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'Nomads' - An alternitive to guilds


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Poll: Do you want to have the 'Nomad' option in the game? (31 member(s) have cast votes)

Do you want to have the 'Nomad' option in the game?

  1. Yes (32 votes [71.11%])

    Percentage of vote: 71.11%

  2. No (13 votes [28.89%])

    Percentage of vote: 28.89%

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#1 fs_grimaldius

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Posted 19 December 2008 - 08:00

I have been part of this game a very long time and have always noticed through recruiting and friends i've made here that there will always be those people who just dont want to be part of a guild and want to roam the game by themselves. Why cant these people have anything like the benefits that people in guilds have just because they want to stand alone? okay, you could have a solo guild, but some cant afford all the points it takes to get a good amount of structures for yourself. I also think it would be very refreshing to have an alternitive to the traditional guild system, so I propose a 'Nomad' system.

This is just a rough draft of my idea, but i'm hoping if its well liked, I will be able to work with the developers to start designing it.


Whenever without a guild, there will be an option under the 'join guild' link which reads 'Become a Nomad'.
You will have a 'Camp' screen to see upgrades bought and be able to see things like 'Areas visited', 'steps taken', 'titles earned', creatures slain and so on.

The following things will happen when a player who chooses to become nomadic:


-The title of 'Nomad' will be placed above their player name.
-They can not be recruited via the 'invite player button'.
-They will have access to (Nomad only) spells.
-They will be able to use Nomad only) equipment.
-They can do special quests only available to them.
-They will be able to travel to areas which only nomads can.
-They will be able to purchase upgrades which will be seen on the 'Camp' screen.


Nomad spells:

Forestwalker, Icewalker, Firewalker, desertwalker, Earthwalker
- When these spells are achieved through the relevant quest, these spells will give you a percentage chance of saving stam per step taken on your chosen land. For example, Forestwalker: a 0.2% chance per point to not use any stamina when a step is taken in a 'fire' realm.

Nomad upgrades:


Travelers essentials
- Increases the stats on nomad equipment by 5% per upgrade level. Max upgrade level - 20.

Crystal telescope
- Instead of fighting creatures, nomads will sometimes observe them and gain experience from theyre habbits and traits. Crystal telescope will allows you to gain experience from creatures without actually fighting them. Crystal telescope will have the following effect: For each level upgraded you gain a 0.1% chance of gaining 2% experience towards your level per step taken.


So basically, it will be a whole new way to play the game and will offer so many options and flexibility when this idea is fully developed. I just dont want to put all my time and effort into this if people dont like the idea.

Thankyou all for reading!

#2 fs_kaizer87

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Posted 19 December 2008 - 08:31

I like the idea. It will offer a whole new dimension to the game. Excellent!

#3 fs_ecolitan

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Posted 19 December 2008 - 13:51

First, I don't think HCS wants to reward those not in a guild. The whole point of having guild structures and benefits is to reward good team play.

Second, as you proposed this it actually made Nomads more powerful than being in a guild.

Sorry, not a fan of encouraging solo play to this extent.

#4 Nikita90

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Posted 19 December 2008 - 14:54

Nikita approves :)

#5 RebornJedi

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Posted 19 December 2008 - 15:03

this game shouldn't HAVE to be all about being in a guild (which is how it is right now) this will allow those who choose to be by themselves a chance to get some better stats and have a little more fun.

i like this idea, some numbers and thoughts could be changed to add some fairness, yet the idea of a whole is good

the 'nomad only' areas should be few and far apart.

the nomad upgrades is a good idea, since there will be a lack of structures. the crystal telescope is a cool idea, yet depending on amount of levels could be over powered but that can always be fixed

*thumbs up*

#6 fs_ecolitan

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Posted 19 December 2008 - 15:56

A "nomad" option that let players build inferior structures similar to guild structures? Fine. An option that locked certain gear/spells/benefits/quests to only those not in a guild? Doesn't fit the theme of the MMO that FS is.

Not from a gameplay perspective and not from a profit perspective for HCS. This also would take a lot of dev time better spent on other issues that impact the whole game.

#7 Prezze

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Posted 19 December 2008 - 16:24

Whenever without a guild, there will be an option under the 'join guild' link which reads 'Become a Nomad'.
You will have a 'Camp' screen to see upgrades bought and be able to see things like 'Areas visited', 'steps taken', 'titles earned', creatures slain and so on.

The following things will happen when a player who chooses to become nomadic:


-The title of 'Nomad' will be placed above their player name.
-They can not be recruited via the 'invite player button'.
-They will have access to (Nomad only) spells.
-They will be able to use Nomad only) equipment.
-They can do special quests only available to them.
-They will be able to travel to areas which only nomads can.
-They will be able to purchase upgrades which will be seen on the 'Camp' screen.


Nomad spells:

Forestwalker, Icewalker, Firewalker, desertwalker, Earthwalker
- When these spells are achieved through the relevant quest, these spells will give you a percentage chance of saving stam per step taken on your chosen land. For example, Forestwalker: a 0.2% chance per point to not use any stamina when a step is taken in a 'fire' realm.

