Forwarding Summary:
Devs should include in the game more common player areas, specifically a capital city in each "realm" of the map(ERENDAL, MURKEN FOREST,ETC). There are more than a few features I have in mind that these cities should have that are part of the Realm Wars(a factional war) concept I'm drafting up, but the ones I can mention here that don't need to be essentially related to that are:
ADHD Warning: the rest of this post is "Fluff"/Details...if you don't like the idea of more interactive cities in the game(or do but don't care to learn how "I" would see it done, then probably no need to read any further...
Culture: A festival area for cute stuff related to the seasonal/holiday events that this game seasonally depicts. I'd say this should be somehow interactive so players can get some gifts for participating/decorating the town square or whatever. Additionally I think the "decorations" that players contribute should potentially make each "realms" culture turn out to be unique enough to justify some feeling "loyal" to their own realm. Players should be able to visit other realm's and their cities to do archaeology,join wild boss parties,and participate in the kind of festivals I mentioned, just by teleporting their toon from city to city;journey through a local friend's farmstead(re-instanced); travel through certain guild structures( as yet non existent) etc;
but they can only really participate in realm customization (and plunder/besiege other player's cities..except during a realm war) if their own city is located in that realm.
Auction Quarter/Market Square:
Sooner or later most multiplayer RPG style games allow player to player commerce/trading of some stuff..I'm thinking WT will someday come around..one can always hope..not my biggest deal though. This is also another opportunity to make the realms unique/distinct form one another as there could be rare items that players can only "dig" out in the specific realms.
Muse Alter(museum)/Archive:
This is a repository for all the archeology and guild boss artifacts players are asked to "dig" for. The players get to be notarized for submitting their contributions in fun areas I call "exhibits". Each realm has a unique museum and its the work of players to try to make theirs the most accurate and complete. The realm's museum has an advantage for artifacts and lore related to the history of their own realm but its every museum's ultimate goal to complete a chronicle of the entire game world, so they are co-op competitive. There is a source/quest guide for obtaining and returning missions/quests in working for the museum. This can coincide with other concepts I had regarding guild quests and something a friend of mine suggested: a team/party archaeology mode called "excavation." These I admit deserve their own suggestion threads.
Joust/Arena: a somewhat violent theater to host the Echelon Arena/joust a competitive class based feature I'm suggesting where players can elect to serve as champions for important npcs that influence the fate of their realms. I'm actually planning to suggest that players be able to support semi persistent npcs that are generated by the game but might even come from the player's own city/domain from quests(escort,etc) unique to their city/domain/hamlet(the one devs already got rid of with farm updates.)
The Keep:
houses the most important npcs of the realm. Basically a defensive structure or town hall for the Realm cities..without a Realm Wars type event this could be mostly just decorative..or maybe a way for players to fight for illegitimate supremacy over the realm.
Guild Labyrinth/office quarter:
-Labyrinths- like the forgotten catacombs in player cities these are mysterious structures leftover from a bygone era. The early guilds began exploring these areas in search of the Ward Towers. Along the way they found the chambers suitable for planting guild trees and the enchantments needed to build Mystery Towers. The Labyrinths are protected by powerful NPCs and probably should only accessible to players with a guild chamber in the labyrinth(guild members based in that realm). I'm thinking this could sort've lead to a way for rival guild players or npcs to invade guild chambers, but it should probably be a pretty unnecessary endeavor only useful for temporary strategic advantages related to other ideas I intend to discuss regarding guild vs guild gameplay. I really don't see much need to render such an area in the game very extensively but the possibilities are probably pretty limitless even if its rendered cheaply.
-Offices- The realm where a guild master or assistant's city is located is eligible to have an office(1 per guild) in a specific quarter probably near the labyrinths. I haven't figured it all out but I'm thinking a place where members can hangout/celebrate and guild officers can promote guild quests to members or even outsource some to nonmembers for those poor lonely guilds. (haven't gotten to that post yet but "guild quest" is probably pretty self explanatory as a basic idea.) Maybe have even more npcs, guild based ones, in the game coming from here or something. The deal is that the realm where a guild office is located can have structures on the map that are protective of cities. All ward Towers(they rotate from another dimension obviously) for example appear in the Labyrinth in the same relative location in every capital, positioned according to the sacred geometry of our familiar guild battlefield. Each ward dimension in the labyrinth contains 8 ward towers but they're only active when one or all top 8 guilds is based (has tree/chamber) in that realm. The ward towers can't be attacked during normal gameplay(thats what gb is for) and Ward Towers each protect a specific corresponding area on the map nearby the capital city so that anyone who is important enough in that realm eg Echelons can move their city there and never worry about plunder..until a guild battle renders the protecting guild's ward tower useless. Enough about that though its a separate post. The idea is to build a relationship between guilds and the realms they dwell in.
