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Citadel of Sorcery

Citadel of Sorcery 

General Discussion  » What input does MMO magic want to see?

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69 posts found
  jagust05

Novice Member

Joined: 2/28/08
Posts: 27

"Love is the single greatest thing humans can aspire to."

4/16/08 11:32:33 AM#21

My guess would be that resurrection only applies to PC's and not to NPC's, that is of course assuming that the "prisoner is an NPC.  But i don't know, i guess only Jatar can really answer that question.

  jakin

Apprentice Member

Joined: 7/27/04
Posts: 236

 
OP  4/16/08 1:09:13 PM#22

That actually raises a question for me.  Just how commonplace is magic in the Citadel world?

My gaming (tabletop) background predisposed me to liking relatively low magic worlds, ones where magic was still an arcane practice that only rare individuals actually practiced.

Needless to say, when I started playing fantasy-based MMOs it was a bit of an adjustment to get used to particles fountaining out of every orifice and every second person being a mage / wielding enough magic gear to depopulate the planet.

So - here's hoping for a world where magic is present but not terribly common. 

 

Unrelated (kinda) note.  It would appear there has already been some work done on the fiction and backstory for the world. 

Jatar - do you think you could do a "look over there" to whoever is in charge and post some elements of the fiction to the website? 

  Hexxeity

Novice Member

Joined: 2/21/07
Posts: 850

4/16/08 1:43:33 PM#23

Well, jakin, the game is called Citadel of Sorcery ...

  jakin

Apprentice Member

Joined: 7/27/04
Posts: 236

 
OP  4/16/08 2:21:48 PM#24

 

Originally posted by Hexxeity

Well, jakin, the game is called Citadel of Sorcery ...

Oh I know, I know.  It isn't as though I'm hoping there will be NO magic or anything.

 

 

I'm just more interested in magic being an obscure thing only practiced by a relative few - rather than the more EQ / WoW paradigm where everything you own and do sets off an eldrich fireworks display.

  Jatar

Novice Member

Joined: 9/16/07
Posts: 329

Citadel of Sorcery dev team member

4/17/08 1:50:44 AM#25

Originally posted by jakin

 

 

Originally posted by Hexxeity

Well, jakin, the game is called Citadel of Sorcery ...

Oh I know, I know.  It isn't as though I'm hoping there will be NO magic or anything.

 

 

 

I'm just more interested in magic being an obscure thing only practiced by a relative few - rather than the more EQ / WoW paradigm where everything you own and do sets off an eldrich fireworks display.

Well, there seems to be two separate issues here, the use of magic and the display of magic.

I can tell you that magic Abilities will be readily available since two of the five Leagues are magic based.   (Leagues are what you join when you want to Quest for an Ability you wish to learn).

However... the second issue is the proliferation of partical effects while magic is being used.  That is different.  I'm not sure what the end result of this will be in the game yet, as we haven't created the partical effects for Abilities yet.   The problem is that many players (and publishers) like their 'flash and bang'.  They want to see lots of colorful particle effects in a game.  Where others, like you, don't want to see so much (and I don't blame you, they get in the way of seeing and can slow your frame rate down when too many are going off at once). 

I wonder if the answer is to have the effects available, but to let players turn them down or even off if they choose?  As you can see this is one of the areas still under discussion at our company.

Jatar

  jakin

Apprentice Member

Joined: 7/27/04
Posts: 236

 
OP  4/17/08 8:21:09 AM#26

I'll always pull for more customization of the user experience.  A simple two-state system (understated particles vs. ostentatious) would be fine by me.  (Just turning particles off is seldom an option given the need for visual cues sometimes)

 

Same thing as chat bubbles I suppose.  So many gamers hate chat bubbles with a passion, but I like them and find them more immersive than watching a chat box all the time.

