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03-06-2009, 03:21 PM | #1 |
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Some new ideas that can be assimilated into the game to make it more fun
The ideas below are all connected (except for the first one): please read them in order, thank you very much for reading:
-------------------------------------------------------------------------- Clan types: when registering a new clan, there could be an added panel that asks the player for their motif: why are they creating a clan: there could be 3 options: 1. to train/help lower levels 2. To defend forts 3. To engage in random battles and invade With this new option, new recruits will have a clearer idea about what their clan is all about (I have written a whole page about this, please take a look, its fun to read, i promise: http://unitedforalsius.blogspot.com/ ) Diplomacy: certain people in each realm (leaders: see below) should be able to chat with certain people in other realms. (a new tab in the chat section) These people may also propose to make peace with one realm which has to be approved by Alsius through voting. when two realms are at peace, players from those two realms cannot attack eachother and instead can trade (see trade below) *To ensure that there is always some action in the game, NGD can make it so that each realm can only make peace with ONE other realm. *To prevent one realm from constantly being at the disadvantage of having the two remaining realms allied against it, peace treaties must have an expiry period, after which the peace treaty will automatically terminate. Leaders: there can be annual or monthly elections in each realm to choose leaders. These are not Clan leaders, they are REALM leaders. People will vote for the most experienced and most popular players in each realm. The chosen players will have certain abilities: 1. their text will apear in a new colour so that people will notice their messages more easily 2. They can talk to leaders of other realms (see diplomacy) 3. They can make propositions and put them to vote: every player in realm will see a window with a question like this: "Leader XXX proposes to make Peace with e.g. Syrtis. Vote YES/ Vote NO. * there must be a limited number of leaders and each of them should be able to make limited propositions * leaders may disagree with eachother, but since their decisions are approved only through voting this does not matter - once a proposition has been approved, it cannot be revoked by another leader e.g. if Alsius makes peace with Ignis, the peace will last for the duration of the treaty. no one can counter this peace before that. * leaders are only an added feature to the game. It does not matter if during some hours of the day no leaders are online. Elections: we could have annual or biannual elections to choose leaders in different realms. This can be performed in the form of an event in the capital cities of the realms. Any number of players above a certain lvl (this for NGD to decide) with a certain amount of wealth etc may nominate themselves. Afterwards, players will vote for them. I believe each realm must have more than one leader since no one plays 24/7 and we'd better have a leader online at any time of the day however with wat i said above about leaders, this is not necessary. An election may well take a couple of days. Trade At present, there is a quest in all realms which wants players to collect magnanite. If there could be new quests which order players to find other substances - and if we could have it, that in some realms, there would be more of these substances than in other realms, then trade would make sense. Example: LEts imagine Syrtis will have a new quest to collect 500 Tiger Rubies. Tiger rubies are mostly found in Alsius. Therefore to complete this quest, syrtis will need to make peace with Alsius and trade with them. How much money should be paid for each unit of these substances is for leaders to decide. They can negociate over price and let players in their realms know about it. Negative Regnum points: Players should lose regnum points whenever they are killed by the enemy: this will put more emphasis on the importance of fighting with enemy realms. Also: there could be GOLD rewards for gaining certain amounts of regnum points. For example 500.000 Gold for 1000 regnum points, 5,000,000 gold for 10000 regnum points etc. Players will show much more interest in fighting in the WZ if this is so. Thieves This one is hard to programme for NGD but I will say it all the same: This new feature means that some players can choose not to play for any realm and instead become thieves. Thieves are irregular units that attack Soldiers from all three realms and rob them of their gold. The more experienced the thief is, the more gold they will steal from the person they kill. I dont have any suggestions for a new place on the map for thieves or maybe even a city because im not sure if technically this can be done.
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03-06-2009, 03:38 PM | #2 | |||||||
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03-06-2009, 03:41 PM | #3 |
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You need some professional F1 dude.
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Hit me, nail me, make me God. Panoramix :: Half Elf Hunter ## Miraculix :: Half Elf Marksman ## Aspirinix :: Wood Elf Conjurer Syrtis :: Horus :: Antartes |
03-06-2009, 05:13 PM | #4 |
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Cool
I think these are good suggestions NGD should implement some of them.
Valothin |
03-06-2009, 05:35 PM | #5 |
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I don't think we need any kind of leader or Diplomacy.
If every player just follows a simple rule, listen to better players.
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03-06-2009, 07:21 PM | #6 | |
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03-07-2009, 11:25 PM | #7 |
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Hmmm ... Pretty interesting. Pray tell me, are these your true ideas or did you just try to come up with anything that would disagree with my suggestions?
Everyone is entitled to their opinion as long as they are not biased and prejudged. I can't shake the feeling that yours, are.
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03-08-2009, 10:59 AM | #8 |
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now the peace is useless, it could be if there will be more than three realms, the other ideas isn't so bad
and one more suggestion why rp can be used to sell some spell stuff? it would be funnier Last edited by relu-cri; 03-08-2009 at 11:14 AM. |
03-08-2009, 12:18 PM | #9 | |
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The other points however, are ideas that are pretty new and original and I've been thinking about them. I came to the conclusion that they would harm many of the things I value, like total open RvR, the freedom Regnum provides when it comes to choosing how to play or who to follow. Your last idea, about the thieves, I have no real thoughts about and have also not commented.
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03-08-2009, 02:08 PM | #10 | |
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Negative realm points might, somehow in theory, not be such a bad idea. Or, at least, the idea that there should be some (minor) drawback from dying. However, in reality this is a hard one. First off: in this game the occation of dying is not equally distributed among classes. You pretty soon realize that - in an open fight - there are certain classes that always tend to be the last ones standing.
This is how I think it should be and is part or balance, somehow. If you play a tough fight well - there use to be a conju among the surviving (if the conju dies, the fight wasn't that well played after all, right?), and some might get ressed. Also, dying is sometimes neccessary to win a fight - if you only knew how many suicide MoD-rushes that has changed the ending of a fight (well, at least with the old MoD). But that's another discussion. The conclusion, however, is that negative realm points might be very hard to implement (well, at least if inter-class RP-stats matters). But if they are implemented, they could actually make one good thing: the difference between good and bad players will be shown better. Right now, the ones who spend the most time in ZG gets the most RP - with another system we might get a situation where the ones who actaully play good get high up on the rankings. But there is one huge problem with this: each and every system that I can think about will benefit a certain behaviour and/or playing style (i.e. drawbacks from dying might cause hunters to camo and run when the fight turns ugly). This is really bad! One of the great points of this game is the diversity. Also, and more important, the biggest point is that we badly need good teamwork. And any system where any individual, at some point, thinks of his own benefits instead of the groups progression is, by definition of a RvR-game, a really bad system. [OT] Ok, I can imagine other situations that just in RvR games that this is bad, but that's an entirely different discussion [/OT] Negative realm points have the potential to be the basis of such an individualistic system. Quote:
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