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Note: See also: LearntCommands


Current system

The current guild system is totally separate to the rest of the player code - it's tacked on top.

Guilds currently have a set of commands which they own and bestow upon their members.

Overview

Problems

  1. Difficulty to code new guilds.
  2. The code behind the different types of commands eveolved over time and is now different for each type of command.
  3. Damage-based guild commands dont give exp.
  4. Lack of integration with the rest of the game, resulting in the long command code.
  5. People learn all commands upon joinnig a guild rather than getting them taught to them as they learn the necessary skills.


Goals

By joining a guild you "get in good" with the teachers of a set of commands. That is not to say that you can't find a means of learning commands which are offered by other guilds. The NPCs in other guilds won't teach you but you might find an NPC somewhere else in the game who will teach the command.

Guilds

  1. Guilds and commands get separated
  2. Guilds become a place where there are NPCs who are willing to teach commands to members, if the members have a sufficient bonus in the necessary skills
  3. Gpose AA'ing a players guild points done away - replace chance to AA points via any regular command.

Player

  1. Players themselves given ability to teach commands to other players.

Problems

  1. Many dependant features.
  2. Guilds become irrelevant if player X can learn all of guild Y's commands.
  3. Gp: display - This will show the GP for joined guild? a variety of sub guild's points may be learned, and maybe should be taken into account on the overall GP.
  4. Class specific skills

Design

While magic might be performed by anyone (with possible benefits to certain types of magic based on race) that like the ability to wave a sword is available to anyone magic can only be effectively performed with training We extend this a bit by presuming that even tho the rudiments of sword handling are available to anyone who can get his hands on a sword the same is not the case for magic - you have to be taught how to do anything with it.

Code

  1. Instead of guilds just being guilds, it should relate back to all forms of daily activity. CraftingSystem details some of my ideas for integrating all concepts of mud life to the general guild idea. What I mean is, as stated, a player starts off with the rudimentary commands. Then all through out the mud, there are npcs willing to teach new ones in exchange for money, quests, etc. As long as the player has the prerequired skills. I like this concept now because a player can make a truly unique character and take on a new role in the mud, eg become a black smith, wood worker, alchemist. The commands learnt don't all have to relate back to the concept of killing other things or combat. So somone who desires can log in, find a forester, do a quest to gain his trust, become an apprentice and learn the art of chopping wood. I would imagine it would take quite a while to learn a skill, and to make it usable. As I mentioned in PyrosGuildSuggestion a concept of efficiency can be utilized, where when a skill is learnt it starts at 0% and only increases with use, then decays without use.
  2. The issue of balance is key, that is why I came up with the spectrum concept. That when a player starts, they initially choose 1 of 5 paths, magic, faith, combat, crafting, stealth. Each path as sub guilds in relation to it, or has commands which ultilize the skills under that tree. So when a player goes to learn a skill, if it is too distant from their original path it requires say 15% more skill to learn it, because they would have less practice and knowledge in that tree. For example, player x is focussed on combat, but finds an npc who wishes to teach him minorheal. Since it is a rudementary command, doesn't require much skill, maybe 25 faith.healing. But since his focuss is on combat, it would cost him 100 faith.healing to learn, as it is on the other side of the specturm in his case. So a player who is skilled enough to learn lightning, a higher end command, would require an immense amount to learn another higher end command of major heal. Then this all ties back to efficiency, as commands from the original path would be easier to use than commands from another path. So overall a player would not be restricted in what they can learn, but it becomes very hard when they don't focuss more on one way of life.
  3. The vanishing of guild commands and replacement with commands which you learn and these commands may come to you via your guild or other routes. All combat related commands would work into the combat system regardless.

Ideas

  1. Commands being learnt over time, via studying from books and (possibly many) lessons from the teachers of that command.
  2. Restrictions upon amount/availability/frequency of learning commands.
  3. Advancing through different npcs could require donations, and guild quests.
  4. No indication of available commands.

Example

My view of guilds. I think SOME commands should be cross guild, but with severe limitations. We've discussed not knowing all skills in your guild when you begin. So perhaps that could be incorporated

Bob the thief wants to learn some magic type skills, he would only have a selection of first tier magic commands, or those skills that someone adept in magic would get when they first started out. So if a storm starts out with flash, icestorm, and whatever, Bob could (once he reached an appropriate level, learn one of these commands. Bob will never be able to learn the higher tier magic skills like lightning shield or summoncloud.


Troubles

Clashes

  1. Why cross guilds from what the members are supposed to be 'masters' of into learning another guild's trade?
  2. Balance.
  3. Reality

Dependancies

  1. Combat system

Tasks

Add, so we can move forward.

Topic GuildSystem . { Edit | Attach | Ref-By | Printable | Diffs | r1.28 | > | r1.27 | > | r1.26 | More }
Revision r1.28 - 11 Oct 2004 - 12:47 GMT - FreD
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