/shrug

  mike470

General Correspondent

Joined: 2/11/08
Posts: 2429

"We cannot change the cards we are dealt, just how we play the hand" - Randy Pausch

4/17/08 8:56:01 AM#27

Originally posted by Jatar

 

I wonder if the answer is to have the effects available, but to let players turn them down or even off if they choose?  As you can see this is one of the areas still under discussion at our company.

Jatar

I like that idea.  Not only does it help for people who don't like the display, but also for computers that cannot handle all of the graphics.  Fir instance, I remember playing RF Online, and each time I tried to turn the spell graphics up (so I could see what I was doing), I would lag like crazy.  So then I would turn the setting off, and surprisingly I wouldn't lag nearly as much..

So not only would that make it so people like jakin don't have to see the spells, but also if people are using less-advanced computers they can just turn the settings of spells down to play.

__________________________________________________
In memory of Laura "Taera" Genender. Passed away on Aug/13/08 - Rest In Peace; you will not be forgotten

  Jatar

Novice Member

Joined: 9/16/07
Posts: 329

Citadel of Sorcery dev team member

4/23/08 6:19:10 PM#28

Let's hear from you guys about Guilds.

What is it you want in your guild?  What information would you like available to your members?  What features would you like?  What do you want to do with your guild?  What stats do you want to track?  What special powers do you want officers of the guild to have?  What customizations would you like to have to make your guild members unique?  If you have your own physical location for the guild, what would you like included there?  What would you expect to find inside?  What else?

 

Jatar

  mike470

General Correspondent

Joined: 2/11/08
Posts: 2429

"We cannot change the cards we are dealt, just how we play the hand" - Randy Pausch

4/23/08 7:07:13 PM#29

Originally posted by Jatar

Let's hear from you guys about Guilds.

What is it you want in your guild?  What information would you like available to your members?  What features would you like?  What do you want to do with your guild?  What stats do you want to track?  What special powers do you want officers of the guild to have?  What customizations would you like to have to make your guild members unique?  If you have your own physical location for the guild, what would you like included there?  What would you expect to find inside?  What else?

 

Jatar

Woah, lots of questions..

 

What is it you want in your guild-  Hmm, well a guild hall would be good. Perhaps for each guild, you must pay a certain amount of in game money to create a guild.  Once you purchase the right to have a guild, you then get your own guild setion in the hall.  (For example-  I recently purchased a guild..Now I go to the guild hall, and a buy a room.  Once this room is purchased the guild gets its own personal room in the hall.  Whenever my guild has a meeting, we meet iont he guild room, which is only accessable to the members.)

As for what I want in the guild....A customizable guild hall for one...  for some reason that's all I can come up with for now..

What features would you like?-  Guild battles, guild competitions (scavenger hunt??), the ability to buy out another guild, the ability to join 2 guilds in one, and guild quests...Definately guild quests, and guild adventures (although it is unsure what adventures are).   These would mean a guild would have to work together on a challenging objective.  

Perhaps in a guild battle, the leaders could choose to wager money, or even wager their guild. 

What information would you like available to your members?-  Everything.  The guild's rivals, the guild's allies. the guild's ranking among other guilds, the guild's future battles, a list of the members, and everything else their is to know. 

What stats do you wnat to track?-  hmm.  The victories of my guilds, as well as other guilds.  The guilda monthly fee (must pay fees to keep the room?) the other members' levels, the other members' abilities, the ability to easily interact with other members, etc. 

What special powers do you wnat the officers of the guild to have?-  The ability to give each member a ranking, the ability to wage war with another guild, the ability to become allies with another guild, the ability to recieve quests from NPC's for the guild to complete, the ability to buy out other guilds, the ability to join with other guilds, the responsibility of paying fees the guild must pay off, and other leader qualities :)

What customizations would you like to have to make your guild members unique?-  A special cape, special emblem, and perhaps a crafter could create a unique marking on armour that is onyl for the guild...

