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My adventurers guild system for ashes of creation (a better version of the commission system)

FangLionFangLion Member
edited June 23 in Community Creations
Hi everyone. This is my video of the adventures guild system, which is more fun and advanced version of the commission system. I recommend everyone to fully watch the video, cuz its not scripted, so may be a bit confusing if u skip to a random timestamp. Do know. is that I forgot to mention some important stuff as well regarding the Adventurer system, cuz ofc not scripted video. But ill put some short liners below to help with the context of the video. My inspiration for this system is some games and the overlord anime and the comic surviving the game as a barbarian.

Adventurers guild system:
- an infinite generation of quests, through both players and Npc
- the adventurer guild is like an independent organization in each node (only one adventurer guild house/tavern in each node)
- adventurers guild should be big and stand out for folks to see, its upgraded through levelling of nodes
- a quest board both inside the adventure tavern and outside for convivence
- a reception inside the adventure house to talk to for becoming a member and other stuff like the ADVENTURER SHOP
- u talk to the reception to become a member and are assigned the lowest rank (in this context IRON rank)
- the adventurers guild has a member ranking system of up to 8 tiers ( iron, bronze, silver, gold, platinum, mithril, orichalcum, adamantine)
- u can only accept quests within your rank (say if your iron, u can only accept iron quests or also called common quests, if we use the 5 hierarchy ranking system, Common, uncommon, rare, epic and legendary.
- there should be at least 1 out 10 quests that are 1 rank above ur membership rank (if ur iron rank. u can have 1 out 10 quests to be bronze rank)
- u will get quests in accordance with ur member rank, but the difficulty is another type of thing. say if u are bronze rank. most of it are like rare, uncommon or common rank quests, but sometimes u may come across epic and legendary. but its just that legendary may only appear when u reach the highest rank in the adventurer guild system
- similar to the commission system, the moment u accept an adventurers guild quest, and u go outside to complete it, you may come across other random outside fixed quests (quest not related to the adventurers guilds, but connected in some indirect way sometimes)
- adventurer guild quests always has to be brought back to the reception at the adventure house/tavern to complete it. you can ofc accept multiple quests from the adventurer guild at the same time, to avoid back tracking (moving back and forth a lot)
- you can accept a quest from the adventurer guild and decide to either grp up with another person for easier completion, but other person has to be also same rank as the prior player when the accepted the quest.
- there can also be special quests (like 1 out 10 ones) where it says a grp is required to complete, its what id like to call. elite versions of the difficulty (say and iron rank member accept a rare difficulty quest that requires a grp to complete, usually 3-5 players. the difficulty rank is still rare, but a harder rare, tht it requires a grp. or simply put grp difficulty)
- if you wanna increase your rank from Iron to Bronze, u must fulfil the point quota and possibly a trials/special quest to fully move on to bronze and etc for the rest of the ranks.
- the adventurer shop (also inside the the adventurer house/tavern) will give new stuff to buy from when u increase ur rank or for short appropriate to ur current rank.
- the adventurer house/tavern can also be used for simply chatting/announcements regarding the organization itself.
- to avoid confusions, every quest has to have the the adventurer rank (iron, bronze etc..) and the difficulty (common, uncommon)
- player can put their own quests through a pre fixed options, and have to use their own money as the reward along with tax fee (explained more in the video) u pay more tax fee if u want your quest to be up for a longer time, u will get the money back if no one picks it up, except for the tax fee.

thats all i can write here so far, its a very important and a core system too. i really hope they add this to the game. i may have forgotten to include some other stuff. but ill just edit it in here if i can. this is pretty much a way to create constant quests, and will be a core system where players always wanna do when they adventure. MMORPg should be about adventuring the unknown and finding more about the world and fun exploring.

my next ideas for new systems will be. THE COLLOSEUM system, THE LABRYINTH SYSTEM and items and drops etc... for the future. if any of u are interested.

the video: https://www.youtube.com/watch?v=gGn8VAcX2nQ

Comments

  • GithalGithal Member
    edited June 24
    Thats like 90% of the animes where the MC is reincarnated in another world :D.

    The idea seems fun and all, but i feel like most of the stuff will already be there in the game, just wont be centralized.

    For example - you want help escorting your caravan? - you will always have the option to communicate with some other guild ( i am pretty certain some guilds will be dedicated mercenaries, so they will be always willing to accept job).

    The gather quest - If you have option in the auction house to put "Order" for specific resource, will be the same thing. Or just buy it from the auction, but then you dont put the price.

