the Beetle Guild for PvBoss Events, select my Jester Guild for when I just want to be Social, or put on my Guild of Corrupt-Hide when I wish to PvP. And while doing guild stuff, different members of the same guild could be fighting a war event together, while contributing points to different factions. Factions should also be switchable, but like FFXI, / AQW etc, should have a requirement to doing so, + a small fee such as gold or -5% faction points, to stop it happening too often. As for the Area Conquering that people mentioned, that could be either Faction OR Guild based, however with the current size of the player base, it would be best for it to be faction, with say... Depending oh who owns which of the 5 maps(or however they feel like dividing it), give a -small- bonus for either character of that type, or members of that faction while there. (Small, as the most popular is almost -always- shadow, so there has to be a reason to join the other ones, and map control should be irrelevant to faction quests) For Guild scoring, we've already got the top player PvP thing, so why not add a guild PvP button, which is unable to pair you against same guild, and at the end of each week, the 3 guild with the most PvG wins get their name on the statue, and a free CC pack or something, after which it resets. (Again, it shouldn't be a character; In Ancient Summoner for example, if you come first in PvP, you get a card that is far superior to that which is used by the people who did not win, thus win more, and they are unable to, Winning shouldn't increase your win rate to a point where you near 100%, making everyone else pointless, or in this case, the existence of more than 1 guild pointless) Another concept, would be a room such as /guildwar which has 2 NPCs, each with a signup button, and say... a 5-10 minute timer from when the first person signs up, which auto-tournaments (though could do the same for an auto-tournament <,<) But Anyway: *Player-base small, no point having 50 guilds with 2-3 active players in each. *Factions are quest chains which can tie people together a bit. *PvG button seems the way to work it initially, though a /join guildwar with signup buttons in it could be nice. *Access to multiple guilds for different purposes. *Reset scores each week, to stop the oldest guild almost automatically being the best. *Rewards should 'aid' players, not make them better than everyone else. Just some thoughts :3 -Resk
< Message edited by Resk -- 2/3/2014 7:45:56 >
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