View Full Version : Guilds in UTT2
Argon Balros
24-11-2004, 15:06
i and some of my freinds have put a lot of effort into creating a guild we have been told that nothing will be officaly implemented untill UTT2 but already we have the suport of over 20 players.
but with the talk of loosing our characters some people fear that all we have worked towards will disapear i have started this thread in hope of clarifying the situation on whats happening with player run organisations in UTT2.
My understanding was that people who wished to pursue guilds would be watched (in a positive way) come UTT2, and then decisions made as to the setting up of a formal guild. These were things like player presence and the rest. Here is some of what Kev said about it in the first place:
Originally posted by DM_Kev
No guilds will be officially implemented until the launch of UTT2.
There will be a cap on total guild size or it just gets silly. About 8 members is more than enough. This many increase in proportion with the number of players we have using the server, on average.
One thing im going to warn all those persuing guilds about now:
When UTT2 is launched, it will NOT have any areas dedicated to guilds untill the group has had suitable time on UTT2 to convince me that adding an area for them is not a waste of my time/server resources.
The role-playing challenges I refered to in my post on the "Carrying characters across to UTT2?" thread are partially connected to this subject. What DM Kev has said about guilds in UTT2 makes perfect sense and I couldn't agree more. I want to stress that guilds and particularly dedicated areas are not what I was driving at in that post. However, as this is place for asking such questions, will the process of earning this privilege start from scratch on UTT2 or will a characters past actions in the current module count for something toward this?
its nothing to do with the amount of players you have, you could have a million, but if they are bad at roleplaying, you have no chance of getting one. Thats what its all about, roleplay, and some things, even though you may think some of your actions are roleplay, they might be against the rules. For example, attacking a faction city when the rule tells you that you cant unless its a DM event. But, you still have time, we shall see...
I would like an answer to Ptolomy's question i.e.
""will the process of earning this privilege start from scratch on UTT2 or will a characters past actions in the current module count for something toward this?""
the reason being that an answer will give those of us interested in requesting official guild recognition and associated privilages an idea as when to pitch our case;)
Argon Balros
24-11-2004, 17:31
i personaly think most people that suport the plans are good roleplayers and some of them very good roleplayers.
one time me and Altan the curst spent must have been at least an hour roleplaying Argon handing down an old sword and giving a few pointers on how to use it and it was thoughly enjoyable time.
My standing on guilds is still pretty much the same as the quotes ghost gave you all.
At present im more concerned with providing activities for everyone before those for a select group.
When I have time for guilds (after the launch of UTT2), I will ask for applications from each group looking to start a guild. Some of the things I will be asking for:
- Guild info
- Guilds purpose/mission etc (long enough to go into a module book)
- Members (8 maximum). Each member must be active on these forums and in the community, be a recognised roleplayer and be free from any negative reports involving breaking rules.
- Area inhabited - Which region/s is the guild concened with. If the guild proves worth supporting, I will 'merge' the guild into the area it protects - e.g. NPC's will tak of the guild, the guild will become 'local knowledge'.
Answers to a few questions:
Sub Guilds - No! One guild, one mission, one purpose. Guilds may not be made as extensions of another. Otherwise we find that 50% of all guilds are in fact the same one. Of course guilds may set up diplomacy with others, but Guilds MUST have distinct differences in location, activity and beliefs.
Payment is not required for guilds. Just a successful and valid application.
Guild areas - Im still in mixed thoughts about such areas dedicated to guilds. If we do have them, it will be as I said before; ONE medium sized area for a guild which as remained active and contributed to the community in a positive way.
Where im having other thoughts is on the issue of guilds who base themselves in cities, e.g. mordor, minas tirith. If Guilds decide to do this, I have good mind NOT to allow guild dedicated areas for them - there are plenty of buildings/zones around these areas to use. I may still consider dedicated areas for those who decide to inhabit wilderness areas.
