Solace MUD Official Forum

Solace Development => Ideas => Topic started by: gejlord1 on March 16, 2008, 05:47:03 pm



Title: Guilds
Post by: gejlord1 on March 16, 2008, 05:47:03 pm
Make guilds no quit place for a classes of a different guild (class).
For example warrior can't quit in wizards guild.
And if he/she loses link in a guild not of his own, he gets thrown out by guild master(before guild guard).


 


Title: Re: Guilds
Post by: Quino on March 17, 2008, 11:08:28 am
Lame

p.s. Let's remove PK completely?


Title: Re: Guilds
Post by: Genocide on March 17, 2008, 12:20:11 pm
What's the problem  ???


Title: Re: Guilds
Post by: unreal on March 17, 2008, 01:19:58 pm
hehe  ;D


Title: Re: Guilds
Post by: deda on March 17, 2008, 01:26:57 pm
Meh, that would be lame. I propose that guild guards pop only once per reboot!


Title: Re: Guilds
Post by: Genocide on March 17, 2008, 02:13:31 pm
One guild for all classes !!!


Title: Re: Guilds
Post by: Kage on March 17, 2008, 03:08:02 pm
- Yeah I was thinking the opposite of this idea.  If you catch someone hiding in their guild , once you attack their guild guard it should prevent them from quitting for a period of time (2 In game hours).  For example if someone was too slow to quit before you attacked their guard and tried to quit it could trigger the message :

[log]>quit

You can't leave the realms...Your guild is under attack![/log]


Title: Re: Guilds
Post by: Nierth on March 17, 2008, 03:11:10 pm
2nd idea is much better


Title: Re: Guilds
Post by: omledufromage on March 17, 2008, 03:13:58 pm
But then you just leave the guild and quit right? Effect lasts only while inside the guild


Title: Re: Guilds
Post by: Kage on March 17, 2008, 03:17:41 pm
- nah... trigger it like clan effect, it doesnt stop just when u leave the clan it lingers when powers gone.  Once it triggers they have to come out and fight or try and flee...at least aggressor has a chance to strike the fleeing victim in this case.  Plus in an RP sense..this guild has trained you from your youth...you should be inclined to protect it.  Could be a way to spark experience for future clan joining.


Title: Re: Guilds
Post by: omledufromage on March 17, 2008, 03:25:16 pm
But (from RP sense) this would be only with guilds of your hometown, or any guild?
And... what about lawfull dudes who don't attack in the city? How do they protect their guild?


Title: Re: Guilds
Post by: Kage on March 17, 2008, 04:13:47 pm
- all guilds of any town train their own...not just their hometown, perhaps loyalty to all of their own is possible with some char's rp..though some rp of char's could care less for their guild so they could just flee.  Those who chose to be lawful must decide what their character would do when this happens.  He may defend himself surely...and leave the city if he must as this shouldnt change any char's normal action he would do..since quitting is not any ones core real rp, or shouldnt be  ;D  It could be used as an "opportunity" for rp but of course not enforced like any rp unfortunately. But the main purpose being..to make guild hiders at least having to be aware..and a simple trigger to quit when guild attacked wont be enough.


Title: Re: Guilds
Post by: deda on March 17, 2008, 04:19:46 pm
What about the range? What if someone gets no-quit by an attacker out of range? How is he to protect the guild in that case? If that be the case, I propose the appearance of the special guards to hunt down the guild guard attackers... Let's say a dozen of them...


Title: Re: Guilds
Post by: Kage on March 17, 2008, 04:31:50 pm
- again, no one would have to protect the guild...just would be an opportunity to do so.  Im speaking specifically about pk range hunter..attacking pk range prey inside his guild.


Title: Re: Guilds
Post by: gejlord1 on March 17, 2008, 06:21:18 pm
I have no problem with getting no-quit while my guild is under attack.
If my first idea gets implemented i am fine with this  ;D

Also would like to add this:
How about making guild trainers aggressive (something like clan inners) to none guild personal?
Not strong as clan inners, but still strong enough to fend of some attackers.
Also they would be using skills/spells of there own guild.

