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New rules for guilds?

+1 Placio. Perfect reasoning there.

On the issue of Rangers: There are no Rangers. Not yet. Marauders is already a finalized organization/faction. You can take a rite and become a marauder. Rangers do not exist yet as a coded organization. That's why "aspirant" rangers can be in any guild at the moment. I'm pretty sure once Rangers are implemented as an official organization, the same limitations will apply to them as well. That is, rangers in ranger guilds only. As it should be. So no point in complaining about it now and trying to compare the two.

On the issue of multi-faction, multi-race guilds as per Virg's suggestion: The idea has merit, but I think it'd be a waste of dev time because there are already other systems in place to facilitate that stye of play. You can make chat channels, multi-faction teams, leagues, etc. Proof of that is the successful Cookies group. They are a multi-faction, multi-race group of like minded individuals who use chat channels, leagues, teams etc to make their vision come to life. And they've been going on for quite some time now. So it works.

If you're such good friends and you want to stay guilded no matter what, then I'm sure switching to your guild's current alignment shouldn't be a problem at all. People have been doing this for the past 10 years.

Ryzom already offers more freedom than most theme park MMO's. In the other games choosing a race locks you into a particular faction and you can't even team with opposing factions. In Ryzom you can be a Zorai who chooses to align with the Karavan instead and join teams with marauders. If you ask me that's more than enough freedom.

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