Faction Skills, And Guild Concepts

@Developer
@Community-Team

Hello Developers and players. I wanted to make a suggestion about how we can track ahead with game content to help create more balance in the game and more engaging concepts in it.

Creation of Faction Mastery Tree’s
In the same character aspect of the guild you can create a few more tabs, the first of those tabs will be for “faction mastery”. This tree will get three major branches with various focus’s, like pve, pvp, and crafting/refining.

As players gain faction reputation they should acquire mastery points to place into these tree’s to gain unique abilities. One such ability for a crafter type person may be to “punt” people away from the ore/lumber etc node. A type of non-damage based “pvp” that can help create some fighting and brawling around nodes in a non-lethal way, and potentially give players the ability to deal with the undesirables.

You could also look into faction created abilities that can be used in either pve or pvp that could fill the positions on the action bar and can be selected and swapped just as the current equipped weapons are.

The primary purpose for this tree should simply be to create unique aspects to each factions identity and help provide more enrichment and utility to players based on their factions identity.

Guilds
In addition to the above i would also like to suggest the idea of having “guilds” in the game a player can be loyal to. IT should provide yet another tab in the character gui area that looks something identical to how the companies “join a company” page does. a player should be able to simply join one of the optional guilds there.

Once this is choosen and completed they should be locked to these guilds for a period of time, i would recommend 3 months. After that they should be able to start farming guild loyalty, which in return works in an identical way to weapon mastery and ultimately provide sthem with a generic “third weapon” concept that can be equipped on the action bar with other abilities.

These guilds should come in various role based design concepts such as

“mage guild”
“fighters guild”
“rangers guild”
“healers guild”

And such guilds should be fully dedicated to provide abilities that can respectively provide more stability to a player or more focus in an double down type of concept. For example, a GA user may use healers guild for more sustain, where a mage may double down with mage guild for more nuke and damage.

In addition to that i’d also like to suggest the concept of non-combat related guilds such as

“thieves guild”
“Explorers guild”

Which dedicate themselves into questing/leveling and potentially digging up treasure, or pickpocking npcs, stealing and doing all sort of theif like actions.

To this end i’d suggest a new type of content for “lock picking” On chests that can be randomly distributed to the game and should replace the current existing cache system. These chests when “lock picked” can be looted by the thief who unlocked the chest, or their party members.

In regards to these non-combat based guilds, you may want to look into specific actions generating experience for mastery points in these guilds, for example, picking locks or pockets give you experience with the thieving guilds.

Lastly, I would like to suggest that stealthing itself is not inherited mechanics applied to a specific class, but rather that a class can obtain bonus’s in it, or even thieves guild does. I would apply stealth to crouching and players must be in this “hidden state” to pickpocket npcs, etc.

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