 ???



Title: Re: Guilds
Post by: Neor on March 17, 2008, 09:09:11 pm
    There are many ideas visited my mind, 'noquit' when guildguard under attack,  guildmaster that attacks no-guildmember are good ideas to think about it.
There is one more thing. Mages and  colors of their robes. They are all have white-robed, red-robed and black-robed guildmasters.
Outcast knight will never meet knight in hid guild and vice versa.
     What about other classes? Clerics? How could it be that priest of Mishakal and priest of Morgion members of one cleric's guild?
I doubt that seasonal assassins and shadow asn. have one master in one guild.


Title: Re: Guilds
Post by: Tuxius on March 24, 2008, 03:57:38 am
if you were in an area halfway around the world, how would you know your guards are being attacked? - you wouldn't.

But the idea if you are near the guild (same city/town) that you would get word right away unless the death of a guard was very swift and silent. \ I think THEN the person should feel obligated to stand up and fight for his name his guild's honor or worth, if that person got word and ran from battle then they should be flogged.

But the idea of a thief/assassin sitting in waiting in someone else's guild seems perfectly resonable (even if they quit to pick up where they left off) would be pure rp because I would imagine an assassin or mercenary or whoever would lay waiting like a stake out for their target of choice to come into view.




Title: Re: Guilds
Post by: gejlord1 on March 24, 2008, 10:12:15 am
But the idea of a thief/assassin sitting in waiting in someone else's guild seems perfectly resonable (even if they quit to pick up where they left off) would be pure rp because I would imagine an assassin or mercenary or whoever would lay waiting like a stake out for their target of choice to come into view.

Can you imagine thief or assassin hiding in a guild of invokers?
Entire idea is to prevent quiting in a guild....


Title: Re: Guilds
Post by: Neor on March 24, 2008, 03:00:41 pm
To: Tuxius
To: Khein
To: myself

   All that we think here is a very sirous theme. Probaly it will find any place today in this mud. I saw the nice muds with areas with diffrent types of agro mobs. Evil agro mobs attacking only good alligned players and vice versa for evil players. Today It is dificult to the same here in the Solace, cause we have clans like Tower and Heretics.
And, anyway evil clerics didn't allied sometimes, perhaps neutrals also.

P.S. Kesson is here? alter transmuter?
Once I started me and my teammate were atacking a victimg, after 2-3 rounds we fled. Then returned and said in a room:"
Are you here? Bad link? ok we will go."
Then we left him alone.
Second Part. Once I typed Who command, choosed the victim, as evil assassin I din't ask about any duel. When I started I saw that I'm doing well damage, "how could it be? it is abjuration transmuter!" I asked myself and fled. when I returned I looked at him and saw that he is naked. I gave to him spare items and left him. Same things 3 times happened with me, while I was reconnecting I found myself slighly damaged, and atacker always informed me about this.
This time in the Past, The role-pole-game is dying. Perhaps time will change it. It is easy to be skilled player and to decide whom to kill and whom to stay alive. Please remember immortals are doing well for us enough. Please paly RP here. It is not order.

P.S. I like gnome race, and it is simple to RP.
But in the same time I don't like to read their messages like this one:
"HelloI'mBeegernardandI'mfromlittlecityfromsouthErgothwhereIwasteac
hingnortherndiaclectandstudyingmagicdoyouwanttotravelwithme?"


Title: Re: Guilds
Post by: gejlord1 on March 24, 2008, 10:04:38 pm
Look, I haven't made this idea because someone killed me and looted me while i was mastering spells, I know better. But because i saw a heretic intentionally quiting in white robe guild, and that is very wrong from my point of view. I think that something should be done about it.  :-\


Title: Re: Guilds
Post by: Triumph on March 24, 2008, 11:59:13 pm
i saw a heretic intentionally quiting in white robe guild, and that is very wrong from my point of view. I think that something should be done about it.  :-\


Heh, I did this all the time with my heretic. Really fun idea!

