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Darkfall

Darkfall 

Game Suggestions  » Banks and other things...

3 posts found
  Euronymous4

Novice Member

Joined: 7/04/06
Posts: 3

 
OP  7/04/06 6:45:37 PM#1

Taken from the E3 2006 preview:

"Darkfall allows full looting of defeated enemies. Some may wince when reading that, but it’s not quite as harsh as it may seem. All items in Darkfall can be crafted by players, so a quick trip to your local bank vault, or to a clan-mate who’s handy with a smith’s hammer will have you back in business in no time."

I would like to see the banks in the game being owned by independantly wealthy players or groups/guilds of players with good reputation within their greater faction, who allow access to their non-linked vaults based on their relation with or the alignment of adventuring players (adventuring players meaning party based --i say party based because solo players would not survive or would be thieving rogues, detested by organised factions-- rather than guild based playstyle). Guild banks could charge adventuring players fees for storing crap in their vaults, and with that money hire npc guards to stand watch or hire engineers to design walls, defenses or cyanide/spike/animal attack vault traps to kill off theives. In this way a player could form a band of bandits or hire a group of mercenaries to rob a bank that they have cased and evaluated the security of. Groups of robbers would be hated and feared, the most wanted of criminals among the npc factions and player factions, for they would be organized and capable of destruction on a massive scale (unlike the solo ganker or thief). This system would create the need for guilds of bounty hunters and efficient cooperation between members of "good" factions (good meaning not the color of your skin or the wierdness of your culture like so often is the source of these disputes in fantasy, but the desire to build rather than destroy, to gain wealth through cooperation rather than by pillaging and looting). This system would also allow the natural formation of sub-faction(guilds most likely) ran cities. The rate at which the borders would grow depending on with the amount of tax that they take in from adventurers passing through and storing their goods or using their shops and inns...A secure bank could mean adventurers would store their goods at this guild bank rather than another one, giving the ruling guild more taxes to build more walls, shops, homes for npc merchants, markets, towers, and eventually libraries (for mages), temples (for priests) and castles (castles being the final incarnation of bank upgrades, the vaults located deep within them). Of course all of these ideas would only be broken features and annoyances unless it the game was permadeath and logging off your character would put them into npc mode, coupled with a good heir system...

I guess all I really want is permadeath... insta-ressurection is so gay it makes me want to push my fingers into my eyes. Darkfall is a step in the right direction though, hopefully it will be released.

  Highpower

Novice Member

Joined: 6/27/06
Posts: 15

Fear is Power.

7/04/06 10:39:22 PM#2

Alright... i was reading what you said, and its good but permadeath? Permanent Death is what your saying right?

Permanent Death is a terrible idea... everyone would be noobs... and MAYBE just maybe... there would be a overpowering guild that has managed to keep all there players alive for a whole fucking year... i dont think so buddy... maybe a penalty for dieing... like 1 hour or something more intense... but NEVER permanent Death... thats insane

  Euronymous4

Novice Member

Joined: 7/04/06
Posts: 3

 
OP  7/08/06 12:04:42 AM#3

A guild that would manage to keep their players alive for a whole year?  I think that would be the ultimate achievement, that is, to keep all your faction members alive as every veteran's death would be a huge loss to the guild. In a system like this many guilds would need to work together, sharing technology, intel and resources in order to resist the advance of npc factions. If by overpowering you mean a guild who've reached a high level and are killing all the noob players, I don't think that would happen. Any person who has managed to play a mortal character for a year, isn't going to want to risk loosing their reputation on something so stupid as ganking noobs, because a characters reputation in a perma-death game would mean life or death for that character and all of their heirs.

I'd like to see a mmo where a characters level is not only a reflection of the time that they've put into them, but also the strategic, social and gaming skill of the player behind them (without the threat of death, all your dragon loot don't mean squat).