Devs should include in the game more common player areas, specifically a capital city in each "realm" of the map(ERENDAL, MURKEN FOREST,ETC). There are more than a few features I have in mind that these cities should have that are part of the Realm Wars(a factional war) concept I'm drafting up, but the ones I can mention here that don't need to be essentially related to that are:
ADHD Warning: the rest of this post is "Fluff"/Details...if you don't like the idea of more interactive cities in the game(or do but don't care to learn how "I" would see it done, then probably no need to read any further...
Culture: A festival area for cute stuff related to the seasonal/holiday events that this game seasonally depicts. I'd say this should be somehow interactive so players can get some gifts for participating/decorating the town square or whatever. Additionally I think the "decorations" that players contribute should potentially make each "realms" culture turn out to be unique enough to justify some feeling "loyal" to their own realm. Players should be able to visit other realm's and their cities to do archaeology,join wild boss parties,and participate in the kind of festivals I mentioned, just by teleporting their toon from city to city;journey through a local friend's farmstead(re-instanced); travel through certain guild structures( as yet non existent) etc;
but they can only really participate in realm customization (and plunder/besiege other player's cities..except during a realm war) if their own city is located in that realm.
Auction Quarter/Market Square:
Sooner or later most multiplayer RPG style games allow player to player commerce/trading of some stuff..I'm thinking WT will someday come around..one can always hope..not my biggest deal though. This is also another opportunity to make the realms unique/distinct form one another as there could be rare items that players can only "dig" out in the specific realms.
Muse Alter(museum)/Archive:
This is a repository for all the archeology and guild boss artifacts players are asked to "dig" for. The players get to be notarized for submitting their contributions in fun areas I call "exhibits". Each realm has a unique museum and its the work of players to try to make theirs the most accurate and complete. The realm's museum has an advantage for artifacts and lore related to the history of their own realm but its every museum's ultimate goal to complete a chronicle of the entire game world, so they are co-op competitive. There is a source/quest guide for obtaining and returning missions/quests in working for the museum. This can coincide with other concepts I had regarding guild quests and something a friend of mine suggested: a team/party archaeology mode called "excavation." These I admit deserve their own suggestion threads.
Joust/Arena: a somewhat violent theater to host the Echelon Arena/joust a competitive class based feature I'm suggesting where players can elect to serve as champions for important npcs that influence the fate of their realms. I'm actually planning to suggest that players be able to support semi persistent npcs that are generated by the game but might even come from the player's own city/domain from quests(escort,etc) unique to their city/domain/hamlet(the one devs already got rid of with farm updates.)
The Keep:
houses the most important npcs of the realm. Basically a defensive structure or town hall for the Realm cities..without a Realm Wars type event this could be mostly just decorative..or maybe a way for players to fight for illegitimate supremacy over the realm.
Guild Labyrinth/office quarter:
-Labyrinths- like the forgotten catacombs in player cities these are mysterious structures leftover from a bygone era. The early guilds began exploring these areas in search of the Ward Towers. Along the way they found the chambers suitable for planting guild trees and the enchantments needed to build Mystery Towers. The Labyrinths are protected by powerful NPCs and probably should only accessible to players with a guild chamber in the labyrinth(guild members based in that realm). I'm thinking this could sort've lead to a way for rival guild players or npcs to invade guild chambers, but it should probably be a pretty unnecessary endeavor only useful for temporary strategic advantages related to other ideas I intend to discuss regarding guild vs guild gameplay. I really don't see much need to render such an area in the game very extensively but the possibilities are probably pretty limitless even if its rendered cheaply.
-Offices- The realm where a guild master or assistant's city is located is eligible to have an office(1 per guild) in a specific quarter probably near the labyrinths. I haven't figured it all out but I'm thinking a place where members can hangout/celebrate and guild officers can promote guild quests to members or even outsource some to nonmembers for those poor lonely guilds. (haven't gotten to that post yet but "guild quest" is probably pretty self explanatory as a basic idea.) Maybe have even more npcs, guild based ones, in the game coming from here or something. The deal is that the realm where a guild office is located can have structures on the map that are protective of cities. All ward Towers(they rotate from another dimension obviously) for example appear in the Labyrinth in the same relative location in every capital, positioned according to the sacred geometry of our familiar guild battlefield. Each ward dimension in the labyrinth contains 8 ward towers but they're only active when one or all top 8 guilds is based (has tree/chamber) in that realm. The ward towers can't be attacked during normal gameplay(thats what gb is for) and Ward Towers each protect a specific corresponding area on the map nearby the capital city so that anyone who is important enough in that realm eg Echelons can move their city there and never worry about plunder..until a guild battle renders the protecting guild's ward tower useless. Enough about that though its a separate post. The idea is to build a relationship between guilds and the realms they dwell in.
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