But actually check these statistics off the top of my head:
Times I quit inside enemy (mage/knight/cleric/etc.) guild = 15-20
Times I logged in at enemy guild and someone in my PK-range was inside the guild = 0
Times I attacked enemy guild, and player (in my PK-range) inside quit =  > 10
Times I attacked enemy guild, and player (in my PK-range) inside did not quit =  2 (on one of the occasions the player was quite obviously AFK)
Times I sat inside enemy guild hiding, waiting for a player to come inside = A LOT
Times I sat inside enemy guild hiding, and someone in my PK actually came inside = approx. 5

So basically... usefulness of quitting inside enemy guild is nothing. If anything, we have problem with people quitting when their guilds are attacked.


Title: Re: Guilds
Post by: CZR on March 25, 2008, 01:29:20 am
Look, I haven't made this idea because someone killed me and looted me while i was mastering spells, I know better. But because i saw a heretic intentionally quiting in white robe guild, and that is very wrong from my point of view. I think that something should be done about it.  :-\


I attacked a guild guard once because mage inside. Mage quits from guild. I look around, grumble, and begin to move out of city. Few minutes later, Mage re-enters in that guild, see's me still in city nearby, and quits again.

For me, thats worse OOC bulls*it than warrior busting his way into a guild and quitting inside it. Power word quit


Title: Re: Guilds
Post by: gejlord1 on March 25, 2008, 03:22:36 am
i saw a heretic intentionally quiting in white robe guild, and that is very wrong from my point of view. I think that something should be done about it.  :-\


Heh, I did this all the time with my heretic. Really fun idea!

But actually check these statistics off the top of my head:
Times I quit inside enemy (mage/knight/cleric/etc.) guild = 15-20
Times I logged in at enemy guild and someone in my PK-range was inside the guild = 0
Times I attacked enemy guild, and player (in my PK-range) inside quit =  > 10
Times I attacked enemy guild, and player (in my PK-range) inside did not quit =  2 (on one of the occasions the player was quite obviously AFK)
Times I sat inside enemy guild hiding, waiting for a player to come inside = A LOT
Times I sat inside enemy guild hiding, and someone in my PK actually came inside = approx. 5

So basically... usefulness of quitting inside enemy guild is nothing. If anything, we have problem with people quitting when their guilds are attacked.

OK either you did not read previous posts or miss-understood me.
I am suggesting next:
  a) giving player no-quit flag if players guild is under attack and they are in guild
      or in same city,
  b) preventing players from quiting in a guilds that are not theres (i.e. warrior
      cant quit in invokers guild)

  c) preventing players from losing link intentionally in a guild that is not theres 
  (if players intentionally loses link he get transported (or escorted) before 
      front-guild-guard)

  d) guild master being aggressive to no-guild players (not strong as clan-inner)
  (uses skills/spells of guild to protect halls and players of that guild)



Title: Re: Guilds
Post by: gejlord1 on March 25, 2008, 03:24:38 am
Look, I haven't made this idea because someone killed me and looted me while i was mastering spells, I know better. But because i saw a heretic intentionally quiting in white robe guild, and that is very wrong from my point of view. I think that something should be done about it.  :-\


I attacked a guild guard once because mage inside. Mage quits from guild. I look around, grumble, and begin to move out of city. Few minutes later, Mage re-enters in that guild, see's me still in city nearby, and quits again.

For me, thats worse OOC bulls*it than warrior busting his way into a guild and quitting inside it. Power word quit

Again, I am totally for preventing situations like that. That is why I suggested changes like this.



Title: Re: Guilds
Post by: deda on March 25, 2008, 03:43:43 am
I have only one idea regarding this topic... NO?

and the reason is: No... one.... is... forced... to quit... in... the... guild...


