Author Topic: Trascendency.  (Read 958 times)

Fiztkarloff

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Trascendency.
« on: May 25, 2003, 07:12:57 pm »
After reading the topic regarding to maximum skill levels, I thought that maybe some sort of \"Trascendence\" could be developed for character becoming increasingly superpowerfull.
When a character start becoming extremely powerfull, their corporeal abilities could change. They can slowly become an Entity, or a Low Divinity. Walking Demi Gods and the such. Then, instead of Guilds, actual Cults could be created around the character. These demi-gods would slowly gain specific abilities and properties, such as granting speciall powers to their worshipers.

That way, there could be real Holy Wars among cults (assuming people will join them for the benefits it may have), a sort of \"increased version\" of Guild Wars.

Members of a Cult would recieve benefits based on the power and properties of their Divinity: If the Divinity was a Red Way character, then something related to the Red Way would be the logic benefit, and red wizards will be atracted to the Cult.
And that should be retroactive. By this I mean that the power of the Divinity should vary depending on how many people actually worship him/her, and in their power. This way Divinities would strive to become the best of their kind, to be able to atract more worshipers and, therefore, more power.

And that would help a lot in controling the distribution of powers in the game. A common problem in some MMORPGs is that, sometime, major characters are teamed up in quite exclusive groups, taking too much of the game in too little hands. However, by this Cult system, Divinities would suddenly start opposing each other, since otherwise their power will dim.
This doesn\'t mean that Cults and Divinities would not be able to work together. If a superpowerfull Dark Divinity arrises andthreatens the otehr Divinities, less powerfull ones would need to join forces in order to oppose the Dark one.

This is a quite vague idea, but I belive that, if well worked, it could tunr into a quite interesting way of creating a real society and interesting background to teh game.

Yann

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« Reply #1 on: May 25, 2003, 07:28:34 pm »
I don\'t like this Low-Divinity system ... Even it s hard to reach, many many people would reach this level... I think it s too much power...

/Pokes Grono : \"hey here is a post for you !\"  ;)

Well as to me really \"powerfull characters\" (since there are no levels) should gain a few skills which would be really powerfull...
(CF Everquest)

Fiztkarloff

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« Reply #2 on: May 25, 2003, 07:32:52 pm »
Well, you could have that not all the extremely powerfull characters would become divinities. Since a really small group of people will reach really high powers, they could be tracked, and only some of them, the ones who really deserve it, would be offered divine status by Gods. They woudl be able to accept of reject that.
That way, you can control the number of divinities.

Havena

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« Reply #3 on: May 26, 2003, 05:59:10 am »
This idea touches on some key issues.

I\'m not certain I\'d like to see players gaining \'demi-god\' status, but some kind of \'hero\' status wouldn\'t go amiss I think.

Such a form of transcendence could address several crunch-points if implimented correctly.

- There\'s the issue of what players should do when continued levelling is blocked or exponentially more difficult.
- Also, as has been said, a small group of players could obtain a certain mega-powerful perfect combination of elements which place too much power with a few elite, and makes the same near-impossible for other players.

>Heroes could gain some kind of wide-effecting aura which gives special abilities to all their followers. Being the source of highest power in the game, it would shift top-levelled players\' focus to nuturing their Hero powers and seeing that their following remains solid. This would open up new ground beyond continued desperate levelling.

>All kinds of things could be done to stop people gaining unstoppable hero cults and sitting on their power. It could be implimented such that your power drains and is dispersed to the other heroes if you don\'t continually nurture it. It could be that the only way to keep your powers strong is to use them, fighting against other heroes etc., and it could be that these lesser heroes gain in strength much quicker by these encounters with the greater heroes, even if they lose.
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hook

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« Reply #4 on: May 26, 2003, 10:37:17 am »
hmmm ...start being a deity? ...i don\'t know ...this way in some years it would end with all of the PS veterans being \"gods\" and noobies would be pretty turned off by that ...so PS would start to fall apart

but if you would become powerful enough to call yourself a (demi)\"god\" or an \"entity\" as you say it, you\'d always be able to have followers, no matter if you\'re really a (demi)god or an entitiy
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Badakai

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« Reply #5 on: May 26, 2003, 08:36:14 pm »
My main concern is that if you would implement this divinity with cult following, the most powerful demigod would become increasingly powerful, while the other demigods would stay at the same level.

After all. You are a weak warrior. You would like to follow a cult. You can choose between the demigod with the really cool powers or the demigod with the not so really cool powers. Not a tough choise.

On another note: cults are usually frowned upon by (long) existing religions. So that would mean that paladins would try to do everything to stop this evil cult thingy. Could be interesting...

Fiztkarloff

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« Reply #6 on: May 27, 2003, 12:48:52 am »
Well, you all got good points. This is a very preliminar idea, therefore, in need of a better development.

As you pointed, Badakai, too powerfull cults would be the only ones to atract new players. However, remember that the tipe of powers of the divinity will depend mainly in the tipe of character it was before. That will be the first thing that will have different tipes of characters choosing different cults. No matter how powerfull is an Azure Deity, it will never atract a Brown Way wizard.

Another thing would be to add speciall weaknesses to the different divinities, a sort of leveling statuses. And limit the amount of divinities as well.

Your point about Paladins is interesting as well. As you said, ancient, stable religions, such as the temple of Laanx, would persecute a new divinity that threatens to impose it\'s ideals. However, divinities should never become powerfull enough as to technically dominate Yliakum.

The matter is, the Divine status should be an extremely rare reward, given directly by the \"Gods\" (aka Developers) to very worthy players, whos characters have reached incredibly powerfull levels.