Kavadas
Mon 23 Jun 2008, 1335, Mon 23 Jun 2008
I know what you're thinking, "Two Earthrise news articles in one day?" Yup.
Hi there,
This week's question was inspired by: http://forums.play-earthrise.com/index.php?topic=152.msg17605#msg17605
Thanks for the topic idea!
This week we'll discuss factions a bit more to shed some light over how personal affiliation with each of the major Factions in the game will affect mission choice and completion in Party and Guild play.
As mentioned before, characters will be able to affiliate with either Continoma or the Noir rebellion, stay unaffiliated as neutral characters that follow their own individual goals or pursue a path as criminals who live on the fringe of civilizations and oppose all order with bloodthirsty intent. Generally, there won't be limitations where these characters could not group together in a Party or a Guild. There will be nothing to stop such a ragtag Party to take on the mighty creatures roaming the world or protecting certain locations, or working together to earn reputation towards certain organizations. You can even form a Guild made of renegades set to take over territories, earn resources or wage a war.
Something to keep in mind when assembling a Party or a Group made of characters of different factions (including even renowned criminals) is Discrepancy. Discrepancy is a value measuring the internal political or ideological turmoil of a group of characters - if it is too high the Guild itself is seen as torn between its members' interests. If all or most players share the same political view, the Discrepancy value would be nil or low enough and this group would find it less difficult to take on any party quests or develop their Guild further. If half of the players are Continoma while the other half is Noir, or many of its members are Criminals, the Group will have a much higher Discrepancy value. It is entirely possible such a mixed group would find its connections with certain influential parties in the world cut off temporarily, impairing development and progress. It is up to each Guild's Leader to ensure that a guild stays as focused on making a firm position in the looming conflict as much as possible, although all guilds still have the potential to be able to earn territories and make itself influential through resource gathering and sheer fire power.
That's it for this week, thanks to our developers for taking on this intriguing topic. Don't forget to check out the brand new QOTW thread, and leave your thoughts on this topic below.
~ m.
Original Link (http://forums.play-earthrise.com/index.php?topic=1390.0)
Hi there,
This week's question was inspired by: http://forums.play-earthrise.com/index.php?topic=152.msg17605#msg17605
Thanks for the topic idea!
This week we'll discuss factions a bit more to shed some light over how personal affiliation with each of the major Factions in the game will affect mission choice and completion in Party and Guild play.
As mentioned before, characters will be able to affiliate with either Continoma or the Noir rebellion, stay unaffiliated as neutral characters that follow their own individual goals or pursue a path as criminals who live on the fringe of civilizations and oppose all order with bloodthirsty intent. Generally, there won't be limitations where these characters could not group together in a Party or a Guild. There will be nothing to stop such a ragtag Party to take on the mighty creatures roaming the world or protecting certain locations, or working together to earn reputation towards certain organizations. You can even form a Guild made of renegades set to take over territories, earn resources or wage a war.
Something to keep in mind when assembling a Party or a Group made of characters of different factions (including even renowned criminals) is Discrepancy. Discrepancy is a value measuring the internal political or ideological turmoil of a group of characters - if it is too high the Guild itself is seen as torn between its members' interests. If all or most players share the same political view, the Discrepancy value would be nil or low enough and this group would find it less difficult to take on any party quests or develop their Guild further. If half of the players are Continoma while the other half is Noir, or many of its members are Criminals, the Group will have a much higher Discrepancy value. It is entirely possible such a mixed group would find its connections with certain influential parties in the world cut off temporarily, impairing development and progress. It is up to each Guild's Leader to ensure that a guild stays as focused on making a firm position in the looming conflict as much as possible, although all guilds still have the potential to be able to earn territories and make itself influential through resource gathering and sheer fire power.
That's it for this week, thanks to our developers for taking on this intriguing topic. Don't forget to check out the brand new QOTW thread, and leave your thoughts on this topic below.
~ m.
Original Link (http://forums.play-earthrise.com/index.php?topic=1390.0)