Title: Re: Guilds
Post by: gejlord1 on March 25, 2008, 09:38:12 am
I have only one idea regarding this topic... NO?

and the reason is: No... one.... is... forced... to quit... in... the... guild...

ah?


Title: Re: Guilds
Post by: Quino on March 25, 2008, 10:56:15 am
deda wants to say: you can simply recall from guild and quit from temple or wherever you like...


Title: Re: Guilds
Post by: Matthew on March 25, 2008, 11:20:17 am
This was never a real issue until it was made so that your effects (sanc etc) wore off when you were logged out.


Title: Re: Guilds
Post by: gejlord1 on March 25, 2008, 01:19:14 pm
deda wants to say: you can simply recall from guild and quit from temple or wherever you like...

Well yes, you can always do that. But if your guild is under attack with you in it (or in same town)
you get no-quit flag. From there you can decide if you wish to take a stand along guild master or
flee. This way whimpers can't quit instantly, and have a chance of survival next to guild master.



Title: Re: Guilds
Post by: Quino on March 25, 2008, 02:20:08 pm
i saw a heretic intentionally quiting in white robe guild, and that is very wrong from my point of view. I think that something should be done about it.  :-\

I think it's very wrong that guildmasters cannot be killed.


Title: Re: Guilds
Post by: Quino on March 25, 2008, 02:51:49 pm
Actually it can be nice idea for assassin - in order to advance to high tier of martial art - he should beat his own guildmaster.

like this:
[log]
Guildmaster says, 'You're doing well, $me. But in order to complete your trainings you should battle your sensei... Are you ready?'
$me says, 'Yes, master.'

Guildmaster bows a simple wai and swiftly takes combat stance of Flying Dragon.
Guildmaster steps to you and performs painful hip throw.
Guildmaster's ogoshi MASSACRES you!
[/log]

etc..
but DAMN, assassins should use blades!


Title: Re: Guilds
Post by: gejlord1 on March 25, 2008, 03:43:40 pm
i saw a heretic intentionally quiting in white robe guild, and that is very wrong from my point of view. I think that something should be done about it.  :-\

I think it's very wrong that guildmasters cannot be killed.

I agree, every player should defend his guild (almost zealously as clan players do).


Title: Re: Guilds
Post by: gejlord1 on March 25, 2008, 04:21:25 pm
Actually it can be nice idea for assassin - in order to advance to high tier of martial art - he should beat his own guildmaster.

like this:
[log]
Guildmaster says, 'You're doing well, $me. But in order to complete your trainings you should battle your sensei... Are you ready?'
$me says, 'Yes, master.'

Guildmaster bows a simple wai and swiftly takes combat stance of Flying Dragon.
Guildmaster steps to you and performs painful hip throw.
Guildmaster's ogoshi MASSACRES you!
[/log]

etc..
but DAMN, assassins should use blades!

I like this idea also.
For example: You to advance beyond level 5 you have to master dodge and dagger as thief.
 


Title: Re: Guilds
Post by: Kage on March 25, 2008, 05:02:19 pm
- Agree with triumph here.  I have set up countless assassination attempts...blackjack stakeouts...and the effects are close to nill.  Their are so many variables..that if the patience of these acts pay off..then I say well done to the patient one..since it is a great rarity.  Its no big deal..I believe a change in the other direction is in order. 

Ideas
1) When your hiding "in" your guild and your guild guard is attacked you have a 2 hour  one time no-quit.

2) Only triggers no-quit on those within invaders pk range.

3) For people that feel the trespassers need punishment.  Make the guildmaster warn upon entering if there is anyone hiding, camouflaged, duo'd in the guild that isnt a member.

