PlaneShift

Gameplay => Wish list => Topic started by: MortisNoctem on February 25, 2007, 01:43:28 am

Title: Good and Evil
Post by: MortisNoctem on February 25, 2007, 01:43:28 am
What about a good and evil sistem to help with the RP in the players. Based on what you kill (evil creatures, good creatures, neutral creatures) you could have 2 bars that would fill up really slowly in order to make your alignment good :innocent: or evil :devil:, or just keep it neutral :)
What would be the benifits of this (Besides players going "Muhahahaha, I'm soo evil"):
1- NPCs could react diferently acording to your alignment, dont forget that fear is a form of persuasion and certain NPCs may give certain quest to evil players, although religious and  order loving NPCs would not give quests or repond rudely to evil players, but they would treat the good and kind players nicely.
2-There could also be certain perks, such as magic boosts, like Red and Dark Way for evil players, and the same, only with diferent Ways of magic,for good players.
3- Roleplaying could also improve as players could start demonstrating more amrking in-game personalities as they are kind adn good or rotten and evil.
4- There could aslo be some special skills or magics for players well aligned with "Good" or "Evil", not to mention special quests.

Just another ideia ::)
"Hope it's better than my last ones"
Title: Re: Good and Evil
Post by: Karyuu on February 25, 2007, 01:48:03 am
You posted a very simple description of a faction system :) I don't like "Good" and "Evil" because they are very subjective. But we will have something in place that gets you more "points" with one faction, or another. It will influence quests, how you are perceived by NPCs, etc.
Title: Re: Good and Evil
Post by: MortisNoctem on February 25, 2007, 01:48:59 am
You posted a very simple description of a faction system :) I don't like "Good" and "Evil" because they are very subjective. But we will have something in place that gets you more "points" with one faction, or another. It will influence quests, how you are perceived by NPCs, etc.

Great, that would be just wonderfull! :)
Title: Re: Good and Evil
Post by: John80sk on February 25, 2007, 01:56:02 am
Quote
You posted a very simple description of a faction system Smiley I don't like "Good" and "Evil" because they are very subjective. But we will have something in place that gets you more "points" with one faction, or another. It will influence quests, how you are perceived by NPCs, etc.
I'm curious, what are these factions I keep hearing about?  If they're not good and evil then what?
Title: Re: Good and Evil
Post by: Karyuu on February 25, 2007, 02:00:09 am
There may be factions that influence your relationship with guards, Laanx/Talad priests, mages of various ways, merchants, etc. As you can imagine, such a system is a lot more personal when it comes to definitions of good and evil. What may raise your faction status with guards may lower it with NPC thieves, and visa versa.
Title: Re: Good and Evil
Post by: Under the moon on February 25, 2007, 02:06:38 am
/me imagines walking up to an NPC supporter of Talad and starting a talk

NPC "You smell like Lannx. Be gone from my sight."
Title: Re: Good and Evil
Post by: bilbous on February 25, 2007, 04:14:02 am
I think there may be sub-factions as well like sunshine<->shadow squadron rivalry, may be there now for all I know.
Title: Re: Good and Evil
Post by: Narure on February 25, 2007, 04:08:24 pm
A factions system seems abit ooc to me because how would every theif find out that you had run an errand for a gaurd? It doesnt make much sense.
Title: Re: Good and Evil
Post by: Under the moon on February 25, 2007, 05:13:19 pm
It does in a magical world with empathy (the magic kind) as a learnable skill. To some extent, anyways.
Title: Re: Good and Evil
Post by: Narure on February 25, 2007, 05:34:02 pm
You cant assume every theif will know empthy. I say every theif not knowing if it is actualy every theif but thats the way i imagine it.
Title: Re: Good and Evil
Post by: Karyuu on February 25, 2007, 08:35:16 pm
Don't thieves of importance have extensive networks? ;) You are right that not every NPC should be aware of your faction status, but those with communication channels, organizations, or NPC guilds will definitely be aware of your "rating."
Title: Re: Good and Evil
Post by: Narure on February 25, 2007, 08:37:32 pm
Will it be possible to be VERY careful about who sees you do the quest for the gaurd and therefore not effect your relationship with a faction?
Title: Re: Good and Evil
Post by: Karyuu on February 25, 2007, 08:41:50 pm
That depends on what the quest for the guard involves. The faction system is still in its embryo stage, so I don't have all the details. What I do know (and am allowed to give out) I have already shared. Beyond that, your guesses are as good as mine :) Perhaps Xillix or Jeraphon will be able to answer further questions.
Title: Re: Good and Evil
Post by: Idoru on February 25, 2007, 09:12:45 pm
It is an interesting way of making quests available to some but not other players. Kind of like the winch entry thing (hope that was vague enough ;o)).

As for how would all thieves (or any faction) know about your 'Reputation' with their faction? Who says they would ALL have to know. It would seem plausible to me that a thief who has been out of the loop for some amount of time, or maybe just had to stay in with his wife the night before because she wouldnt let him go to the tavern, would not know about some action that you had committed that night. Ithink this kind of variation would be an interesting twist in the reputation system used in other MMORPGs. Another interesting twist would be informants, a character may appear to have a high reputation with a bunch of thieves (which would still have to be worked for), but actually, secretly, inform a guard about what happens within that faction. This would then gain them reputation with both parties, with the obvious risk of being exposed.

Im rambling now.....
Title: Re: Good and Evil
Post by: dying_inside on February 27, 2007, 05:03:52 pm
Personalised faction system sounds good.

As for the thieves thing, a thief can use the guards errand to his advantage. The guard could send him to tell a wealthy head guard  a message. An open pocket keeps a few spare tria which to a smal time thief would be pretty sweet. Plus how would the guard know the thief was a thief unless that thief had been cuaght and branded a thief.
Title: Re: Good and Evil
Post by: Jeraphon on February 28, 2007, 04:22:07 pm
Quote
Will it be possible to be VERY careful about who sees you do the quest for the gaurd and therefore not effect your relationship with a faction?

Highly doubtful considering there's no way for an NPC to tell which path you took. (ie whether you cross in front of thieves or not when doing a guard quest is not recorded.)

I would have to say that in terms of "how does everyone in the faction know" that they would talk to each other - like through a thieves' guild or simply what they call a "ghost-to-ghost" communication where each member speaks to only two others - or the fact that it's a generalization because it's a game. :) (NOTE: What I said in this paragraph is a suggested explanation and in no way indicative of the opinions of other devs, the settings department, or what may or may not be the actual official explanation.)

Idoru, when you're talking about "informants" and such, there are in fact quests with different endings that will give you different faction changes (once it's implemented,) and more are coming. Not saying one exists or will exist exactly like this, but for example you might have a quest that either improves your standing with guards or with both thieves and "chaos", depending on whether you follow the quest as directed by the quest giver or deviate.