    So all in all you just wish all the systems that are already in place, to be centralized. Which is not bad thing, but Steven wants the game to be with more communication. And this will just switch from the need to communicate with other guild - to talk with NPC.

    What is the final idea behind the "adventure ranks"? Like i got what you explained, but except that they will make some players unable to accept some quests, will this serve any other role? Since even if someone weaker takes "legend" quest - he will just fail it. Or he will need to find group to help him, but he either has to pay for s spot in the group, or no one will take him to carry him.

    In the Animes, this serve a role so weaker adventurers dont die. But here you will just respown.
  • GithalGithal Member
    Example of what you talked about in AOC will be the world of "Re:zero".
    Where the MC had to go from knight to some noble, to some military leader and ect in order to persuade them to help him (where at first all declined since they wouldnt get anything, but after this accepted when there was something as reward for everyone).
  • FangLionFangLion Member
    Githal wrote: »
    Thats like 90% of the animes where the MC is reincarnated in another world :D.

    The idea seems fun and all, but i feel like most of the stuff will already be there in the game, just wont be centralized.

    For example - you want help escorting your caravan? - you will always have the option to communicate with some other guild ( i am pretty certain some guilds will be dedicated mercenaries, so they will be always willing to accept job).

    The gather quest - If you have option in the auction house to put "Order" for specific resource, will be the same thing. Or just buy it from the auction, but then you dont put the price.

    So all in all you just wish all the systems that are already in place, to be centralized. Which is not bad thing, but Steven wants the game to be with more communication. And this will just switch from the need to communicate with other guild - to talk with NPC.

    What is the final idea behind the "adventure ranks"? Like i got what you explained, but except that they will make some players unable to accept some quests, will this serve any other role? Since even if someone weaker takes "legend" quest - he will just fail it. Or he will need to find group to help him, but he either has to pay for s spot in the group, or no one will take him to carry him.

    In the Animes, this serve a role so weaker adventurers dont die. But here you will just respown.

    i think u misunderstand a little bit. its simply a way to infinitely generate quests through basically playing the game, this is a sandbox like mmorpg where the world is affected by the players, this system doesnt work on normal mmorpg tht arent sandbox like ashes of creation. also one thing i feel like is misunderstood here is the lack of communication part u mentioned. this idea is an inspiration i got from overlord, the comic "surviving the game as a barbarian and some other games, so its not fully exact same system as an anime ( i simply copied the rank system for sake of context and explanation), and there is nothing wrong with inspirations from those, since everything in the world is inspired by something.

    u say those stuff exist but not as in multiple things within one box. but those things tht exist can still exist at the same time as this system. cuz the adventurer guild system is mainly just a way to generate quests (to make them into quests) for simply immersion. and its core system because its like a daily thing, it has nothing to do with how its used in the anime and comics for the weak players u mentioned. it simply a fun system, where communication is not reduced whatsoever, and rather help people to group or alone to explore the world. u can have an auction house to simply just buy the stuff u want instead of putting up a quest to gather them? true, and auction house/market should exist, but the adventure system is simply a way to make it into a quest, where it can lead to travelling, which is what sandbox mmorpgs, that have a big world are about. this system allows u to explore the world. unlike just buying stuff from the auction and be done with it. as i said earlier, the adventurer guild is different, cuz it makes those system u mentioned into a quest, tht comes with its own benefits.

    as for ur question about the final idea behind adventure ranks. the ranking system (iron, bronze etc) and the difficulty of quests (common, uncommon, rare) are just a way to immerse the player into getting into the outside world and exploring it. the rank system allows for certain difficulty quests to pop up from the board quest, and as i mentioned in the original post, there is an adventurer shop which allows for buying a variety of stuffs from gear to anything random.

    the "legend quest" thing u mentioned about someone tht needs help etc.. first of all. no one can accept quests tht are below their adventure rank (meaning the quests u get within ur rank should be doable depending on the requirements of the quest being either solo or group, except for the rare 1 rank higher than ur current rank quests that can pop up). say when u reach max rank in the adventures guild "platinum" there is rarely some chances of legendary difficulty quests to pop up (very rare tho). the quest can either be a solo requirement or grp requirement in its description. you should be able to share tht same quest u picked up with others of the adventurer member of same rank. as such, the distribution of loots and points will shared among the players (while the player tht got the quest gets a bit more). in other words if ur rank is below the quest rank then u wont get any loot or anything even if u can party up. obvs people will try to exploit these stuff and get around the system, but thts just players, they always find a way to cheat the system.