4) Make guildmasters slayable giving a short lived buff to player.(clan life prep. school)

5) Give to all defending guild members while "inside" guild a buff while protecting guildmaster.  (So if u are a hider, u now have better chance to defend urself)


Title: Re: Guilds
Post by: Matthew on March 26, 2008, 01:04:22 pm
You all missed Deda's point. It is not that you can 'recall from the guild and quit somewhere else.' Actually you would be just as cowardly if you did so :P His point is no one is forced to quit in the guild in the first place. You all just quit there. If you didn't quit in the guild, when you logged on and notice a heretic sitting in your guild, YOU WOULDN'T BE THERE TO BE ATTACKED!


Title: Re: Guilds
Post by: deda on March 26, 2008, 02:29:00 pm
Thanks, Mat(e)! ;D

Coming back?


Title: Re: Guilds
Post by: gejlord1 on March 26, 2008, 04:30:01 pm
Please do READ what i am suggesting.  ::)


Title: Re: Guilds
Post by: Neor on March 26, 2008, 05:35:26 pm
Ok there, We will look at this from difrent Watchtowers.
Perhaps, someone is Shadow Assassin, second is Beast full of heresies assassin, both entered to the Palanthas from difrent directions in same time, they are groing to type save then quit. But some evil outcast knight atacking asn's guild because one hair-like seasonal assassin is hiding there. (all actors are in pkrange ). There're a lot of such examples.
It kills dynamic playing to all.
We need to find others ways.


Title: Re: Guilds
Post by: deda on March 26, 2008, 08:33:47 pm

  d) guild master being aggressive to no-guild players (not strong as clan-inner)
  (uses skills/spells of guild to protect halls and players of that guild)



Actually guild inner is stronger than clan inner... I felt his boot in my butt... ;)


Title: Re: Guilds
Post by: gejlord1 on March 26, 2008, 08:36:11 pm

  d) guild master being aggressive to no-guild players (not strong as clan-inner)
  (uses skills/spells of guild to protect halls and players of that guild)



Actually guild inner is stronger than clan inner... I felt his boot in my butt... ;)

Well that needs 'tune up' as Kiri would say  ;)
I say that guild inners be 1/2 strong as clan inners.


Title: Re: Guilds
Post by: Kage on March 27, 2008, 12:55:57 am
Quote
But some evil outcast knight atacking asn's guild because one hair-like seasonal assassin is hiding there. (all actors are in pkrange ). There're a lot of such examples.
It kills dynamic playing to all.
We need to find others ways.

- I didnt say in the city...it should only trigger no-quit flag for the assassins if they were hiding in the guild.


Title: Re: Guilds
Post by: Decius on March 27, 2008, 03:53:31 am
Not sure I agree with this because of what, if any effect this will have on new players if they are now essentially forced to protect their guilds and not expected to flee out.  Cowardice or not, not everyone is prepared to defend while in guild.  I think allowing one to defend and receiving buff is nice, I like idea that killer of guildmaster gets buff.  But to require someone to defend guild seems a bit much.  How prepared is anyone to defend guild?  If you are walking around, sure, you accept some risk, but to be blindsided in guild and potentially unprepared, flee is proper option.  You give up guildmaster (perhaps make guildmaster repop longer then guild guard, and I think guild guard should be stronger too) so fleeing guild lurker must find new home.

Just my thoughts, I seldom hang out in guilds anyway...


Title: Re: Guilds
Post by: gejlord1 on March 27, 2008, 10:04:44 am
No-one is forcing you to protect your guild master. You can run to the hills if you want to. I just do not wish to see people from %0 guild quit in %1 guild, and i do not want to see people quiting in guild when someone attacks it.

