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Nexus Clash :: View topic - Who wants to discuss breath 4 guild bonuses?
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Who wants to discuss breath 4 guild bonuses?
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Mallich
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PostPosted: Thu Mar 14, 2013 9:49 am    Post subject: Reply with quote

saulres wrote:
Y'know, the idea of negative effects is appealing. But it might be better if it's automatic, and offsetting of your gained bonuses. Surely if you pledge your allegiance to one Power, another would be angry at you...
That would also make planar guilds less of a no-brainer, decreasing the number of cultists. I like.
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Sihoiba
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PostPosted: Thu Mar 14, 2013 10:03 am    Post subject: Reply with quote

Mallich wrote:
saulres wrote:
Y'know, the idea of negative effects is appealing. But it might be better if it's automatic, and offsetting of your gained bonuses. Surely if you pledge your allegiance to one Power, another would be angry at you...
That would also make planar guilds less of a no-brainer, decreasing the number of cultists. I like.


Well another 8 would be unhappy with you. I'm not sure we want to give people disincentives to involve themselves with the cults and the elder powers.

Having said that if someone comes up with 10 equally good downsides for the 10 cults then it might be worth considering. They would have to be really good though.
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Lijitsu
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PostPosted: Thu Mar 14, 2013 10:19 am    Post subject: Reply with quote

It could work on a diametric opposition chart. Baraas wouldn't be upset if you chose to worship Alonai for example, but Tlacolotl and Marquai might not be so forgiving. Although the neutral Elder Powers are kinda hard to pin against the others, maybe give good and evil guilds slightly stronger pros but with some cons to match, based on who they're diametrically opposed to? Obviously Namm, Tholaghru and Hashaa - at least, in their n-only guilds, - wouldn't care, and they'd have the same 'small pros only' effects that normal guilds would.
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Teksura
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PostPosted: Thu Mar 14, 2013 12:58 pm    Post subject: Reply with quote

My concern with a giant matrix of which power likes who is that it'd be a clusterfuck to balance. We run into mechanical necessities where we end up needing to find a fixed number of powers who hate each power. This is very constraining with regards to the powers themselves, and makes their relationships towards each other feel forced. then we have to balance their disadvantages with each other, which gets troublesome since we're still trying to work out what advantages are given.
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saulres
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PostPosted: Thu Mar 14, 2013 1:02 pm    Post subject: Reply with quote

Then be vague about it. There's no real need to specify which power doesn't like the other enough to penalize you.

Examples:

Join up with Marquai to get a discount on your crafting AP. Opposing Elders penalize you by reducing your carrying capacity.

Join up with Alonia to give you bonuses when you heal. Opposing Elders take those bonuses from your own life force, so it costs more to respawn.

Stuff like that.
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Teksura
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PostPosted: Thu Mar 14, 2013 1:34 pm    Post subject: Reply with quote

Ok, I get what you're saying now. So, if we make every guild grant a boon and a penalty, we can broaden the scope of what sort of boons we can give.


That's certainly a possibility.
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Niphy
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PostPosted: Thu Mar 14, 2013 2:24 pm    Post subject: Reply with quote

I know that this last breath orthodoxy was just there for winner of breath elder power,why not make it that the one with highest orthodoxy in the guild gains some bonus power, since he would then be champion of the elder power he follows.

Also we should make level 1 of guilds available if you have high orthodoxy in guild so that you an reach it if you are in faction and that it isnt auto lvl 1 since you are a feral.
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Buttercup
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PostPosted: Tue Mar 26, 2013 2:14 am    Post subject: Reply with quote

Lagn wrote:
How about a guild that imparts negative bonuses? Basically, this would be playing the game on hard mode. Basically you renounce all the elder powers and they all curse you an give you negative HP and MP, greater respawn costs, maybe even status effects like bleeding if you get injured. Of course, something like this would need to have benefits, maybe an XP boost or possibly the ability to nullify class abilities (?).

I like the idea of one choosing to reject all of the Elder Powers, but how does one ascend, descend, or transcend (go T2/T3) without making a pact with an Elder Power?

Must one remain eternally mortal if they are to honestly reject the forces of the Nexus as their master? Who would be stubborn enough to do so? And what would the fate of one who chose such a path be?

