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Clan System?
Posted: 19 May 2005, 00:34
by Bear
ok, i just wanted to say something, i know its good to be enthusiastic about the game and everything, but please dont just create a Clan because it seems like everyone else is doing it, i was thinking that we should use the Emperium system from Ragnarok Online.
System:
Find item, Create Clan
Posted: 19 May 2005, 12:06
by bmacz
what are u talking about, there are only 2 or 3 clans made -__-"
Re: Clan System?
Posted: 19 May 2005, 12:10
by Bjørn
Bear wrote:System:
Find item, Create Clan
Forgive me but I have no idea what the Emperium system is or what kind of a system description the above is supposed to be. Maybe you could elaborate a bit more about the system and also point out why you like it.
re
Posted: 19 May 2005, 23:06
by Bear
The basic frame of the system is... To make a guild/Clan, you need to find a SPECIAL item, in RO's case, Emperium, Once you have found this item, you can then make a Clan/Guild.
What i like about this is that it prevents too many Clans/Guilds online, imagine this, Your online with 50 people playing, and you have 32 Clans out there.
Would you have that, or would you have about 12 clans?
I like this system because its well balanced -_-
Posted: 20 May 2005, 11:31
by Hommer
Good idea but you could also just add a lvl requirment for starting clans lets say you have to be like lvl 40-50 or something else then there wouldnt be many clans but the clans would be big. i play another mmorpg and they have lvl 10 requirment for making clans but it works good because everyone is in the bigger clans with the lvl 50-75.
Posted: 20 May 2005, 18:56
by ElvenProgrammer
Hommer wrote:Good idea but you could also just add a lvl requirment for starting clans lets say you have to be like lvl 40-50 or something else then there wouldnt be many clans but the clans would be big. i play another mmorpg and they have lvl 10 requirment for making clans but it works good because everyone is in the bigger clans with the lvl 50-75.
Yeah level requirement is reasonable, I don't want nOObs being able to create their guilds and then going around annoying everyone to join them because they can offer you nothing...

Posted: 23 May 2005, 13:41
by Modanung
Shouldn't guilds be something a player cannot lead? Like a NPC group that's allways there, and that gives you quests and stuff?
Posted: 24 May 2005, 17:50
by Rotonen
I think we'll be heading in a more dynamical direction where we want the players to run the world as much as it is possible.
Posted: 24 May 2005, 19:40
by Matt
Modanung wrote:Shouldn't guilds be something a player cannot lead? Like a NPC group that's allways there, and that gives you quests and stuff?
Mh, like gothic?
Posted: 24 May 2005, 20:36
by Modanung
Goths don't give you quests, neither do they GIVE you stuff... not the ones I know. Or wasn't that what you meant?
But I mean like "The Fighters Guild" and "The Mages Guild" and the like.
Where you can get training, information and quests. An orginisation every player with the right specifications can join.
Something that should be lead more by players are clans. They can set up HQ and choose who may or may not join them.
That's how I see it.