'Nomads' - An alternitive to guilds
#1
fs_grimaldius
Posted 19 December 2008 - 08:00
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
Posted 19 December 2008 - 08:31
#3
fs_ecolitan
Posted 19 December 2008 - 13:51
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
Posted 19 December 2008 - 14:54
#5
Posted 19 December 2008 - 15:03
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
Posted 19 December 2008 - 15:56
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
Posted 19 December 2008 - 16:24
Nomad spellsWhenever 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!
---------------
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
Posted 19 December 2008 - 16:59
Good overall idea though.
#9
fs_grimaldius
Posted 19 December 2008 - 17:39
#10
fs_orthius
Posted 19 December 2008 - 17:49
also chek out my post on overdamage xp
#11
fs_ecolitan
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
Posted 19 December 2008 - 18:45
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
Posted 19 December 2008 - 18:48
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
Posted 19 December 2008 - 18:53
#15
Posted 19 December 2008 - 19:28
#16
fs_krazykrab1
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
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
Posted 19 December 2008 - 21:06
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
Posted 19 December 2008 - 21:13
#20
fs_ecolitan
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.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users

