Quick question about "Guild Buying"

by Unknown

Back to Common Grounds.

Unknown2006-10-08 14:42:09
I was just wondering what the logic was behind the other communities having to pay for the new guilds. I can understand the phased implementation, because it was a contest, but I'm curious as to the power and gold costs involved. In the past, new things like Libraries, Skills, etc, weren't costing communes or cities anything as far as I know.

Is this a hint of things to come? Future expansions? Some uber-secret thing?

Inquiring minds want to know..
Sylphas2006-10-08 14:45:39
Bottom line, you can't really force them to pay for each new thing, unless it's easily done. Otherwise balance is shot to hell. It would be cool though, forcing power and gold to actually matter more than they do now.
Unknown2006-10-08 14:47:36
I think it's a way of, as Sylphas said, making gold and especially power, matter more.

I wouldn't be at all surprised if more high cost commune/city addons are released over the coming months.
Unknown2006-10-08 14:49:24
Could be something like the afforementioned nexus worlds...
Could be something like Imperian's villages...buy expanded territories...
Could be something like Achaea's House system...
Could be something completely unexpected...
Diamondais2006-10-08 14:52:02
The House system must die. dry.gif
Sylphas2006-10-08 14:53:57
QUOTE(diamondais @ Oct 8 2006, 10:52 AM) 340334
The House system must die. dry.gif

I kind of like having everyone being a different class, so you all help out with different skills. But it should have been done from the beginning, or not at all.
Exarius2006-10-08 15:01:45
QUOTE(Sylphas @ Oct 8 2006, 09:45 AM) 340327

Bottom line, you can't really force them to pay for each new thing, unless it's easily done. Otherwise balance is shot to hell. It would be cool though, forcing power and gold to actually matter more than they do now.


Bottom line is if you force balance in all things, you don't have a game.
Unknown2006-10-08 15:04:16
QUOTE(Phred @ Oct 8 2006, 10:42 AM) 340325

In the past, new things like Libraries, Skills, etc, weren't costing communes or cities anything as far as I know.

We had to pay for the library.
Sylphas2006-10-08 15:09:05
QUOTE(Exarius @ Oct 8 2006, 11:01 AM) 340338


Bottom line is if you force balance in all things, you don't have a game.


Counter-strike resets after everyone dies. Are we going to reset Lusternia when the group with more money buys a new guild, starts winning more because no one else has it, gets more money, buys more things, etc?
Asarnil2006-10-08 21:47:20
If it is a hint of things to come, expect Richter to have 16 different archetypes attached to Deepnight within the next week.
Richter2006-10-08 22:48:26
roflmao.gif


But yeah, I saw this thread, and thought "Whoa, are they implementing an Ilyrias style of things here that I somehow missed?"

That place had some serious potential, but since it is no more, I'm still playing the best mud there is. biggrin.gif
Estarra2006-10-09 01:33:51
There's precedent for paying for new guilds. I am almost positive Glomdoring had power costs for opening at least the Ebonguard plus costs for constructing guildhalls.

Vix2006-10-09 02:16:30
Well, since Glomdoring didn't actually have power until later, I don't think there was a powercost. :/
Sylphas2006-10-09 03:02:07
You can't pay costs when your balance is negative. tongue.gif
Daganev2006-10-09 05:24:11
Umm, actually there was a power and commodity cost for buidling the Ebonguard...

As there was for building libraries, (no power cost though) and other things.
Unknown2006-10-09 09:23:39
The Librarians cost, the Arenas cost, guild halls cost, guild hall/national building projects cost, divine temples cost, once nexus worlds are added, they'll cost, I can't think of any major thing that doesn't cost actually. (other then glom's new free guild, and that's a special circumstance)