Throughout UTT2's development, i've tried to be very economical with areas - their sizes and the amount of them. Taking care over things like this means a much smoother game for everyone and is more friendly to the ranges of spec peoples machines are. So ive tried to cut down on the number of areas which are not necessary and also cut down on the number of areas that are too large and can have their action more concentrated into just one zone.
With less unnecessary areas, we can concentrate more on areas for everyone and areas which we have not included in the past.
I will begin asking for guild applications once UTT2 is launched. Claiming an 'official' guild before an application has bene made is not wise - DM's posessing npc's will not recognise such guilds!
Argon Balros
24-11-2004, 19:49
well at the moment there is a unoffical organisation know as the alliance. it is an alliance of 3 guilds one offical two not the guild leader of each meets in a council meeting every so often to discuss dangers to middle earth and how best to solve them.
kev would such a thing be acceptable in Utt2 officaly?
also we would welcome more guilds to the alliance if there goals were similar enought to every one elses.
well theres the Dwarves laddie. We arent a guild really, more of a mob :)
Thanks Kev, you have pretty much answered all of my questions.... :D
Guilds allied via diplomacy is fine, but as i said, they must have nothing to do with each others purpose/mission/locale, etc.
one might argue that all guilds in one faction have the same goal, which is to end the struggle between good and evil, via killing the evil :P
Well thats obviously one primary goal that all guilds in a faction share. But I expect guilds to have some more specific roles/goals than just 'destroy evil/good'.
Argon Balros
25-11-2004, 12:49
kev is it ok if we use these forums to discuss and finalise our proposal to you for when you start accepting them?
Argon Balros
25-11-2004, 13:17
thanks kev will do also whats the minimum amount of members needed to start a guild.
Argon Balros
25-11-2004, 14:22
thanks
Originally posted by Avalyn
one might argue that all guilds in one faction have the same goal, which is to end the struggle between good and evil, via killing the evil :P
I foresee many very unsuccessful guilds in utt2, everyone knows that evil will always return triumphant!
Besides if i can find a group of people that i like who knows, we might even get an evil guild....muahahaha
probably more accurate that "evil will always return...":P
peterjer
25-11-2004, 18:56
i think argon is right and one more thing i think the main characters should be played by dms like the kings,elrond and gandalf etc.
and they should be the leaders of the guilds and sending members out for special events and quests or start even rivallery against the evil guilds.......
Ah, you sussed out our plans already for more DM involvement :P
*Hoards his ringwraiths and strokes the smite good button*
Prophet7
08-12-2004, 10:56
Maybe each guild would have its own leader who is an actual player, but when there is a big meeting between several guilds it would be overlooked by a DM in Elrond skin. Also this could give you a chance to create an area for yourself Kev, and let you have more fun than hunting for cheaters...
I also think that a massive DM event of a war would be really cool. It could be planned a week or so ahead and then you have 20 or 30 people fighting to the death for Minas Tirith, instead of a handful of people like the guild fights of UTT1. It would be a good way to roleplay with leader's speeches, and a lot of fun.
aka Teclis Al'Ethas
The only problem with really big DM events is the games processor (and it is the NWN game not the server I believe). Once you get more than six characters in an area/party the game slows up, it can't really help it. I believe the design was more to allow friends to journey together online, and was therefore really set up for a party of 6, which is a fairly common, but usually biggest, party size normally seen in PnP DnD. Once you get many more characetrs than this together the game will start to lag, no matter how powerful a processor is running it.
Prophet7
08-12-2004, 11:42
Good point...but one can always dream, right?
Oh yeah, and I join you in that dream, it would be so cool. ;)
I really like the idea of a DM being in charge of the guilds... perhaps a player could be in a position of power to oversee the guild until the "leader" returns but official sanctions would hvae to come from the leader/dm. This gives the dms a lot more interactivity with the guilds and keeps them incheck as well. Plus it would be fun for everyone!
As per prophets post, ya I'd like to see a big battle too... so far I've never had my computer have any trouble rendering the game... even for 6-7 people on the screen. But maybe its just my configuration :)
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