If you have your own physical location for a guild, what would you liek included there?-  I'm guessing that this would mean a whole building.   Well I would hire NPC guards to protect the guild while I am gone.  (people should be able to rob from guild halls, but if they are caught, they are automatically attackable/thrown in jail.)  Well the outsire shoudl be custamizable as well...So I would get animals to protect my land, and a secret portal which leads inside of the guild hall.  The door is locked always, so if someone wanted to rob the guild hall, they would have to find the hidden portal.

 

It is important to have friendly relations and unfriendly relations as your guild.  If each guild had its own personal amount of land, that would be very cool to see. 

 

__________________________________________________
In memory of Laura "Taera" Genender. Passed away on Aug/13/08 - Rest In Peace; you will not be forgotten

  jakin

Apprentice Member

Joined: 7/27/04
Posts: 236

 
OP  4/23/08 7:30:56 PM#30

 

Originally posted by Jatar

Let's hear from you guys about Guilds.

What is it you want in your guild?  What information would you like available to your members?  What features would you like?  What do you want to do with your guild?  What stats do you want to track?  What special powers do you want officers of the guild to have?  What customizations would you like to have to make your guild members unique?  If you have your own physical location for the guild, what would you like included there?  What would you expect to find inside?  What else?

 

Jatar


Lemme see.

 

Right off the top I think more information needs to be provided in-game for prospective guild members than is typically.

At a minimum I'd like to see publicly available stats on number of members (total), number of members active in the last X days, peak activity times, guild contacts, and perhaps some key information related to the game itself (i.e. if this were a typical MMO:  information on loot splitting policy, leadership type (democratic vs. council vs. etc), Roleplay focus and so forth).  All this stuff should be readily available in a format such that unguilded players can browse or narrow their search via certain aspects.

A further afield system might even be a questionaire / matching system where players all fill out a set of questions relating to their views on various game activities / guild needs - and then those answers are compared to the answers the guilds themselves give as to their views on the same topics.

Information available within the guild kinda depends on what systems are in the game.  Some sort of scheduling interface for guild events would be very nice - with ingame reminder mails (a readily accessable mail system is pretty much a requirement IMO, for all players not just guilded ones). 

A guild bank (both money and items) is crucial, with preferably some abliity to sort items to different access levels (and maybe even a configurable sort so that members can just drop items into the bank and they automatically get sorted based on parameters the guild officers define).

There should really be at least three levels of officer permissions (maybe more) with completely configurable permission status.  EVE has a pretty reasonable basis for this - several categories, view only or view/access parameters, and completely configurable such that the guild can make up whatever roles they like.

Beyond the normal information provided to guild leaders, I've always found traditional MMOs too light on the stats they provide the guild leadership - and the ability to sort those stats (if given) is usually lacking.  Minimum information I'd like to see are stats on member activity (frequency, duration, last time active, peak times).  Little things like member location in the game world (offline and online members both) and afk status are important too.

Unique appearances really depend on a variety of things - but any ability to have player designed guild tabbards, patches, or whatever would be really nice.  If not totally freeform (given the overhead that would cause) then maybe some sort of design template?

Guild hall stuff - if you're still going with no general player residences then I'd really like to see a decoratable room within the guild hall, some sort of apartment if you will - maybe with a few themes (dungeon, tower, garden, etc).  At least a doorway to some kind of sanctum the player has some customization ability for.  Frankly - I think this is pretty much as much a requirement for a modern MMO as any other PvE, PvP, etc feature.

Common areas of the guild should be similar in customization ability (with permissions of course), but with group based trophies displaying guild accomplishments.  There should really be a few levels of access too - public spaces vs. private areas that are guild members only.

That's about all off the top of my head.  Thanks for asking Jatar.

  Greymain

Novice Member

Joined: 8/30/04
Posts: 15

4/24/08 4:58:40 AM#31

My Guild was created in 1999 and has survived moving from game to game until today. 

