Hello. > After character generation, you have to chose your class. As soon as you > have chosen your class, you won't enter "start/Nexus", but the guild of > that class.
Sounds interesting, but isn't the race meaningful also, especially for "special" races like wraith, dragon, fireborn? > For more class like role playing, the guild is able to ostracize players > by checking for example if a sorcerer uses close combat skills instead > of magic. If the sum of the close combat skills exceed the sum of magic > skills by a defined limit (e.g. > 10%) the sorcerer isn't allowed to > enter the guild. This also means this sorcerer won't get additional high > level spells because they are rewards from the guild master for solving > quests. > > It's also possible that you change the class. For example a warrior > using a lot of magic skills will be ostracized by the warrior guild and > may be accepted by the warlock guild. The question I have is what the purpose of the guild would be, game-wise. Have players of the same race/class get together? Point to maps to solve? I think quite many guilds can coexist: race-based guilds, class-based (whether start class or matching how you play) guilds, free guilds (like we have now), things like that. So a player could be a member of the cooking guild because she has enough exp, and also a member of the Smoking Cauldron guild. > The vision is, to have chained quests leading through all the maps. You > don't need to visit every single map, because some of them could be part > of a side quest. But you should be able see them all by just following > the storyline. But then when you reach the "last" map, do you get a special treasure? A reward? Rather than "chained" quests, I'd have a "graph of quests". Quests you can do anytime, quests you can't do before you do another one, quests you can't do if you did another one, and such. > And the famous hack and slay random maps could become a quest reward, > too. For example, you solved a quest and the reward is a key (for > unlimited use) to a hack and slay random map. Those random maps can be > used to level up the character to be able to solve harder quests or to > become ready for the next [harder] region. As Mark pointed, you should still be able to go to random maps by yourself. I think that all maps should be reachable by all players, with some justified exceptions. Comes to mind: a Valriel priest shouldn't go kill Valriel's Ascended Avater, or pay a big price for that (heretic!). Maybe undead can't enter Navar (because in the past there was an invasion of undead which was barely contained?). Things like that :) > What do you think? And yes, this changes are substantial which makes it > necessary to abandon old characters and start from scratch. Not necessarily. Most of what you suggest doesn't change anything to the existing skill system, but merely adds guild checks - unless I'm getting something wrong ^_- Thanks for helping the brainstorming :) Nicolas -- http://nicolas.weeger.free.fr [Petit site d'images, de textes, de code, bref de l'aléatoire !]
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