Author Topic: Guild Records  (Read 2400 times)

paxx

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« Reply #15 on: June 09, 2003, 09:25:20 pm »
Well, research is one thing, and would likely be harder to do then the spy system. because then we need to logg and make the information understandable.

On the penalty front, if the guild is gaining exp and resources as an organization...loosing everything is a penalty. in many of the commercial MMOGs I have seen very high end guilds fall apart after a single failed raid, imagine after a failed guild war where all the things worked for are now gone, and to top it all off, you can not communicate in the game well.

sure there are ways to communicate outside the guild, but will everyone do that.

 All things considered I am very much willing to allow a guild to reform, in fact I would encourage it. But they gambled on their superiority and lost.  and as such loose allot of work.

if you do not think of this as a penalty, eather you have not been in any major one game guilds, or your guilds where very close.

multigame guilds stay in touch much better and it would not be too major of an issue for them, but their goals are different and as such would probably not be willing to engage in such an activity.
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Bonez

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« Reply #16 on: June 09, 2003, 09:58:08 pm »
we could also have a guild war section... whenever u win a war u get a point.... war winners are posted and they show their points... maybe even points could be traded in for guild things such as additon to the guild house
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tygerwilde

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« Reply #17 on: June 09, 2003, 10:35:48 pm »
guild spying isn\'t nearly as hard as you might think, in DAoC, they tried to keep peeps from doing it by causing the game to freeze if someone alt-tabbed out, so peeps with second computers got second accounts and played on seperate realms, gathering info on one realm and relaying it to peeps in his guild, so they knew when such and such guild was going to raid whichever castle, the guild my guild was associated with was notorious for this kinda thing, and they ruled the daytime hours

too bad that game was so boring. it had a lot of potential, but after a couple of weeks everything began to have a generic feel, at least other games like AC and EQ have continued to evolve on a regular basis, DAoC, after an expansion pack and months of updates is the same game it was when it was released...
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paxx

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« Reply #18 on: June 09, 2003, 10:56:49 pm »
That is why guilds should have some control on who gets what information.

that type of spying is way too easy, and it is our job as Devs to try to lessen it\'s effects in some fashion.

Being that this game is free only makes it easier.

I think I addressed this earlier on this thread. Spying should be based on character skill, not on how many accounts I have. But to a large degree it will be up to guilds to maintain control on different levels of it\'s secrets.
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tygerwilde

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« Reply #19 on: June 09, 2003, 11:30:45 pm »
ooh, spying skill, I like that, as you raise ranks, you could infiltrate, low skill simply shows you as being registered as a member of the guild you\'re infiltrating, which could slip if your skill is too low, showing you for what you are. Later, you gain access to guild chat, that sort of thing? that could be fun...
we are the music-makers, we are the dreamers of dreams - Gene Wilder as willy wonka

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Tomaseth

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« Reply #20 on: June 10, 2003, 12:00:10 am »
Haha, very interesting idea. This should be a difficult skill to raise. This way we don\'t have spies picking apart every single guild in the game. So say you have a 100 skill in spying and then you can start working on your infiltrating skill for a specific guild. By making it two seperate skills you don\'t have a master infiltrater who can spy on every guild at once.

So you start by picking locks, pickpocketing NPC\'s, and doing quests. Then you move onto a specific guild and work on your skill.

tygerwilde

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« Reply #21 on: June 10, 2003, 01:15:02 am »
It could easily be directly tied to thieving or bardic skills, pickpocketing, some kind of performing skill and disquise could be requirements for a person to gain the skill, after which, different lvls could have further requirements, such as a high charisma(or some equivelent) in order to gain access to the guild chat channel.

and as far as the master spy thing, the only restriction I would put in would be that they could only infiltrate one guild at any given time, having to drop one in order to infiltrate another

heh, It could even be possible for a person to disquise him/herself as an npc, giving a \"quest\" to pcs, when the pc performs his task, bringing the spy a valuable item, they receive some bauble that\'s hardly worth going after... all that good stuff, hehe, it would surely put a damper on those that would write up a website giving answers to all the quests... find out that the npc they just got a trinket from isn\'t there the next day
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Caldazar

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« Reply #22 on: June 10, 2003, 07:13:14 pm »
There could be a profession, tipper (in a lack of a better word). That person could have spying as his major skill, and take on job offers from different guilds to spy on other guilds.
And there could be a skill to counter infiltration.

Not quite sure how it would work, give me some time to figure out the details..
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Solaire

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« Reply #23 on: June 10, 2003, 07:26:43 pm »
Yeah i really like that. could we call your \"tipper\" a private detective ? Or something like that. Let us know when u get there with your counter spying idea.

Spying skill should be extremely hard to raise. It\'s too powerful.

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Caldazar

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« Reply #24 on: June 10, 2003, 07:33:42 pm »
hmmm good idea. The private detective could also find stolen items etc. Find missing persons and all.
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neogeomanus

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« Reply #25 on: June 16, 2003, 09:33:53 pm »
so after a very long time of not checking this thread :D, I would like to ask how likely, or possible, this will be implemented into the game. Just giving my point of view, but this may in many ways revolutionize the way clans are created. This to my knowledge has never been implemented into other games before, and if its a success this game would be known as the one that started it. Maybe Im just high on my own ideas :)...

edit: I tried running a clan before, it failed. But the point Im making is I have somewhat more experience in people who have not run clans and I know that I would use this feature alot, every time I would invite a player to join my clan.
« Last Edit: June 16, 2003, 09:35:40 pm by neogeomanus »

Havena

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« Reply #26 on: June 18, 2003, 07:11:35 am »
Back to the original topic of this thread.

I think the CV idea for player histories is a good idea.

The easy way to choose who can view it is that you can only see it if the player allows you to. So if they want to join a guild they can show the guild leader. If they wont show you their CV then you know there\'s probably something dodgy about their past and its up to you how much you care.
« Last Edit: June 18, 2003, 07:15:13 am by Havena »
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paxx

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« Reply #27 on: June 18, 2003, 09:00:59 am »
I would say that only guild officials can once the person is being considered by the guild?if he is simply a person who has nothing to do with the guild?I would not want a ton of guild leaders spamming me with requests to see my records. And as a guild official, I would want to see who is being considered for my guild even if they are not online.

Guild notes can be added in some form, so that the guild officials can discuss a particular person at the time. Adding notes such as, Helped a member attain swindler maxumus, told off member when asked what his name was about?.

Keeping tabs on the guild and who is who in your guild I think is very important.
-Paxx