It should not be difficult or expensive to create a guild the challenge should be in building up the guilds status.

I want a guilds to be able to make themselves unique. a tribe, clan, unit, gang, society. This means they have an Identity and ethos. The rules should allow a wide range of guild formats. From a loose group of  friends all of equal status to a highly regimented military style unit.  This requires flexibility, for instance you should be able to name the members functions within the guild ie Officer, Veteran, Quarter master, Boss, Chief, Enforcer and so on. As to what information should be available to members the answer is as much as possible but provide the Guild Master with the means to pick and choose what information will be available at what level in hierarchy. It could be that a guild wants to play at being a secrete society of assassins where information about other guild members is very restricted. Other formats may be encourage competition between members and more details are needed.

Information could include

Listing names, Date Joined, Rank, Class, Nickname, Online/offline, Guild awards, location, last on, Main or Alt, Notes

Guilds should be restricted to 100 main characters plus that 100 main characters Alts. Very large guilds become impersonal and difficult to manage. However formal alliances of 2 or more guilds should be possible allowing the to share access to guild houses

All in favour of guild coat of arms for use on standards shields etc. Not difficult to program if using a wide range of defined symbols. A nice touch would be to have buffs attached to Guild symbols earned  through Guild actions.

A guild house should start out out as a small hut which can be enlarged and enhanced through guild members efforts and activities.

Activities possible in Guild house could include crafting, Training, Sparing, eating and drinking although the Guild house would have to enlarged to permit such activities.

Trophies are good perhaps it may be possible to capture enemy Standards as well.

I assume guild houses would be instanced so be a bit generous with the plot of land

Within a guild house you could have your own private instanced room with storage. 

Instant free access from any portal  to Guild house and return to location.  

NPC's that appear when the facilities are provided such as a guild banker, Traders, Trainers and guards

 

 

  TdogSkal

Apprentice Member

Joined: 5/11/06
Posts: 1259

Do not fear death, Death will come a knocking anytime it wants.

4/24/08 8:16:46 AM#32

Guilds - Good Question

Were to start. hmmm

Okay well there should be note boards around the outside of the guild hall for recruiting.  You would be able to post recruitment notes which players could read and post a reply to join.

Inside the Guild Halls should have a message board that all guild memebers can read, post and reply to.  Also it should be able to link to the guilds main website so that players can sign up for guild events though the guild hall without logging out.

Guild officers should have full access over the message board which would allow them to edit and delete posts.

Should be able to upgrade your guild house with different things.  Crafting stations, guild banks, dining halls for RP, Meeting room with lockable door for Officer meetings as well as hold guild meetings.

Guild should be able to design some kind of symbol for all guildies to wear on their armor so others will know what guild you are in.

Just some random thoughs.

Sooner or Later

  jakin

Apprentice Member

Joined: 7/27/04
Posts: 236

 
OP  4/24/08 8:48:01 AM#33

Ah - a couple of other points:

I'm hoping there is a fairly involved faction system (with actual choices and consequences attached).  If that is the case, then guilds should definitely be encouraged / required to pick a side or a loyalty.

Having picked that loyalty the guild hall could see NPCs appearing from time to time with missions that would add to guild standing if completed successfully (or decrease standing if failed).

(On a related note - I'm hoping the various tiers of the Citadel have some seriously vicious political infighting that players can take part in)

 

Back closer to topic - as a guiding principle for guilds I would essentially try to replicate any and all features found on independent guild websites if possible.  If it were possible to code a kind of mini-browser interface that allowed each guild some space to put up an in-game guild site - with all sort of bells and whistles found on Guildportal, etc. I think you'd be in very good shape.

Basically, the hardest thing I've found in casual guilds is actually getting members to go to an external site and keep up with guild discussions and so forth.  Most casual players want to play the game and that's it.  If all those elements (schedules, bank inventories, forum / discussion groups, officer's messages, etc) were available from within the game itself it would make life a whole lot easier on the poor sods that take on guild leadership roles.

