PlaneShift
Gameplay => Wish list => Topic started by: Lolitra, Celorrim Purrty Twins on May 24, 2008, 06:16:01 pm
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Dear all,
I have an idea, well a couple to be truthful.
- 1. That Guilds can have the opportunity to buy rooms for their guild houses for crafting, and then buy the equipment to craft. This will give people extra incentives to join guilds.
- 2. That Player Character's can subsequently teach skills that they have learnt, for instance, if they are level thirty, they can teach that skill up to level 10 and so on, which will enable them to earn an income, or eneble them to give their guilds an edge with new members.
- 3. I also think that the Non Player Character areas or crafting teachers, should be able to say 'no' to teaching if you are of a different faction. This will encourage Guilds to get teachers in guild... (not really sure about this idea yet).
Soon Taxes will encourage this to grow... and bakeries will prosper as health drops through not eating... and so an so forth. I believe this is so anyway.
Well there you go.... a couple of very simple ideas.
I believe that certain activities already help you to progress in skills, such as carrying weight... constantly - helps you with your endurance. correct me if I am wrong on that.
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I would be very careful just how many perks are given to guilds to the detriment of those who do not wish to join them. It would not bother me quite so much if there were a set of non-player led guilds with static requirements available for players to join that would share the opportunities offered to the player led ones. I personally have little interest in leading my own guild -- too much work involved for one thing -- and subjecting myself to the vagaries of another player's whims does not suit me either.
That said, I think these ideas are generally pretty good as long as anyone can benefit from them and not just some.
BTW That is the first I have heard that stats can be increased without training, can it be true?
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I would like to add that Shops and small 'houses' should be available to be baught by individuals - or guilds... or rented... So those who don't wish to be in a guild can own a house, or a shop... in line with their character development... To start with I would suggest that individuals have first choice of shops.. to encourage selling...
as Guilds would be able to expand their Guilds... single players should have a way to build their own lives too.
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As much as I'd love to see individual housing (Monala does want to open her restaraunt, after all), there would likely have to be more houses around Yliakum for that to happen, so it probably won't for a long time. Perhaps someone should invent duplexes in-game :P
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Well it is PlaneShift so all interiors could be their own pocket universe (http://en.wikipedia.org/wiki/Pocket_universe) courtesy of the gods. Good things brought to you by the magic of instancing.
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Well it is PlaneShift so all interiors could be their own pocket universe (http://en.wikipedia.org/wiki/Pocket_universe) courtesy of the gods. Good things brought to you by the magic of instancing.
That'd sure be useful for when you've got a lot of quest items and have Dakkru's curse upon you...
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I love your no. 2 and 3 ideas, I can see many good things coming from those ideas. I agree with Prolix about the first idea, there shouldn't be too many perks to joining guilds, because sometimes people just don't want to join, they shouldn't be punished for it.
As for the individual houses, I'm not sure. I mean, I like the idea, I'm just not sure if it will work. What might work is if someone wants to rent a shop for example, to make it fair you have a fixed time limit on the lease, so others can use it too for a while. Very rich individuals may be able to buy one, but I don't know, we'll need the devs input on this one.
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I don't really see how number one idea is such a huge perk for guilds, because it won't actually give them a real advantage. What is the difference between crafting at Harnquist's and a Guild House? Not much really. I guess the only downside would be that there will be less people at Harnquist's and Trasok's to RP with.
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Less players hanging around would mean less lag for some people, though
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i think its a great idea :sorcerer:
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I would like to think that there would be a monthly 'MARKET' in Hydlaa Plaza - or even all of the Cities town squares/Plaza or such like... this could be an opportunity for great RP of Market Stalls, selling - even thievery - so long as people RP well at it and are willing to participate [that is an entirely different thread though].
They should be able to 'hire a stall' for a set period [ie 24 hrs real time] and during that time sell their wears etc.
