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Special Castle

8 replies [Last post]
Tue, 05/24/2011 - 14:58
Darkcub's picture
Darkcub

My idea is:

That would seem to put a special portal which has a castle that a guild can capture:
To conquer this castle would have advantages, reduced costs of creating items, reduction in prescription costs, are 2 examples could be more.
Of course this would not only advantages, we also have our cons, which would defend the castle from attacks from other guilds, we would have to relive the death of wasting energy, you could also put defenses, contributing to all union members to pay them, example some towers firing at the intruders, a boss level protection against enemies, in addition to the members who would defend furiously.

I think it would be a good contribution to the game.
Would win all, aside from entertaining us because we would discount.
The other guilds who can not conquer Honduras continue to do to become stronger and achieve the fame that would have this castle.
The game would win the party and revive our turn to die defending or conquering this fort, and buying energy defenses or crowns.

I hope a GM response that seems to have the idea and ^ ^

Forgiveness for the poor translation, I speak Spanish.

Tue, 05/24/2011 - 15:27
#1
Vlad's picture
Vlad
Isn't Honduras somewhere in

Isn't Honduras somewhere in Mexico?

Tue, 05/24/2011 - 16:53
#2
Pawn's picture
Pawn
I love the idea

On paper it's beautiful. IN the reality of MMO's--min/max, everything exploited (for lack of better word) the furthest possible point. I just don't think it could play very well. It would be causing people to switch guilds, so many guilds would fold, new guilds wouldn't start...etc. Which is unfortunate, cause it would be awesome.

Tue, 05/24/2011 - 20:09
#3
Evning's picture
Evning
I rmb the last game with such a system

guild halls with benefits

led to very unfriendly power struggle,
made the game political,
saw the creation of dominating guilds
saw the reduction in the number of active guilds (mergers)
predetermined guild wars = fixed times that ppl must be online for
unfair advantage
players became polarized.
wealth gap became staggering.

whether this is good or bad,
depends on individuals

Wed, 05/25/2011 - 05:32
#4
Bigindian
this reminds me the good old

this reminds me the good old Lineage 2 Castle Sieges... you'd have an "appointment" battle when the Siege would happen... some defense NPCs and special gates where summoned to help the owners... it was kinda epic

Wed, 05/25/2011 - 11:51
#5
Sirrocco
Legacy Username
I'd draw a distinction

I'd draw a distinction between guild noncompetitive advantages, guild competitive advantages, and guild competitive advantages that must be fought over.

Guild noncompetitive advantages: These are good things. The noncompetitive bit means that it doesn't help in any major way with the basic process of adventuring through the clockworks, crafting gear, buying or selling. Instead, it's stuff like vanity benefits, entertaining minigames, or possibly a special guild-controlled elevator, all bought or rented at some cost, possibly significant. It gives guilds some meaning, gives high-end players something to work toward, and serves as a useful sink for whatever the devs want a sink for this time. It makes people happier, puts money in OOO pockets, and doesn't actually take away from the enjoyment of anyone not in the guild.

Guild competitive advantages: These are things that start to be problematic. This is stuff like, say, the ability to buy and sell in the auction house with lower fees or whatever. It has all the advantages of the first category, but it also starts to take away from the enjoyment of others. If someone can post in the auction house with only a 5% fee, rather than a 10% fee, he can afford slimmer margins than anyone else, and gets something of an unfair advantage. Having to compete against that guy can make the game less fun for the people who are not in a guild that is so blessed but who still want to work the market. Certain versions of this can be okay - especially if the competitive portion of the benefit gained is actually less than the cost - but it's a bit riskier.

Guild competitive advantages that must be fought over: As far as Spiral Knights is concerned, these are just bad ideas. This is stuff like the OP was talking about, where individual guilds would get a competitive advantage, but only a limited number of guilds could have the advantage, and getting it for your guild would inherently require taking it from some other guild. This is host to a great many problems, divisiveness and so forth. It has all of the disadvantages of the "Guild competitive advantages" thing and also actively encourages inter-guild hostility, super-guilds, elitism, and so forth.

Wed, 05/25/2011 - 13:06
#6
Quote95
Legacy Username
Great Idea

That addition to the game would be epic. I can already imagine fighting with my friends to take over castles. Sweet idea. Hope it gets added to the game.

Wed, 05/25/2011 - 14:56
#7
Shion-Sinx's picture
Shion-Sinx
guild vs guild wars? sign me

guild vs guild wars? sign me in.

SK isnt the kind of game where few could have the best equips, its a game where everyone can get them, but not everyone its good using them.

Wed, 05/25/2011 - 16:57
#8
mirrorminx
Legacy Username
Fold it into PvP?

I could see this as a giant PvEvP, where there were both enemy players and monsters in a level. It would add an extra challenge in the form of other players. Perhaps a guild could only hold the castle for so long, and there would be many iterations, as to prevent the dominance of large guilds. I would also suggest different size caps, so that you could have a guild 5v5, guild 10v10, guild unlimited, things like that, as to not encourage guild consolidation.

I have to agree that they would need to be benefits that would only apply to the individual. Something like cheaper auto-learned recipes for the participants at the time even would be fine, as it wouldn't interfere with trade.

The more interaction with our fellow players, the better!

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