Nomad upgrades:


Travelers essentials
- Increases the stats on nomad equipment by 5% per upgrade level. Max upgrade level - 20.

Crystal telescope
- Instead of fighting creatures, nomads will sometimes observe them and gain experience from theyre habbits and traits. Crystal telescope will allows you to gain experience from creatures without actually fighting them. Crystal telescope will have the following effect: For each level upgraded you gain a 0.1% chance of gaining 2% experience towards your level per step taken.


So basically, it will be a whole new way to play the game and will offer so many options and flexibility when this idea is fully developed. I just dont want to put all my time and effort into this if people dont like the idea.

Thankyou all for reading!

Nomad spells
---------------
Why should nomads have some extra type of skills that people in a guild don't have???

Nomad equipment
---------------------
Yet again I see no use in giving 'nomads' equipment that is for nomads only. If you are in a guild equipment only comes into a guild through donations, so it are plain items. If you want to play solo you also have access to those items, then you don't need tagging if going solo.

Special quests
-----------------
So people who go solo have the ability to do quests others cant?

nomad area's
----------------
no, guilds don't have area's they can acces only too

structures being build
-------------------------
I agree, however they should cost the person going solo money. Guilds pay alot each hour for their structures, so an hourly upkeep is also necessary for these. Also I do find the structures have to be similar to guildstructures, however less good.

#8 nosympathy

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Posted 19 December 2008 - 16:59

Very good idea, I suggest toning it down somewhat though, having too much Nomad only things isn't a good idea, since there is no guild only areas and items.

Good overall idea though.

#9 fs_grimaldius

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Posted 19 December 2008 - 17:39

As i said in the origional post, this is just a draft. i wouldnt want nomads to be more powerful than people in guilds, but i definitely would like them to have an option and be 'as powerful' as people in guilds. Lets face it, some people just arent team players, and they shouldnt be peanalized or that. Its an 'alternitive' not a better replacement. Thanks for the comments so far though.

#10 fs_orthius

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Posted 19 December 2008 - 17:49

this would be great !!

also chek out my post on overdamage xp

#11 fs_ecolitan

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Posted 19 December 2008 - 18:17

As i said in the origional post, this is just a draft. i wouldnt want nomads to be more powerful than people in guilds, but i definitely would like them to have an option and be 'as powerful' as people in guilds. Lets face it, some people just arent team players, and they shouldnt be peanalized or that. Its an 'alternitive' not a better replacement. Thanks for the comments so far though.


Why not? Or better put, why shouldn't people be rewarded for teamwork?

#12 fs_grimaldius

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Posted 19 December 2008 - 18:45

Eclitan wrote:

Grimaldius wrote:
As i said in the origional post, this is just a draft. i wouldnt want nomads to be more powerful than people in guilds, but i definitely would like them to have an option and be 'as powerful' as people in guilds. Lets face it, some people just arent team players, and they shouldnt be peanalized or that. Its an 'alternitive' not a better replacement. Thanks for the comments so far though.


Why not? Or better put, why shouldn't people be rewarded for teamwork?


As you are indeed in a guild, you should know that they ARE already lol. what 'I' am saying is, 'why should'nt people 'without' guilds have benefits too? You shouldnt 'have' to be in a guild to get benefits.

#13 fs_ecolitan

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Posted 19 December 2008 - 18:48

You suggested that "those that aren't good team players" shouldn't be penalized for that. I disagree. The penalty that those that "don't play well with others" face is not having good guild benefits. You propose to remove that benefit/penalty. I don't agree it should be removed or reduced.

Teamwork is an important part of most MMO's. I don't see the benefit to removing that incentive. Not to current guild members. Not to perspective guild members. Not to devs (owners) of the game.

#14 fs_grimaldius

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Posted 19 December 2008 - 18:53

Youre completely missing the point. Youre taking this way too seriously. The point of ANY game is to HAVE FUN. I am giving people an alternitive to guilds because some simply dont enjoy being part of the guild machine! and some dont want to talk or make friends. I myself love having a guild and my friends here, but i have many good friends without guilds who like to play that way and there is absolutely no reason to force them to join a guild they never really wanted to join just to get the benefits other people do. Lets agree to disagree my friend.

#15 vikingv

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Posted 19 December 2008 - 19:28

Could a Nomad stop being a Nomad? If so, do they lose all their Nomad benefits?

#16 fs_krazykrab1

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Posted 19 December 2008 - 19:52

I have been part of this game a very long time and have always noticed through recruiting and friends i've made here that there will always be those people who just dont want to be part of a guild and want to roam the game by themselves. Why cant these people have anything like the benefits that people in guilds have just because they want to stand alone? okay, you could have a solo guild, but some cant afford all the points it takes to get a good amount of structures for yourself. I also think it would be very refreshing to have an alternitive to the traditional guild system, so I propose a 'Nomad' system.

