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Slave / Guild Wars suggestion
#1

In another rpg ive played, if you kill someone, you could make them your slave and a percentage of the exp they got from leveling went to you (no level capped game). This could somehow be implemented into imagine nation but with gold. The gold would be a small percentage of gold from every gold giving monster you kill and wouldnt be generated to prevent farming. You can only be a slave to one person at a time and you can free yourself by killing that person. One person can have multiple slaves. There should be some rules with 1 week time limits or something.

Also make it more desirable to actually be in a guild. Most of the server is not in a guild. Its not that people just want to be loners, its that its either hard too decide on whether its worth it to join the massive guilds that everyone seems to kill, or join an inactive guild that does no pvm. With some real in game benefits, people will join guilds just for those bonuses and the group gameplay should come naturally. World of warcraft made these additions with guild levels which gave bonuses to professions, leveling, etc which I think made guilds a lot more enjoyable.
#2

it's an interesting idea, but it looks like it may punish the new players and reward murderers and more experienced players.

The guild level idea does sound interesting though. I'll keep that in mind and try to come up with a way to apply it to UO guilds.
#3

A pker "tagging" a bunch of people would actually help the blues more than if the red player would just res kill them while they are pvming for their items. The red would be more inclined to let the pvmer continue while still benefiting from killing the player. The pvmer would hunt in peace. Who knows, maybe the slave master would actually protect this player as it would be beneficial to both of them


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