Factions and Player Guilds
by William Mitchell · in Game Design and Creative Issues · 04/08/2003 (12:27 pm) · 3 replies
In the game I'm currently working on, factions are treated in much the same way as in EverQuest. In other words, player characters have reputations with each faction that changes (up or down) based on their behavior toward members of that faction (or that faction's enemy or allied factions). In my project, player-run guilds are treated exactly like a faction: a character will have a reputation with each guild based on his behavior toward the members of those guilds. If a non-guild character is attacking and killing (PvP) members of a guild, everyone in the guild will know it (by conning the character in question or perhaps viewing an in-game list). Also, a character will damage his reputation with a guild by killing members of an allied guild.
Are you familiar with any other game that treats player guilds in this same way? Also, what do you think of this idea in general?
Thanks.
-W.
Are you familiar with any other game that treats player guilds in this same way? Also, what do you think of this idea in general?
Thanks.
-W.
About the author
#2
If it's an unguilded character B killing members of guild Y, then their name is listed. It'd have two lists: Enemy Guilds, Enemy Independants.
Perhaps a rating system, too, to compare how bad each guild/player's faction is. Guild X is only 10%, but Guild Z is 79% against you. Guild Z has killed a ton of your members, Guild X has only killed a small number. These ratings would adjust constantly. If you're a new Guild Y with 2 members, and someone from Guild Z kills both of you, they're immediately 100% enemy.
04/10/2003 (5:27 am)
Also, you could simplify things. If a player from guild Y is killed by a player from guild X, guild Y's list simply shows guild X as an enemy.If it's an unguilded character B killing members of guild Y, then their name is listed. It'd have two lists: Enemy Guilds, Enemy Independants.
Perhaps a rating system, too, to compare how bad each guild/player's faction is. Guild X is only 10%, but Guild Z is 79% against you. Guild Z has killed a ton of your members, Guild X has only killed a small number. These ratings would adjust constantly. If you're a new Guild Y with 2 members, and someone from Guild Z kills both of you, they're immediately 100% enemy.
#3
This is easily abused however. I can see how having the Karma score be guild specific instead of universal it would be less likely to be abused for personal vendettas, or at least less of a big deal if it is.
You could also have attacking / killing / looting a guild member give automatic bad Karma in addition to guild members feedback.
04/10/2003 (5:42 pm)
I have seen a few MMORPGs that allow players to give each other good and bad karma points based on their actions, this changes their fame/infamy score. This is easily abused however. I can see how having the Karma score be guild specific instead of universal it would be less likely to be abused for personal vendettas, or at least less of a big deal if it is.
You could also have attacking / killing / looting a guild member give automatic bad Karma in addition to guild members feedback.
Alexander Maisey