This is just a rough draft of my idea, but i'm hoping if its well liked, I will be able to work with the developers to start designing it.


Whenever without a guild, there will be an option under the 'join guild' link which reads 'Become a Nomad'.
You will have a 'Camp' screen to see upgrades bought and be able to see things like 'Areas visited', 'steps taken', 'titles earned', creatures slain and so on.

The following things will happen when a player who chooses to become nomadic:


-The title of 'Nomad' will be placed above their player name.
-They can not be recruited via the 'invite player button'.
-They will have access to (Nomad only) spells.
-They will be able to use Nomad only) equipment.
-They can do special quests only available to them.
-They will be able to travel to areas which only nomads can.
-They will be able to purchase upgrades which will be seen on the 'Camp' screen.


Nomad spells:

Forestwalker, Icewalker, Firewalker, desertwalker, Earthwalker
- When these spells are achieved through the relevant quest, these spells will give you a percentage chance of saving stam per step taken on your chosen land. For example, Forestwalker: a 0.2% chance per point to not use any stamina when a step is taken in a 'fire' realm.

Nomad upgrades:


Travelers essentials
- Increases the stats on nomad equipment by 5% per upgrade level. Max upgrade level - 20.

Crystal telescope
- Instead of fighting creatures, nomads will sometimes observe them and gain experience from theyre habbits and traits. Crystal telescope will allows you to gain experience from creatures without actually fighting them. Crystal telescope will have the following effect: For each level upgraded you gain a 0.1% chance of gaining 2% experience towards your level per step taken.


So basically, it will be a whole new way to play the game and will offer so many options and flexibility when this idea is fully developed. I just dont want to put all my time and effort into this if people dont like the idea.

Thankyou all for reading!


Good idea, but no bonuses for the nomads...

-The title of 'Nomad' will be placed above their player name. Maybe
-They can not be recruited via the 'invite player button'. YES
-They will have access to (Nomad only) spells. NO
-They will be able to use Nomad only) equipment. NO
-They can do special quests only available to them. NO
-They will be able to travel to areas which only nomads can. NO
-They will be able to purchase upgrades which will be seen on the 'Camp' screen.[/b] :?:

#17 fs_grimaldius

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Posted 19 December 2008 - 21:01

Could a Nomad stop being a Nomad? If so, do they lose all their Nomad benefits?


If for example, you decided to join/start a guild, rather than being a nomad, there would be a 'Stop traveling' option on the 'Camp' page. If this were real, i would imagine the nomad packs away all of his old traveling gear and starts their new life, but would still have the option to go back to the old life and would keep their equipment, upgrades and spells. They just wouldnt be able to use them. If a nomad joined a guild then went back to being a nomad, all spells, equipment and upgrades would be benefitted from once again. On the subject of spells, i imagine the skill points for them could onlybe gained on nomad quests.

Hope that answeres your question well enough.

#18 fs_ecolitan

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Posted 19 December 2008 - 21:06

This makes it worser and worser for me. So, unlike gxp which is lost when you leave, a Nomad can regain all powers without working up again?

I realize it's only a suggestion. I also think HCS won't like. But this is getting more and more "anti-guild" which would have serious consequences for the game.

#19 fs_grimaldius

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Posted 19 December 2008 - 21:13

There are also negitives to balence this concept out Eco. for example, a certain 'nomad' level will have to be attained to buy certain upgrades, and there would also be upkeep for each upgrade. there would be nomad exp level which gradually deteriorates the longer you neglect quests (which would be fairly diffucult. maybe involving inventing and such). Nmad equipment wouldnt be designed for 1-hit killing either...to one hit, you would always need the best damage spells. This evens out the fact that you can gain exp just for travelling. This is still a work in progress so you cant really criticise my idea in such depth until its fully formed.

#20 fs_ecolitan

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Posted 19 December 2008 - 21:19

There are also negitives to balence this concept out Eco. for example, a certain 'nomad' level will have to be attained to buy certain upgrades, and there would also be upkeep for each upgrade. there would be nomad exp level which gradually deteriorates the longer you neglect quests (which would be fairly diffucult. maybe involving inventing and such). Nmad equipment wouldnt be designed for 1-hit killing either...to one hit, you would always need the best damage spells. This evens out the fact that you can gain exp just for travelling. This is still a work in progress so you cant really criticise my idea in such depth until its fully formed.


Ok, I've made my points. But, it doesn't matter how formed the idea is: providing benefits to solo players that can't be obtained in a guild is bad for the game imo. It is also bad for the devs. You repeatedly say things like "there is absolutely no reason this can't be done" or "you can't criticise my idea..." every time an objection is raised.

If this idea were along the lines of personal structures that were inferior to guild structures I'd not be opposed. But you are suggesting special content for players outside guilds. I would suggest you are proposing an entirely different game, one that is not founded on the guild format which is one of the keys to this game.

If this idea evolves into some sort of individual structures that are inferior to, but in some way reflect, guild structures; fine. Anything else and I think it's a pure negative for the game.


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