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PostPosted: Mon Apr 24, 2006 6:12 pm 
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PostPosted: Tue Apr 25, 2006 12:12 pm 
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Developer

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PostPosted: Tue Apr 25, 2006 2:26 pm 
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PostPosted: Tue Apr 25, 2006 4:56 pm 
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How is any of this relevant to my guild?
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PostPosted: Tue Apr 25, 2006 5:41 pm 
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PostPosted: Tue Apr 25, 2006 8:55 pm 
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How is any of this relevant to my guild?
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PostPosted: Wed Apr 26, 2006 5:34 pm 
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PostPosted: Tue Jul 11, 2006 3:50 am 
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Wheres the donation box?

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PostPosted: Wed Aug 02, 2006 4:26 pm 
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 Post subject: quest for tc
PostPosted: Mon Sep 25, 2006 12:34 pm 
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 Post subject: PC Leaders
PostPosted: Sun Oct 15, 2006 10:16 pm 
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It would be interesting if PC's could become faction job leaders, IE: Neversummers Last Alliance Militia, perhaps at a specific class level and only if the player has mastered all available jobs for their current profession, a PC could challenge Sir Pepin to some sort of duel for leadership of the Militia.

If the player wins the duel, (s)he will receive an item that indicates (s)he is leader. With this item in the PC's inventory, it will open 'leader conversations' with NPC's that belong to the Militia, this could allow the PC to instruct guards and defenders where to 'patrol'. It could also open up dialogue with Sir Pepin and the other job giver in the barracks, to allow the leader to specify what quests are given out each day, and at what levels. This would imply more tasks/quest are needed so that the PC leader has a list to choose from. This could create variety as the other PC's never know what tasks their leader has chosen for them. Not only that but the leader could purposefully assign difficult tasks, so that it takes longer for members to advance.

Of course there could only be one PC leader for each job. So other PC's would also have to be given the chance to challenge for leadership, and would result in a duel between the PC challenger and the PC leader. I know this could be difficult to implement if the PC leader is not signed in, perhaps to remedy this an NPC clone of the leader can be created to serve as his/her champion when (s)he is not online and a challenge has been issued.

Another thought, in regards to the opposing factions, if a PC kills a 'Leader' of an opposing faction, to reward that faction, the guards in that city are diminished for a duration, making it's defenses easier to penetrate in order to secure a Relic.

I think there's a lot that could be done with this.


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 Post subject:
PostPosted: Sun Oct 15, 2006 10:24 pm 
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Thats a very nice idea. However, NS4 doesn't run like that. This could create a lot of problems. Especially if some numbskull from NS (theres a lot of them) somehow become the leader and change it to no quests per day screwin' over everyone. Of course, this could be fixed but would be an extra problem for Devs.

Also, lag. It would take a lot of scripting I assume to do this. Also, theres 7 factions so it would be 7 times as bad. And theres only two tasks for the Messenger to do anyway, so it doesn't really matter if they assign difficult tasks or not for those guys. Concerning guards, it always gives xp for killing something you've been assigned. So I don't see how'd that work out.

A clone NPC doesn't sound too great either. Might as well have a 7 day limitation. If at the end of 7 days, the leader resigns his/her position to the challenger automatically.

Again, this seems like a lot of trouble for devs to go through. Getting rid of guards in a city wouldn't be too much since most of the relic raiders are 30+ and guards can be killed oh-so-easily.


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 Post subject:
PostPosted: Sun Oct 15, 2006 10:27 pm 
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Guards? Neversummer City has Guards?

Oh, you mean those antlings who chase me around whenever I forget to re-invis after combat?


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 Post subject:
PostPosted: Sun Oct 15, 2006 10:57 pm 
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Players ruining the fun for others seems to be a part of most online games, it's just something that has to be worked around.

As for a PC leader screwing others out of advancing in their job by setting no quests, that shouldn't be an option. If the leader doesn't speak with the quest NPC's then the quests given would be default/random. (Again more quests would be needed) My thought was that a ruthless leader would assign more difficult tasks for the 'recruits' to complete, making it more difficult for them to move up the ranks... So, there'd be no "No jobs for today" option available.

I think a term limit would be a good idea for the PC Leader. After the term, the 'Leader item' would be deleted from the players inventory and a place holder item given to the PC to indicate that they were just recently leader. The leader position would then be given back to the NPC, and another player could challenge the NPC for the lead. If that player succeeds and becomes leader, on acquire of the 'leader item', a script is fired to delete the holder item by tag from the module thus removing it from the previous leaders inventory so (s)he can challenge for leadership again in the future.

As for guards, perhaps they need to be toughened up a little. :)


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 Post subject:
PostPosted: Thu Nov 23, 2006 9:07 pm 
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Location: London, England (Changes between here and DC)

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