 :-\


Title: Re: Guilds
Post by: Genocide on March 27, 2008, 10:55:02 am
When i quit in guild means - i am sure i will die if i go out and fight. So why the hell should i ??? That's your problem to catch me. But more often i quit in one guild and in case of attack i recall to the guild of my hometown. So if i do not want to fight you will never force me to fight. And talking in this topic is just wasting of time  :P


Title: Re: Guilds
Post by: gejlord1 on March 27, 2008, 12:26:15 pm
When i quit in guild means - i am sure i will die if i go out and fight. So why the hell should i ??? That's your problem to catch me. But more often i quit in one guild and in case of attack i recall to the guild of my hometown. So if i do not want to fight you will never force me to fight. And talking in this topic is just wasting of time  :P

Maybe its just waist of time talking to you.
Again no-one is forcing anyone to fight.
MAIN point of my suggestion is to prevent quiting in another's guild.
Another good point is to give guild some sense and meaning.
Another good point is to prevent wimpers from quiting on the spot of the attack.
Another good point is to giving chance of survival to those who are sure will die, like you are Genocide.

 :-X


Title: Re: Guilds
Post by: Decius on March 27, 2008, 02:51:08 pm
No-one is forcing you to protect your guild master. You can run to the hills if you want to. I just do not wish to see people from %0 guild quit in %1 guild, and i do not want to see people quiting in guild when someone attacks it.

 :-\


Thanks for the clarification, I was commenting not only on your original idea, but the additional comments provided by others. To be clear:

I think the first idea is fine, no quit in another's guild. 

I think the second idea is fine, no quitting in a guild that is being attacked; the guild in that case is "busy".

My concerns are more focused on the 2 hour wait that others have suggested, and the need to force guild defense, or even the buffs to defender and buffs to attacker if guildmaster is killed (although these might actually be nice prizes to encourage defense and attack).  I think Quino describes it nicely:

Quote
Well yes, you can always do that. But if your guild is under attack with you in it (or in same town)
you get no-quit flag. From there you can decide if you wish to take a stand along guild master or
flee. This way whimpers can't quit instantly, and have a chance of survival next to guild master.

Tuxius, not everyone plays honorable knights. I know many that have played dishonorable, selfish, opportunists, myself included.  Would it be in their proper roleplay to defend the guild?  Why should/would they even care?  I am not sure that we need to enforce a style of roleplay. I just like roleplay that is consistent, but that is just me.  I can envision a chaotic thief, or even a minotaur outcast, legitimately not defending their guild, the first not caring about their guildmaster, the second thinking "guildmaster, prove thy worth."  There are probably other likely scenarios too.

So, to sum it up, I like Khein's original two ideas, but I am not sure what it might mean to roleplay and new players, to add the additional pork.



Title: Re: Guilds
Post by: Neor on March 27, 2008, 03:21:05 pm
 :) It was a long a time ago, my outcast knight entered his guild in the Palanthas and was strangeled, a bit later he(outcast) was killed.
All can I said I got a good lesson. And I want to shake a arm of those clever beast assassin. And Genocide is right. If you won't die then you are doing simple things to servive. And if you are going to pkill someone and the only one way is to wait when a victim will enter his guild, then I'm sorry. 
   There was good idea about guildmaster. Let him assist guildmember, just assist. Don't consider it with clan's inners.



Title: Re: Guilds
Post by: zondra on March 27, 2008, 05:43:45 pm
i know i did this at work sometimes if i was bussy wasn't watching 100% i would sit in my guild till i had time to play and i would need to keep my time up. i know it isn't right but i felt a cleric sitting in his guild isn't that bad, i don't have time at home to play so work was my only time. i know that is cheating quiting when guild is attacked, this is one of main reasons i stopped playing :P


Title: Re: Guilds
Post by: Matthew on March 28, 2008, 10:57:32 am
This topic is anti-solace. Let there be blood. Fix powers wearing off on/before logon.


Title: Re: Guilds
Post by: gejlord1 on October 08, 2008, 11:48:40 am
*TOP*
*TOP*
*TOP*
*TOP*
*TOP*
*TOP*

Implement this idea for god sakes,


Title: Re: Guilds
Post by: khiren on December 27, 2010, 07:35:27 pm
What happened with this?