Non-violent solution
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- Do not reveal sensitive game information. Guild secrets, player seconds are examples of things not allowed.
Non-violent solution
I know such thing wouldn't be of high priority right now but wanted to throw it out here for discussion.
What would you think about adding ways of growing without resorting to violence?
By that I mean adding repeatable tasks for certain guilds. They would be random, rp-ish and give large amounts of normal experience.
Examples:
Blacksmiths could be given special orders from Bores to fulfill. They would be random and would require at least 2-3 hours to complete. Upon completion of a special order you would receive payment and experience. Orders could involve gathering special materials, forging and what not.
Thieves would be sent after specific items they'd have to steal, also receiving payment and experience.
Elven Archers and Rangers could perhaps go and hunt something.
Gardeners would have to create gardens. Go out and find specific herbs, then plant them where needed.
The examples I've given here are really simple but that could be just the start. They could later be expanded to become really complex tasks as you go up in ranks and size. Perhaps even taking days to complete.
The introduction of such system could also open the way for other non-violent solutions. Perhaps layman and occupational craft guilds? (We already have OCC + LAY guilds, why not create OCC + craft?) They wouldn't offer much or anything in terms of combat aid but rather special abilities related to crafting. Smiths could craft enchanted items, alchemists making really strong potions etc.
Your thoughts?
What would you think about adding ways of growing without resorting to violence?
By that I mean adding repeatable tasks for certain guilds. They would be random, rp-ish and give large amounts of normal experience.
Examples:
Blacksmiths could be given special orders from Bores to fulfill. They would be random and would require at least 2-3 hours to complete. Upon completion of a special order you would receive payment and experience. Orders could involve gathering special materials, forging and what not.
Thieves would be sent after specific items they'd have to steal, also receiving payment and experience.
Elven Archers and Rangers could perhaps go and hunt something.
Gardeners would have to create gardens. Go out and find specific herbs, then plant them where needed.
The examples I've given here are really simple but that could be just the start. They could later be expanded to become really complex tasks as you go up in ranks and size. Perhaps even taking days to complete.
The introduction of such system could also open the way for other non-violent solutions. Perhaps layman and occupational craft guilds? (We already have OCC + LAY guilds, why not create OCC + craft?) They wouldn't offer much or anything in terms of combat aid but rather special abilities related to crafting. Smiths could craft enchanted items, alchemists making really strong potions etc.
Your thoughts?
I fear no evil for I am fear incarnate.
Re: Non-violent solution
While i appreciate and like the thoughts you have, i dont see an occ/craft guild being very appealing in such a combat based game as Genesis.
The views posted by me on this forum is not the views of the character Amberlee in-game.
If you ask for my opinion here, you will get MY opinion, not that of my character.
If you ask for my opinion here, you will get MY opinion, not that of my character.
Re: Non-violent solution
But the whole idea here is to make Genesis less combat-centric by providing people with ways of progression that do not involve combat or do so in an extremely limited way (killing some small animals for their fur/pelts for example).
I fear no evil for I am fear incarnate.
Re: Non-violent solution
The Idea is great enough, but wouldnt it lead to horrible bot behaviour..? I mean if it was forging as a smith. I would just make the triggers do the work and let the computer do the work. same with herbing.. ok Agreed, requires movement from area to area.
A possible selution to prevent uber botting, would be more craft locations. where people could go do stuff for their craft guild. or as you mention Orders from around the realm. But i suggest the orders/work should be done near to the one ordering it least in same lands. again to prevent bots. So they would have to travle around, live in inns, and work for various npcs. The idea is really good, but have to be bot safe.
Go hunt for sertan minerals, herbs, metals, and sorts to make their work. if they need skinns, hunt animals with a bow, cause an axe or sword would ruin the skin with cuts and gashes..
Indeed, some things could be made, and it would be a great none violent selution.
but have them move around, make xp slower(perhaps?) so yeah it could work.
Reason for slower progress, is. You dont become nearly as dangerous picking flowers as you do slicing throats
But all in all a good idea. Also good for roleplaying.
A possible selution to prevent uber botting, would be more craft locations. where people could go do stuff for their craft guild. or as you mention Orders from around the realm. But i suggest the orders/work should be done near to the one ordering it least in same lands. again to prevent bots. So they would have to travle around, live in inns, and work for various npcs. The idea is really good, but have to be bot safe.
Go hunt for sertan minerals, herbs, metals, and sorts to make their work. if they need skinns, hunt animals with a bow, cause an axe or sword would ruin the skin with cuts and gashes..
Indeed, some things could be made, and it would be a great none violent selution.
but have them move around, make xp slower(perhaps?) so yeah it could work.
Reason for slower progress, is. You dont become nearly as dangerous picking flowers as you do slicing throats

But all in all a good idea. Also good for roleplaying.
I’m not a complete idiot. Some pieces are missing.