(and some kind of internal website feature would also be a something that could constantly expand without screwing with basic game code and concepts I'd think)

  mike470

General Correspondent

Joined: 2/11/08
Posts: 2429

"We cannot change the cards we are dealt, just how we play the hand" - Randy Pausch

4/26/08 7:21:04 PM#34

"2) Guild District: This is where playesr can start their own Guild and where they go to enter the guild premises. Guilds in CoS are more than a spreadsheet, they have an actual physical location. Guild members can hang out there and use the various guild facilities."

Cool.  Forget my idea about rooms, physical locations are much better :)

Perhaps there will be empty space in the Guild District where people can buy a certain amount of land from NPC's/former guilds that used to use that land.  Then, after the price is paid, that guild's hall is made.  This way each guild has a a certain amount of space to do what they want.  The bigger the guild is, the more land they will want to purchase.  

The guild halls should be completely customizable though.  They will be empty at first, but people can purchase things for looks or use. Don't like wooden floors?  buy a carpet.  Don't like that boring wall there?  Knock it down and make a window.  Your huge guild to big for a single story hall?  Pay some cunstruction workers to make an upstairs.  Point is:  The halls should be highly custamizable.

Now, the price of these areas may go up or down, depending on the amount of guilds being made. 

I like the idea of a Guild District.

 

__________________________________________________
In memory of Laura "Taera" Genender. Passed away on Aug/13/08 - Rest In Peace; you will not be forgotten

  Jatar

Novice Member

Joined: 9/16/07
Posts: 329

Citadel of Sorcery dev team member

4/27/08 1:24:56 PM#35

Here is a semi-consolidated list of what you have requested or suggested for Guilds in earlier posts.  Perhaps some of you can say which ones you disagree with (if any) and why?  A little friendly discussion.

Later, I'll explain what we are considering from this list (whether it was already in the design or added since you made the requsts)  And perhaps why some of these will not be added, (if any will not).

 

 

1)  Guild Battles

2)  Guild Competitions

3)  Buy out another Guild

4)  Join 2 (or more) Guilds at once.

5)  Guild specific Quests(requiring Guild members to work together).

6)  Guild rivals and allies list (info)

7)  Guild rankings against other Guilds

8)  Member list (info)

9)  Guild Victory (info)

10) Wagering on Guild battles.

11) Guild fees (info)

12) Data on Guild members (level, abilities)

13) Guild officers can give our rankings to members.

14) Guild officers can declare war on other guilds.

15) Guild officers can enter alliances with other guilds.

16) Guild officers take on quests from NPCs for the Guild to complete.

17) Guild officers can 'buy out' another Guild.

18) Guild officers can merge their Guild with another.

19) Guild officers responsible for paying Guild dues.

20) Special capes for the Guild

21) Special emblem for the Guild

22) Public Info: Number of members in Guild

23) Public Info: Number of active members in past x number of days.

24) Public Info: Peak Guild activity times.

25) Public Info: Guild contacts (officers?)

26) Public Info: Loot splitting policy.

27) Public Info: Leadership type (Democracy, Council, Dictatorship, etc.)

28) Public Info: Role-play focus, etc.

29) Matchmaking system.  Guilds fill out their info, players fill out their desires and a list of ranked list matches is generated.

30) Private Guild data: Scheduling system or bulletin board for Guild events.

31) Guild mail (with auto mailings tied into the schedule).

32) Guild Bank account.

33) Guild Equipment storage with categories and access based on Guild rankings

34) Officers: Set what sorts into what category in the Equipment storage.

35) Officer Ranking and permissions system configurable per Guild.

36) More stats on Guild members (possibly with access to data based on Guild ranking). Data could include: Frequency, duration, last time active, peak play times.  Member’s current location, AFK and LFG status.

37) Furniture customization and Guild decoration.