    only adventurer guild members can accept adventurer guild quests, but non members can put up quests tho. its simply for immersion of feeling like ur part of something almost like irl back in the medieval era, where merchant were part of some merchant alliance stuff. and u get rewards from being part of it, like xp, gold and special stuff from completing the quests. and also ofc the adventurer shop. its like a season pass, this ranking system. eventually everyone will reach the highest rank "platinum" but that doesnt mean all the quests in that rank are like some drama action, slay this world boss, or save the world kind of thing. its also often simple quests like killing these packs like from bronze rank. simply so those casual quests dont disappear forever even when u rank up, since some people just enjoy those casual quests instead of constant quest tht tells u to kill this world boss, now kill this dragon tht threatens the node etc.. and just like the commision system, the quests should be leading u to come across outside fixed quests from random npc tht can either be a long chain story quest or a short chain quest.


    this system isnt supposed to be a big big immense system tht everyone has to focus on. its like a cog wheel. and each cog wheel are all the different systems in the game, and the adventurer system being one of those cog wheels tht help with simply getting the world going/keep the world alive. u mentioned the adventurer guild system exists but in separate ways, but this is also simply just a better/advanced version of the current commission system they have. which i personally think is super bland, so according to what u said then the commission system shouldnt exist, since well we can do those other stuff by simply communicating or going outside to just accept those fixed quests tht will eventually maybe disappear (i also think those fixed quests should eventually be regenerated in a different form, so the world doesnt run out of quests, since this is a sandbox, so the game is always affected by players and environment changes, which can help make new quests appear, and the adventurer guilds helps with tht in some way).

    this is simply a better commission system tht helps with infinite questing, nothing more than that. just like how raiding isnt anything more than killing the boss and getting loot and experiencing new zones.

    i hope this helped u understand a bit more of what i had in mind

  • GithalGithal Member
    Just 1 remark - AOC will be "Sand Park", not "Sand Box" - since it will be something between "Sand box" and "Amusement Park".
  • FangLionFangLion Member
    Githal wrote: »
    Just 1 remark - AOC will be "Sand Park", not "Sand Box" - since it will be something between "Sand box" and "Amusement Park".

    ahh i see, idk what is sand park/amusement park supposed to mean. all ik is sandbox means the world is affected by the player, and the world itself is the amusement park? so technically almost all game are sand park? i dont get the meaning behind sand park since honestly i havent heard of it before
  • GithalGithal Member
    FangLion wrote: »
    ahh i see, idk what is sand park/amusement park supposed to mean. all ik is sandbox means the world is affected by the player, and the world itself is the amusement park? so technically almost all game are sand park? i dont get the meaning behind sand park since honestly i havent heard of it before

    Sand box- you can imagine it like - kids playing in the sand where they dont have any pre made content, so they make sand castles and ect. so in short the game content are the players. Example of sandbox is Albion. The game provides you with the means to accomplish something and you make your own way in the world.

    Amusement park - this is for example WOW and actually MOST MMO's. Where everything is predetermined by the Devs about what you should be doing in the game. This week you do this dungeon 7 times, This raid 1 time, Once on HC difficulty and so on.
  • FangLionFangLion Member
    Githal wrote: »
    FangLion wrote: »
    ahh i see, idk what is sand park/amusement park supposed to mean. all ik is sandbox means the world is affected by the player, and the world itself is the amusement park? so technically almost all game are sand park? i dont get the meaning behind sand park since honestly i havent heard of it before

    Sand box- you can imagine it like - kids playing in the sand where they dont have any pre made content, so they make sand castles and ect. so in short the game content are the players. Example of sandbox is Albion. The game provides you with the means to accomplish something and you make your own way in the world.

    Amusement park - this is for example WOW and actually MOST MMO's. Where everything is predetermined by the Devs about what you should be doing in the game. This week you do this dungeon 7 times, This raid 1 time, Once on HC difficulty and so on.

    hmm i see, i feel like ashes of creation still has some sandbox elements. so i wouldnt compare it with normal sandpark. i players literally create nodes and affect the world depending on how players interact with the world, which doesnt exist in games like wow u mentioned. so i personally see this as sandbox even if they confirmed it to be sandpark. cuz honestly it has a lot of sandbox elements
  • tautautautau Member, Alpha One, Alpha Two, Early Alpha Two
    Thanks for the input, @FangLion , but I prefer the way AoC is doing it.
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