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i like the pocket universe thing
:thumbup: :thumbup: :thumbup: ;D
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I don't really see how number one idea is such a huge perk for guilds, because it won't actually give them a real advantage. What is the difference between crafting at Harnquist's and a Guild House? Not much really. I guess the only downside would be that there will be less people at Harnquist's and Trasok's to RP with.
well...I remember that extra furnaces were put in because they kept running out of space. Maybe if you remove those, but allow the option of buying a private furnace, it would have some use.
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- 2. That Player Character's can subsequently teach skills that they have learnt, for instance, if they are level thirty, they can teach that skill up to level 10 and so on, which will enable them to earn an income, or eneble them to give their guilds an edge with new members.
I think that only helps advanced players instead of newcomers. Some veteran players are so buffed that they could be able to teach most of things, and earning money that way will make them better so the distance between a newcomer and a veteran will grow even more. And if you use alts, you only have to use PP and then give the money you spent in training back to the alt, that'd be an incredibly easy way to get strong characters in a very short time.
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Waven - perhaps so at the moment - but I understand that soon Guild house holders will face taxes...
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I like the ideas, in particular 3., which seems more realistic than the current system , but, after all, guilds do alreader confer a number of benefits to players. I think that, although guilds should be able to extend guildhouses with a number of functions, particularly trainers, a player should not be considered "inferior" without being in a guild, (especially since, without restrictions, completely unrelated guilds would just decide to have these functions) and the community divided by making guilds the "end-all" of crafting, as the community is aready small, especially when considered in relation to the large number of guilds that could afford these functions. But, after all, it would be nice to see some of these implemented, especially hired guild teachers, and some such facilities.
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I agree with the idea of being able to buy crafting tables and furnaces for a house. That is part of the point of HAVING a house... to put stuff in it. A guild, realistically, is in a better position to afford a furnace, specialized smiths tools, etc than an individual. The real benefit to all non-guild members is fewer people to share the furnaces at harn's and trasok's with.
I think the PC trainer idea is good, but I see a lot of potential for abuse.
I'm indifferent on number 3. It would make it a little more realistic, but at the same time, even more frustrating for new players.
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Let me clarify my third option a little - or qualify it would be a better term. Would a Laanx priest teach his secrets to a Talad Priest, I don't think so.. they may tolorate each other, but they would not teach to one devout to another's god. Similarly, would the guards teach to a known ruffian how to use a weapon better - no.. they would not. However, this ruffian PC could go to less savoury NPC's and gain training from them... which the 'goody' PC would be refused... and so on.
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In that context, it makes perfect sense. I am not opposed to the idea, just indifferent. It would make the game more realistic, but it adds another layer of complexity for newer players. It is a trade-off.
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I am not sure I agree with those assumptions. From what I can tell magic is separate from religion, there may well be secret spells that are associated specifically with one religion but I have seen no evidence of it. Those spells would not be shared with anyone but faithful followers. As for the more common spells there may well be an interfaith arcane practitioners conference where the Talad priest would give tips about the way associated with Talad to the Laanx priests and vice versa. Again If the guard was in charge of the ruffian's militia detachment it would be his duty to instruct him. He might not teach him all he knows but in the event of an Labyrinthine incursion his life may well depend on his subordinate.
I am not really arguing with the suggestion as I am ambivalent to it as well, only with the justification for it.
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There is a Faction section in the stats... yes? what purpose is it for, but to highlight how 'famous' you are towards certain 'causes'... surely, then, what you say Prolix is not entirely wrong, but not entirely correct - if, for instance, The ruffian PC has a low Faction rating that goes against him to train with the town guards, they may still train him to a certain level, but perhaps for a higher price?... and if that Faction moves further into the 'red' for that NPC the cost will rise, whether it be in Tria.. or refusal to train dropping to lower levels of skill - on the flip side there should be another NPC who would otherwise prefer that faction - and become more willing to train, and get cheeper..
So on and so forth.
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Well, may I say that I may well have said "may well" too many times in one paragraph? Of course you are right and if said ruffian was as nasty as he wanna be he may well shirk his militia duties completely. You posited one set of assumptions and I countered with another and the truth may well be that some hold the one, some the other and the rest hold everything in between and beyond. That guard might just tell the ruffian that it is his job to empty the slops and be done with it.