38) Areas of the Guild with access restrictions by Guild ranking.

39) Create your own names for Guild Rankings.

40) Private Guild data: when members joined, rank, class, nickname, last on, Member or Alternate status, notes.

41) Restrictions on number of members (100 members, 100 alternates)

42) Change the exterior of the Guild as Guild gets larger (higher dues).

43) Guild facilities: Crafting, Training, Sparing, Eating.

44) Instanced interiors (to accommodate a large number of Guilds).

45) Guild members can have private rooms in the Guild.

46) Access straight to your Guild from any portal.

47) NPCs assigned to the Guild: Guards, banker, traders, trainers, etc.

48) Recruiting boards in the World where players can see Guilds seeking members.

49) In the Guild Hall a message board. 

50) Guild officers: Power to edit and delete messages on the board.

51) Upgrades to the Guild hall (add banks, and other facilities).

52) Guild faction interaction (where they have to choose some kind of side in the world political situation).

53) NPCs from that faction would give the Guild quests to further their cause.

54) In game Guild web, customizable by the Guild.

55) Various Guild Hall locations within the Guild District.  More ostentatious Guild exteriors cost more (and require more members to 'rent').

 

 

  mike470

General Correspondent

Joined: 2/11/08
Posts: 2429

"We cannot change the cards we are dealt, just how we play the hand" - Randy Pausch

4/28/08 10:42:01 AM#36

 

Originally posted by Jatar

Here is a semi-consolidated list of what you have requested or suggested for Guilds in earlier posts.  Perhaps some of you can say which ones you disagree with (if any) and why?  A little friendly discussion.

Later, I'll explain what we are considering from this list (whether it was already in the design or added since you made the requsts)  And perhaps why some of these will not be added, (if any will not).

 

 

 

 

 

 

I personally can't find anything that should be removed, they all fit perefectly for each different kind of player.

I look forward to see what will be added/removed.

__________________________________________________
In memory of Laura "Taera" Genender. Passed away on Aug/13/08 - Rest In Peace; you will not be forgotten

  jakin

Apprentice Member

Joined: 7/27/04
Posts: 236

 
OP  4/28/08 12:03:10 PM#37

Originally posted by Jatar

Here is a semi-consolidated list of what you have requested or suggested for Guilds in earlier posts.  Perhaps some of you can say which ones you disagree with (if any) and why?  A little friendly discussion.

Later, I'll explain what we are considering from this list (whether it was already in the design or added since you made the requsts)  And perhaps why some of these will not be added, (if any will not).

 

4)  Join 2 (or more) Guilds at once.

10) Wagering on Guild battles.

These are the only two that give me any cause for concern at all.

I don't like the principle of joining two guilds at once as I foresee a fair bit of strife over time sharing among members and so forth.  It may simply be a prejudice, but I think if a player is interested in more than one guild then they need to make a choice between them.

Now - if this is referring to joining two or more guilds together in an alliance-type structure (a meta-guild if you will) then that's all good.

 

The other isn't a problem with guild battles per se, but more a question as to how guild battles would take shape.  Basically it's a question of PvP focus.

Frankly - allowing for open PvP (even if only amongst guilds) is not a good road to head down for launch IMO.  In time sure, but a PvP ruleset and balancing is a huge headache that takes away from a great many other pressing issues a new MMO faces.  It's my belief that unless a title is being developed by a large commercial team (a la Funcom, Mythic, Turbine, etc) implementing large-scale PvP is a recipe for bad news.

Once the game is on even footing there is always time to implement or expand on some PvP elements - but before that...it's pretty easy to sail into the same waters that PotBS is currently foundering in.

  mike470

General Correspondent

Joined: 2/11/08
Posts: 2429

"We cannot change the cards we are dealt, just how we play the hand" - Randy Pausch

4/28/08 3:14:51 PM#38
Originally posted by jakin

 

Originally posted by Jatar

Here is a semi-consolidated list of what you have requested or suggested for Guilds in earlier posts.  Perhaps some of you can say which ones you disagree with (if any) and why?  A little friendly discussion.