Would there be a way to "lock in" such a choice permanently (or rather, for that breath at anyway), or would one who rejects all Elder Powers always retain the option of changing their mind, no matter how determined they were?

How would such a mortal's actions be counted when the universe ends, when it is seen that they had the power to join the higher beings, but chose to remain within the shell of the weak and frail creatures they were better than?

What would the consequences of such deliberate obstinance be? Both to the mortal, and to the Nexus as a whole? Would it weaken, or even destroy for once and for all, the Nexus, for the Elder Powers to be so thoroughly rejected? If enough mortals chose that path? Or would it reform into a new shape? Would new powers and influences take hold?

Was this how chaos came to be a part of the Nexus? How did chaos come to be?

Would it prove the mortal as tough enough to play out things the hard way, or show them as weak and foolish for rejecting the assistance of those obviously vastly more powerful than they? Or would they simply be... more neutral towards the state of affairs of the Nexus than even the transcendants, for mortals lack any form of alignment?

Weak mortals fall all the time when the universe ends. They did not have the time they needed to strengthen and prove themselves. But when a mortal who could easily become a higher being rejects such things... what does that mean?

And a guild devoted to this? What Power, if any, runs the guild?!

Teksura wrote:
Plus since Marquai is the power all about being really clever and discovering new ways of doing things and doing them better,

So, these would be questions for Marquai? Razz
------

Also, about guilds - can you join the guild of any Power, or only the guild of the Elder Power who's given you your powers? Since it looks like you can quit guilds, I'm guessing you can?

So, thematically, how does that work with making a pact with one Elder Power to become a Void Walker or Seraph or whatever, but then joining Marquai's guild and receiving bonuses from him? Are you actually aligned with two different Elder Powers at that point (or serving both), or...?
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MerlintheTuna
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PostPosted: Tue Jul 21, 2015 9:59 am    Post subject: Reply with quote

This is a total thread necro, but I started to type this up in the Orthodoxy Scoreboard thread before realizing that that was a thread necro, and it seems silly to scrap the whole post.

Is the dev team generally satisfied with factions and guilds being cross-purpose with each other? To be clear, the current system is fine. I just think it's odd that factions can't explicitly dedicate to a power (since that's sort of the crux of the setting) and that members of ones that soft-dedicate (like Crypt Lords) are held in lower standing than feral characters. Or in other words, why give the Legions of the Abyss - who take any random Defiler or Pariah - access to top-tier Tlacolotl benefits, but not a faction that specifically decides "We're all about that Tlacolotl guy"? The opposite seems more intuitive; non-denominational factions (including but not limited to the Legions and Host) potentially get access to a variety of abilities based on individual members' faiths, but factions willing to become truly monotheistic cults get the best version of a single one.

Likewise, faction-level dedication would add an extra layer to politics, since you have an additional basis to decide wars & alliances beyond "Are you the same alignment as me?" and "Are you a gigantic tool?" Obviously YMMV on the value of demons allying or angels fighting amongst themselves, but it would certainly push the lore-significance of the Elder Powers closer to the forefront of gameplay.

And while Tek describes not wanting to build a permanent Elder Power political matrix (which I totally agree would feel forced), giving factions reason to dedicate opens the door for short-term political tinkering. Mini-events like "Hashaa feuding with Alonai, double orthodoxy for opposed conflict" would offer immediate faction-level ramifications that reflect the petty bickering we associate with Greek/Norse/etc. pantheons while also ending after as little as a week or three. That kind of conspicuous-hand-of-the-designer maneuver isn't necessary, of course, but it does offer an avenue to shake things up if the world starts looking a little stagnant.
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Kandarin
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PostPosted: Tue Jul 21, 2015 10:16 am    Post subject: Reply with quote

Aligning guild and faction behavior more closely is a long term goal for the dev team. Guild aligned factions aren't on the table in 3.5, but the new guild rank mechanics give you rank bonus for being in a faction of the same alignment as your Elder Power. For instance, Hashaa cultists have to be transcends and be in an Unaligned faction for top ranks, although one can always get them by forsaking faction ties entirely.

Guild - related events and quests are an intriguing concept and may be doable with little or no admin or coder support under the right circumstances. There's been some thought as to what that would look like but it'll probably be after 3.5 has been going for awhile and people are running into the endgame that these get brought up.
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