Never Ending Shard Hunt
Posted: Fri Sep 08, 2017 7:58 pm
We could forgo this whole area capture and do a Shrine situation. Guilds buy guild houses and then buy a Shrine for one of their rooms.
A.) This helps with players using gold.
B.) Doesn't have to apply to areas.
C.) Doesn't make guilds want to beat newbs up just for trying to lvl.
From there:
Every mob in the world has a % of a chance to drop a shard. There could be ..5 different types of shards.
A Broken Shard is here with you. [+1%]
A Cracked Shard is here with you. [+2%]
A Shard is here with you. [+3%]
A Glowing Shard is here with you. [+4%]
A Radiant Shard is here with you. [+5%]
Obviously the % to drop them is lower as their value increases. But should a mob randomly drop them, you should pick it up.
From there, you should bring that shard to your guild shrine and present it as an offering, increasing your guild's Blessing.
So we implement a "Blessing" system. Guilds don't necessarily have to fight each other and run newbs off their turf. Your guild would be blessed because your members are actively collecting shards to increase their Blessings.
Blessing lvl 10% = +1% Drop rate, +1% EXP Rate, +1% Gold.
Blessing lvl 20% =
Blessing lvl 30% =
Blessing lvl 40% =
Blessing lvl 50% =
Blessing lvl 60% =
Blessing lvl 70% =
Blessing lvl 80% =
Blessing lvl 90% =
Blessing lvl 100% = +10% Drop Rate, +10% Exp Rate, +10% Gold
Obviously make the drop rate for the shards rare, even for the lowest shard, but this keeps all clans happy and not looking for a reason to completely ruin other players gameplay by attacking smaller clans just for being in their area.
However, Blessings will be reduced by 1% every hour of server time...And say.. -10% at server reset?
**EDIT:
I would say that having starting cities for players and only allowing them certain gods per city would make this more lore friendly. As I've put it now.. we'll just call it blessings.. But if you created 3-4 STARTING CITYS.. we'd have a lot to work with.
We could then entertain the idea that some guilds only recruit people from a certain city, blah, blah, etc. Then transcending past guilds, but also allegiances unto one's city. You must then,
A.) Be loyal to your city
B.) Loyal to your guild
C.) Could help with roleplay aspects of the game.
Being a dick could then have you removed from your city. And if your guild requires you to be a citizen of your city, you could also be removed from that. Ex-communicated from everyone, accepting responsibility for your own actions.
This could open up CITY RAIDS. And also more roleplay diplomatic situations between players, guilds, citys.
Being an enemy of the state could mean that upon entry unto said city-state, you will be attacked by it's gate Guards. All of the cities in the game we have now could technically be.."Neutral" cities. We could just make 3 new starter cities for players right now. Each gets to pick 2 Gods/Divinities.
Starter city guards would be lvl 25 with OAD equipment. You'd need a force to get past them. At which point, if you did, you could wreck the city. Destroying it's town shops, etc. Leaving them to respawn at server reset time.
IF WE MAKE STARTER CITIES:
A.) Make a City chat channel.
B.) Ignore everything I said about guilds being able to get their own shards, and make it city wide, not guild wide. (Which would improve guild relationships inside their own cities)
**EDIT2**
Gator - Today at 8:09 PM
Add it to your post. Get the think tank snowballing it. It could be something that happens.
****
We could have a Guild War every 2 days. Using the same equation as above. Just so guilds within cities/or whatever, could still participate versus each other.
#1 Ranking Guild = 1%
#10 Ranking Guild = 10%
A.) This helps with players using gold.
B.) Doesn't have to apply to areas.
C.) Doesn't make guilds want to beat newbs up just for trying to lvl.
From there:
Every mob in the world has a % of a chance to drop a shard. There could be ..5 different types of shards.
A Broken Shard is here with you. [+1%]
A Cracked Shard is here with you. [+2%]
A Shard is here with you. [+3%]
A Glowing Shard is here with you. [+4%]
A Radiant Shard is here with you. [+5%]
Obviously the % to drop them is lower as their value increases. But should a mob randomly drop them, you should pick it up.
From there, you should bring that shard to your guild shrine and present it as an offering, increasing your guild's Blessing.
So we implement a "Blessing" system. Guilds don't necessarily have to fight each other and run newbs off their turf. Your guild would be blessed because your members are actively collecting shards to increase their Blessings.
Blessing lvl 10% = +1% Drop rate, +1% EXP Rate, +1% Gold.
Blessing lvl 20% =
Blessing lvl 30% =
Blessing lvl 40% =
Blessing lvl 50% =
Blessing lvl 60% =
Blessing lvl 70% =
Blessing lvl 80% =
Blessing lvl 90% =
Blessing lvl 100% = +10% Drop Rate, +10% Exp Rate, +10% Gold
Obviously make the drop rate for the shards rare, even for the lowest shard, but this keeps all clans happy and not looking for a reason to completely ruin other players gameplay by attacking smaller clans just for being in their area.
However, Blessings will be reduced by 1% every hour of server time...And say.. -10% at server reset?
**EDIT:
I would say that having starting cities for players and only allowing them certain gods per city would make this more lore friendly. As I've put it now.. we'll just call it blessings.. But if you created 3-4 STARTING CITYS.. we'd have a lot to work with.
We could then entertain the idea that some guilds only recruit people from a certain city, blah, blah, etc. Then transcending past guilds, but also allegiances unto one's city. You must then,
A.) Be loyal to your city
B.) Loyal to your guild
C.) Could help with roleplay aspects of the game.
Being a dick could then have you removed from your city. And if your guild requires you to be a citizen of your city, you could also be removed from that. Ex-communicated from everyone, accepting responsibility for your own actions.
This could open up CITY RAIDS. And also more roleplay diplomatic situations between players, guilds, citys.
Being an enemy of the state could mean that upon entry unto said city-state, you will be attacked by it's gate Guards. All of the cities in the game we have now could technically be.."Neutral" cities. We could just make 3 new starter cities for players right now. Each gets to pick 2 Gods/Divinities.
Starter city guards would be lvl 25 with OAD equipment. You'd need a force to get past them. At which point, if you did, you could wreck the city. Destroying it's town shops, etc. Leaving them to respawn at server reset time.
IF WE MAKE STARTER CITIES:
A.) Make a City chat channel.
B.) Ignore everything I said about guilds being able to get their own shards, and make it city wide, not guild wide. (Which would improve guild relationships inside their own cities)
**EDIT2**
Gator - Today at 8:09 PM
Add it to your post. Get the think tank snowballing it. It could be something that happens.
****
We could have a Guild War every 2 days. Using the same equation as above. Just so guilds within cities/or whatever, could still participate versus each other.
#1 Ranking Guild = 1%
#10 Ranking Guild = 10%