Re: Non-violent solution
Anti-botting would be the biggest challenge. But I hardly see how bot-crafting would be that much different from bot-killing...
Giving less experience should not be the thing here. The entire thing revolves around the idea that after completing a task that would take around 2 hours under optimal conditions would net you similar experience to what you could get by killing.
One other thing I believe should be changed is for craft guilds to gain guildstat only for craft-specific activities. Seeing mythical blacksmiths who haven't crafted a single item in their life is disturbing...
Giving less experience should not be the thing here. The entire thing revolves around the idea that after completing a task that would take around 2 hours under optimal conditions would net you similar experience to what you could get by killing.
One other thing I believe should be changed is for craft guilds to gain guildstat only for craft-specific activities. Seeing mythical blacksmiths who haven't crafted a single item in their life is disturbing...
I fear no evil for I am fear incarnate.
Re: Non-violent solution
Where does that differ from what is now?
You can as easily have triggers do your crafting, as people have them doing their combat now.
Its all the same.
So I wouldn't think that botting would be a bigger challenge than it is now.
You can as easily have triggers do your crafting, as people have them doing their combat now.
Its all the same.
So I wouldn't think that botting would be a bigger challenge than it is now.
Re: Non-violent solution
I mentioned anti-botting 
Thought it might be a good idea to add some guilds that aren't based on combat and other ways to grow. Personally, this whole idea stemmed from me thinking about a proper way you could play a thief. Imagine if you would have taskmaster who would give you jobs based on your guild standing (and it would be the only way to improve guildstat). In the beginning it would be easy, repetetive tasks like "Bring me 5 valuable rings." which would become tougher and tougher as you go on, to culminate in the final "guru quest", which would grant you the highest title (after that, if you would want to improve your guildstat further, you'd have to grind simpler tasks).
Come to think of it, such system could be implemented in all guilds. People wouldn't go crazy about their brute and lack of ways to get guildstat. Everyone could grind the guildstat tasks (which would also give you regular exp) and to advance in guild ranks you would have to perform tasks specific for the guild, adding more immersion to the game.

Thought it might be a good idea to add some guilds that aren't based on combat and other ways to grow. Personally, this whole idea stemmed from me thinking about a proper way you could play a thief. Imagine if you would have taskmaster who would give you jobs based on your guild standing (and it would be the only way to improve guildstat). In the beginning it would be easy, repetetive tasks like "Bring me 5 valuable rings." which would become tougher and tougher as you go on, to culminate in the final "guru quest", which would grant you the highest title (after that, if you would want to improve your guildstat further, you'd have to grind simpler tasks).
Come to think of it, such system could be implemented in all guilds. People wouldn't go crazy about their brute and lack of ways to get guildstat. Everyone could grind the guildstat tasks (which would also give you regular exp) and to advance in guild ranks you would have to perform tasks specific for the guild, adding more immersion to the game.
I fear no evil for I am fear incarnate.
Re: Non-violent solution
I really like this idea for guildstat. It'd be totally brute-independent, and you'd get guildmembers doing things that fit the guild theme.Rhaegar wrote:I mentioned anti-botting
Thought it might be a good idea to add some guilds that aren't based on combat and other ways to grow. Personally, this whole idea stemmed from me thinking about a proper way you could play a thief. Imagine if you would have taskmaster who would give you jobs based on your guild standing (and it would be the only way to improve guildstat). In the beginning it would be easy, repetetive tasks like "Bring me 5 valuable rings." which would become tougher and tougher as you go on, to culminate in the final "guru quest", which would grant you the highest title (after that, if you would want to improve your guildstat further, you'd have to grind simpler tasks).
Come to think of it, such system could be implemented in all guilds. People wouldn't go crazy about their brute and lack of ways to get guildstat. Everyone could grind the guildstat tasks (which would also give you regular exp) and to advance in guild ranks you would have to perform tasks specific for the guild, adding more immersion to the game.
The biggest thing would obviously be gaining guild rank from killing NPC:s that are actually enemies of the guild. So it encourages Dragonarmy members to kill knights and Rangers to kill orcs etc etc. Add to this repeatable mini-quests fitting with the guild theme (like thieves stealing things, as mentioned).
This would be a really nice system and would also add variety to the general gameplay. So a Morgul Mage can travel to Terel and kill trolls for xp, but Sauron won't give a rat's ass, only rewarding the Mage if he focuses on the actual enemies in Gondor and the Shire.
Re: Non-violent solution
IMHO that's easy to do, but depends on the wizard who coded/looks after the guild more than anyone else.Recoba wrote: This would be a really nice system and would also add variety to the general gameplay. So a Morgul Mage can travel to Terel and kill trolls for xp, but Sauron won't give a rat's ass, only rewarding the Mage if he focuses on the actual enemies in Gondor and the Shire.
http://tworzymyatmosfere.pl/przescieradla-jedwabne-z-gumka/