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Nodes and guards in a world of magic (huge desire of mine)

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Comments

  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Well, if you haven't had a chance to experience it in the Alpha, Ashes is fitting well for me. Basically, the guards and NPC defenders in Ashes are much closer to what I described I normally experience, than your description of what you normally see.

    Casters and melee, to be clear. If you get into trouble outside a town or outpost, the best option is to run toward it, or sometimes to run toward the last place you saw a defense patrol. I think that last time I tested seriously, you could even get some exp if it was just 'you got into trouble and had to flee without finishing off a mostly-beaten enemy'.

    You still got some of the exp if the guards finished off the Goblin or whatever it was.
    You can always have my opinions, they are On The House.
  • DryadezDryadez Member
    Azherae wrote: »
    Well, if you haven't had a chance to experience it in the Alpha, Ashes is fitting well for me. Basically, the guards and NPC defenders in Ashes are much closer to what I described I normally experience, than your description of what you normally see.

    Casters and melee, to be clear. If you get into trouble outside a town or outpost, the best option is to run toward it, or sometimes to run toward the last place you saw a defense patrol. I think that last time I tested seriously, you could even get some exp if it was just 'you got into trouble and had to flee without finishing off a mostly-beaten enemy'.

    You still got some of the exp if the guards finished off the Goblin or whatever it was.

    This is good news! I cannot play, not that I don't want to but not good timing for me. So I do like to hear they are adding magic into the mix.
  • AszkalonAszkalon Member, Alpha Two
    Dryadez wrote: »
    Kaelar- Knight Templars (large mounted Paladins that off heal and use a lance)
    Vaelune- Scorpion Riders (Riders that use the scorpion to fight for them)
    Py'rai- Ents (Massive ancients of the forest, bind enemies in roots and deal crushing blows)
    Empyrean-Juggernauts (Gold plated arcane magic being crafted by the elves, do ranged damage and melee)
    Dunir- Stone Golems patrol nodes (highly tanky units, draw aggro and dish out high damage)
    Nikua- Mud Golems/ Water elementals (aoe ability to slow enemies movement/attack speed)
    Vek- Cave trolls (Bulky but with moderate aoe damage)
    Ren'kai- Berserkers (Massive ogre like orcs, High single target damage, low defenses)
    Tulnar- Gorgons (the monster kind not the medusa kind maybe even do a tribute to the ones we see in Stranger Things)

    This Idea is awesome - and should such a thing ever be realised -> it can even get improved/widened for more Variety over time.

    Like some Kae'lar Nodes have Viking-styled Guards. Or more Desert-styled Guards like Vae'lune.

    Py'rai should be able to switch from Ents to different Forces/Beings of Nature.

    Ren'kai should be able to have actual Ogres, too - if the World/Lore/Nature of Verra allows it.


    And so on ;) and so on. :sunglasses:
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    I am in the guildless Guild so to say, lol. But i won't give up. I will find my fitting Guild "one Day".
  • Arya_YesheArya_Yeshe Member
    edited 12:05AM
    AnimusRex wrote: »
    Arya_Yeshe wrote: »
    Your idea has appeal.

    What enfuriates me about guards in towns is that they are so stoic, always there, always ready, they are never drunk or taking bribes

    So... you want these elite guards to be drunk and bribable?

    Stoic , present and ready is kind of the Guard job description.

    But robotic behavior ruins everything

    Maybe, like Killian said, there could be policies for the guards, but that would increase upkeep. I don’t know, maybe just buy them coffee so they don’t fall asleep on the job or something, there's a cost to that

    Low salaries policy, but then they take bribes more often and so on

    It doesn’t have to be overly complex. Here’s a good idea:

    Supervisor Guard: moves from squad to squad, making sure all the guards are awake and doing their jobs properly. Maybe some guards fall asleep or get a little tipsy around town. Maybe they even steal or pickpocket players.

    Hell yeah, let guards pickpocket citizens! Just make the supervisor stoic and robotic.
    Overall guards could commit crimes sometimes too, they should at least steal and they could do other funny things

    If the mayor doesn’t want to pay for the Supervisor edict, or if the node can’t enact it, then the guards could end up acting more like a mafia faction. Maybe they would look away when the enemy node shows up and ignore enemies walking on the streets if your enemies pay bribes

    Maybe you kill a mob and guards nearby will run for the loot and say it was confiscated
    PvE means: A handful of coins and a bag of boredom.
    • Pay gold to the guard to ignore crimes for a certain period of time
    • Guards often pickpocket non-citizens, while citizens are rarely affected
    • Guards steal loot and say it was confiscate
    • Guards can be bribed so they will ignore node enemies and enemies of the state
    • Guards accept bribes to pose as your companions, aiding you in attacking war targets
    • Guards sell confiscated items, including loot stolen from mobs and players, at 50% off
    • Guards get drunk and get a 50% penalty on everything
    • Guards be taking naps

    Guards, by default, should behave like a criminal gang in town, a group of leeches who constantly abuse their power. The mayor can enact policies to straighten them out as much as possible, but the guards should never be completely perfect

    If the node runs out of gold and resources for the edicts then social order should collapse, turning your node into a dysfunctional, impoverished state
    PvE means: A handful of coins and a bag of boredom.
  • AszkalonAszkalon Member, Alpha Two
    Arya_Yeshe wrote: »
    • Pay gold to the guard to ignore crimes for a certain period of time
    • Guards often pickpocket non-citizens, while citizens are rarely affected
    • Guards steal loot and say it was confiscate
    • Guards can be bribed so they will ignore node enemies and enemies of the state
    • Guards accept bribes to pose as your companions, aiding you in attacking war targets
    • Guards sell confiscated items, including loot stolen from mobs and players, at 50% off
    • Guards get drunk and get a 50% penalty on everything
    • Guards be taking naps

    Guards, by default, should behave like a criminal gang in town, a group of leeches who constantly abuse their power. The mayor can enact policies to straighten them out as much as possible, but the guards should never be completely perfect

    If the node runs out of gold and resources for the edicts then social order should collapse, turning your node into a dysfunctional, impoverished state

    This sounds AWESOME actually -> but how to justify that ? Is the Node a Crime-Syndicate's secret Base ? :D
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    I am in the guildless Guild so to say, lol. But i won't give up. I will find my fitting Guild "one Day".
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