We have a few larger ongoing projects with Sundren, which one would you like to see first?
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What feature would you like implemented first?
157Quests42.68%67Arena1.27%2Crafting29.30%46Joinable Factions26.75%42The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.
George CarlinTags: None
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I was torn between Quests and Crafting, and by the votes so far it seems the community feels exactly the same way.
I chose Crafting over Quests after a few minutes thought for the following reason only:
The idea of Quests is very tempting but IMO to make them really feel genuine scripted quests from NPCs won't cut it.
I want to see more quests with DMs behind them, definitely! And ways to get involved in them, times, places, sign-ups whatever...
I sort of came to the conclusion that any Quest system I could think up would be little more than a server validated form of grinding.
That being said, I may not be smart enough to realize what could be done with this toolset. I have no experience with it or any other online gaming quest systems, so, please correct me if I'm wrong.
Thanks!~Hrothgar Ragnarsson - Warrior and Sailor from the frozen North.
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Crafting - and we want it because some characters, have crafting skills, then theres characters that have crafting feats.
Kind of a waste if they cant be used really, as theres not even an opportunity to roleplay them, as you could with diplomacy, bluff, intimidate or even hide.Faerayorn Zargoth II - Nobleman, wizard and swordsman
Deth'amaendul Amastacia - Halberd weilding sun elven, sun elf hating warrior.
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Torn between quests and factions... And I semi-accidentally picked factions. Oh well, either would be nice. Quests so we can get experience if there aren't any DM's around and we don't feel like smashing heads, or factions for... Um... factiony stuff.Character(s)
>Olin Lavith - Human scholar with a passion for knowledge.
Don't change the color to match the walls. Look like you belong and the walls will change color to match you.
?Kender Proverb, Time of the Twins
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I think that factions would be interesting for evil characters. There should be some places where they can call home (not like port avanthyr). For exemple, a necropolis, a camp of bandits, a cave...
However, I also think that the quests should get along with factions.
So I chose factions, but quests could be as important.Zorn Terinus - the arcane scientist
Drogan Ebonshield - the dwarven mercenary
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Quest, obviously Aren't people complaining about lack of interesting things to do? It's also the, let's say, less selfish choice Factions will only affect maybe a few people who are lost without being part of one. Arena, sure, we really need that pronto >.>. Crafting is cute, but no matter what is said about people who spent points and feats, it's still something that would be mostly for a specific slice of the players (not to mention whatever craft system is used can easily ignore the crafting skills and feats...).
Quests on the other hand are for everyone
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Crafting will be an expansion upon what was in the campaign, all the same skills will be used. We're in beta which is why we're deciding what to work on next, a lot of worlds remain in closed beta but we much rather have an open world for players to play on that's "as-is"... as in... this is how it is until we get around to it.The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.
George Carlin
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Originally posted by Saulus Mursadus View PostCrafting will be an expansion upon what was in the campaign, all the same skills will be used. We're in beta which is why we're deciding what to work on next, a lot of worlds remain in closed beta but we much rather have an open world for players to play on that's "as-is"... as in... this is how it is until we get around to it.
PS: It also has the added bonus that what people can craft will be affected by the XP curve too With the "craft-grinding" systems out there, a level 3 could be making the uberest possible items if they just grinded enough
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If it's 'auto-quests' that can be done/run by yourself to gain some XP... then I'd rather have crafting or joinable factions in the game first.
Otherwise one might have characters running around doing their quests instead of looking for rp - which might be especially bad during times when there are only a dozen or less players on the server.
Edit: Oh, and... arena? "Booo!"Playing Asha'easaahae Illeleste & Frem
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Yeah, noticed the results too. Crafting and Quests. The two things that anyone wants other then RP is experience and items, this struck me as no suprise.
Joinable factions add more flavor to the community, it'd be cool to see what sort of factions there'd be out there (I.E. Vigilante or outlaw factions, Drow, Paladin factions...ect). Besides, giving people another outlet for xp/items is useless. Extra experience only puts you ahead of the curve and takes away from the DM's job. One of the big reasons why I think this server is great is that it is not a monotonous quest grind. I've seen tons of other "RP" servers where people blab in town for two seconds and then quest for 2 hours and not say a damn thing the whole way, then get back, turn it in, Blab for 5 minutes about the quest. Wash, rinse, repeat if necessary. With having so many DM involved plots (or Quests if you will) going on I just don't see the point.
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I voted quest but I favor factions. The reason I went with quests is that it's a great way for a new player to become acquainted with the world. They should be non-repeatable though.
Factions should be more organic and grow within the population base and then be supported by the staff.
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