'Nomads' - An alternitive to guilds
#21
Posted 19 December 2008 - 21:24
#22
fs_sekzibewbz
Posted 19 December 2008 - 21:25
all in all it is an interesting idea though, once you work out some more specifics, and get some input visa vis what is actually feasible from the HCS staff.
#23
fs_ecolitan
Posted 19 December 2008 - 21:37
you could just come up with alternative ideas instead of just putting down the idea over and over. BRAINSTORMING is a great way to work on suggestions with other players. DEBATING is something that gets everyone nowhere. remember this young padawan
I have repeatedly said personal structures similar to, but inferior to, guild structures make sense for this. It works for the players, provides no incentive to skip guilds, gives no advantage to those that "don't play well with others" and provides both fsp and gold sinks for the devs. Anything "unique" for nomads is game breaking. Any of these things obtainable through quests instead of fsp and tons of gold, again - game breaking.
Remember a guild paid 75 fsp and tons of gold for every structure they got. Replacing even a fraction of this power without the same sacrifice is unfair and a money losing suggestion to the devs.
#24
fs_grimaldius
Posted 19 December 2008 - 21:58
#25
fs_negrumir
Posted 19 December 2008 - 22:08
Maybe the crystal telescope should give out 1% instead of 2.
Also, there shouldn't be any nomad only armor as there is no guild only armor.
Other than that, I think you're onto something with this.
Keep up the good work.
#26
fs_rulen
Posted 19 December 2008 - 22:15
#27
Posted 19 December 2008 - 22:28
I am a solo player myself. Anybody that wants to benefit from guild like bonusses, should just join a guild. Going solo comes with a price, and most solo players take that price for granted.
I am not a power leveller, but I cannot complain about how my growth is going, in other words, I am doing just fine in my solo guild. Only thing I need from my guild is the ability to hire mercs, other than that, I do not really need anything.
Going solo should be a well-tought-over choice of path a player takes, if you cannot handle the penalties that come by going solo, then do not bother to go solo, hence the reason why we do not need compensating measures for solo players. Especially since solo players are a BIG minority in the game.
#28
fs_grimaldius
Posted 19 December 2008 - 23:05
We do not need this, let's move on.
I am a solo player myself. Anybody that wants to benefit from guild like bonusses, should just join a guild. Going solo comes with a price, and most solo players take that price for granted.
I am not a power leveller, but I cannot complain about how my growth is going, in other words, I am doing just fine in my solo guild. Only thing I need from my guild is the ability to hire mercs, other than that, I do not really need anything.
Going solo should be a well-tought-over choice of path a player takes, if you cannot handle the penalties that come by going solo, then do not bother to go solo, hence the reason why we do not need compensating measures for solo players. Especially since solo players are a BIG minority in the game.
Morgwyn, you are just telling us about your solo guild success story. Youre not seeing the big picture here. I am talking about adding something new to the game to give it another dimention. as ive already said, many players prefer not to have a guild. This is another option.
What the heck? Why give guild hoppers benefits at all? You expect guilds to simply supply them equipment and then let them go when they get bored. No sorry but I just don't see why you should encourage people to be guild hoppers. Something called loyalty. This gets an absolute no from me and hopefully from HCS.
Rulen. Youre making out that all solo players are guild hoppers. Theyre not. As for loyalty, you either are or arent so if anything, the choice to become a nomad would be a 'test' of loyalty. there is no harm in giving people options and i belive this is a great option for people who dont want, or are tired of guilds.
#29
fs_goalmaster
Posted 20 December 2008 - 01:51
#30
fs_deciever11
Posted 20 December 2008 - 01:53
#31
fs_grimaldius
Posted 20 December 2008 - 02:05
#32
fs_goalmaster
Posted 20 December 2008 - 02:25
#33
fs_grimaldius
Posted 20 December 2008 - 02:33
#34
fs_mags
Posted 20 December 2008 - 05:23
do not like the bits about offering different buffs/skills/items/etc to nomads but if there was a way to offer solo players assistance as nomads, that would be cool. for example, a reduced cost for guild-same structures. or the use of what would have been contributed guild xp to nomad buffs, meaning that the longer one is in nomad mode the more xp is contributed and upon reaching defined amounts, certain buffs could be opened (these buffs would be equal to guild structures, not different) and cast. the option of becoming a nomad should also have a trial period, say 1 week. if after that time a player decided to remain a nomad, they cannot opt out of that mode of play for a designated amount of time, maybe 90 days. if a player leaves nomad mode, all is erased (guild-structure buffs cannot be cast) and should they re-enter nomad mode the counters are reset.
on the whole, i think the backbone of FS is in the relationships forged (throuh guilds or not) but giving those who opt to give it a go alone shouldn't be penalized for doing so, but they shouldn't have advantages either. additionally, if this mode was introduced, i think players like Phool and Quanta (among others) should somehow be retroactively compensated for their investments in solo guilds.
#35
fs_redeyejz
Posted 20 December 2008 - 16:56
#36
fs_grimaldius
Posted 20 December 2008 - 20:52
#37
fs_door23
Posted 22 December 2008 - 00:25
#38
fs_bwlaf93
Posted 22 December 2008 - 00:37
#39
fs_tal6727
Posted 22 December 2008 - 00:55
#40
fs_grimaldius
Posted 22 December 2008 - 02:27
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