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Evenstar
02-27-2008, 09:37 AM
<p>A few suggestions on how to fix the exiled problem..</p><p>FIRST AND MOST IMPORTANTLY, PLEASE (x 100) make writs "kill 5 players for 5 tokens"; this will get rid of a HUGE number of exiles in a very short time. With no class requirement, tokens become easier to obtain than they were before the writ system was implemented...and that was actually the purpose of the writ system. If PvP gear is made easily attainable, there will be quite a lot of people who would actually PvP instead of hiding in the cities. if you do JUST THIS (delete a few lines of code?), PvP should liven up a LOT..</p><p>Also, (without or alongside the above suggestion) why not eliminate the exile faction and just give everyone their spells back? Say something like... "The Overlord and the Queen have agreed to join forces for once to annihialte their common enemy: the exiles of Norrath. After the destruction of Haven, they invited those who foolishly betrayed to rejoin their forces in exchange for special retraining." Lore is kept and the exile problem is gone <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />.</p><p>A third suggestion...probably the stupidest, but it has potential. Allow qeynosian and freeportian classes to group together. Perhaps make it slightly difficult, give the characters who want to play a qeynosian character in freeport or vice-versa a difficult quest to complete, not able to use the services of any city except haven (broker, mender etc), carnaged flagged for both factions yet able to attack neither...a mix of major disadvantages as a cost for being able to group with the opposing faction. To solve any roleplaying problems, they can be given a title "the Mercenary." After all, when people are desperate, they don't care about what's reaking with goodness or stinking of evil....I can imagine that the queen would gladly hire some necromancers to raise armies of undead for her, as long as they stay outside of the city.</p><p>Something like this could save PvP...but right now, exile is really really appealing for most since it provides the MOST PvP (2 factions which run in the open for the slaughter) and gives a huge raiding advantage (serious raiders from BOTH factions, ALL classes).</p>

Enoe
02-27-2008, 10:15 AM
<cite>Evenstar wrote:</cite><blockquote><p>A few suggestions on how to fix the exiled problem..</p><p>A third suggestion...probably the stupidest, but it has potential. Allow qeynosian and freeportian classes to group together. Perhaps make it slightly difficult, give the characters who want to play a qeynosian character in freeport or vice-versa a difficult quest to complete, not able to use the services of any city except haven (broker, mender etc), carnaged flagged for both factions yet able to attack neither...a mix of major disadvantages as a cost for being able to group with the opposing faction. To solve any roleplaying problems, they can be given a title "the Mercenary." After all, when people are desperate, they don't care about what's reaking with goodness or stinking of evil....I can imagine that the queen would gladly hire some necromancers to raise armies of undead for her, as long as they stay outside of the city.</p></blockquote>So it looks like u dont want to have exiled as a faction.You want to have exiled as mercenary army for hire.Lets look closer. If you really would like to implement this idea this is my recipe:Player would just exile and he would have few options to play as exiled.1. Be a member of exiled community - exactly the same as it is now2. After additional series of quests he could gain Mercenary status and sell his services to one of the cities - for example same like you have to pay for house rent - guild who wants to hire exiled will pay for example 5 plates per week (not for player but NPC) and 30 000 guild status - hired exiled will become temporary member of guild/city faction as long as he will be paid. Additional possible charges for a player would be matter of guild and mercenary agreement.