Later, I'll explain what we are considering from this list (whether it was already in the design or added since you made the requsts)  And perhaps why some of these will not be added, (if any will not).

 

4)  Join 2 (or more) Guilds at once.

10) Wagering on Guild battles.

 

 

The other isn't a problem with guild battles per se, but more a question as to how guild battles would take shape.  Basically it's a question of PvP focus.

Frankly - allowing for open PvP (even if only amongst guilds) is not a good road to head down for launch IMO.  In time sure, but a PvP ruleset and balancing is a huge headache that takes away from a great many other pressing issues a new MMO faces.  It's my belief that unless a title is being developed by a large commercial team (a la Funcom, Mythic, Turbine, etc) implementing large-scale PvP is a recipe for bad news.

Once the game is on even footing there is always time to implement or expand on some PvP elements - but before that...it's pretty easy to sail into the same waters that PotBS is currently foundering in.

I may have missed it, but where are you getting open PvP from?    I believe these battles would take place in the colleseum (please correct if I am wrong). 

I may have misread, but no open PvP will be taking place between guilds.

 

__________________________________________________
In memory of Laura "Taera" Genender. Passed away on Aug/13/08 - Rest In Peace; you will not be forgotten

  dafuzzle

Novice Member

Joined: 6/07/06
Posts: 160

if life gives you lemons make beef stew

4/28/08 3:49:53 PM#39

Originally posted by jakin

 

Originally posted by Jatar

Here is a semi-consolidated list of what you have requested or suggested for Guilds in earlier posts.  Perhaps some of you can say which ones you disagree with (if any) and why?  A little friendly discussion.

Later, I'll explain what we are considering from this list (whether it was already in the design or added since you made the requsts)  And perhaps why some of these will not be added, (if any will not).

 

4)  Join 2 (or more) Guilds at once.

10) Wagering on Guild battles.

 

These are the only two that give me any cause for concern at all.

I don't like the principle of joining two guilds at once as I foresee a fair bit of strife over time sharing among members and so forth.  It may simply be a prejudice, but I think if a player is interested in more than one guild then they need to make a choice between them.

Now - if this is referring to joining two or more guilds together in an alliance-type structure (a meta-guild if you will) then that's all good.

 

The other isn't a problem with guild battles per se, but more a question as to how guild battles would take shape.  Basically it's a question of PvP focus.

Frankly - allowing for open PvP (even if only amongst guilds) is not a good road to head down for launch IMO.  In time sure, but a PvP ruleset and balancing is a huge headache that takes away from a great many other pressing issues a new MMO faces.  It's my belief that unless a title is being developed by a large commercial team (a la Funcom, Mythic, Turbine, etc) implementing large-scale PvP is a recipe for bad news.

Once the game is on even footing there is always time to implement or expand on some PvP elements - but before that...it's pretty easy to sail into the same waters that PotBS is currently foundering in.

I agree with you on #4 but on #10 i don't see a concern for # 10.  I understand why you are worried about large-scaled pvp in this game, but the game isn't revolved around pvp so that dosen't make it a big issue.  There's plenty more to do like questing which is what their big system there making is all about.  And personally waggering on battle's adds risk which makes everything more fun.

Keep up the good work dev team.

  jakin

Apprentice Member

Joined: 7/27/04
Posts: 236

 
OP  4/28/08 4:38:57 PM#40
Originally posted by mike470

I may have missed it, but where are you getting open PvP from?    I believe these battles would take place in the colleseum (please correct if I am wrong). 

I may have misread, but no open PvP will be taking place between guilds.


I'm not getting it from anywhere in particular - just stating an opinion.  MMOs tend to morph and change as they develop so no open PvP one day might not remain true throughout development.

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