I belong to a multi-racial guild, however 3 of the other races' members cannot be invited into the guild because the game does not allow cross-country invitations. As a Tryker belonging to a guild that was started over in the Matis capitol, I've tried to travel over so that I could be invited into the guild. I've failed at every attempt, accruing several debts.
My argument is not that it should be easier to travel to the other race's lands, but it is that the game should allow guild invitations to be made worlwide.
Why? As of now, the game forces those part of a multi-racial guild to remain separated and divided until one is high of enough level to be able to travel through the many portals and finally make it to the other side. This causes many playeers to go without guild chat, involvement, and coordination for several weeks, if not months as it is extremely difficult to be able to make it to another land.
I would like to personally ask the developers to allow guild invites to be sent worldwide, so players can finally be apart of the guild they joined without the long wait. I know that it doesn't fit the "role-playing/reality" aspect of the game, but I feel that this is one of those times where some reality aspects need to be sacrificed for the sake of gameplay.
Thanks for reading.
Trans-World Guild Invites?
Re: Trans-World Guild Invites?
OR, an established charact with a guild, can invite a friend who is still on n00b island.
Wolf
Wolf
In game as TashaJayne - Guild Leader: http://www.angelfire.com/games5/survivorsofatys
Re: Trans-World Guild Invites?
Yeah, I just don't like the idea of having to wait 250 levels before I can finally be invited into my guild. =(
Re: Trans-World Guild Invites?
My guild has just ran into this same issue. I think this is very important as many of us have groups of friends we've played MMOs with and want to continue playing with in Ryzom.
Forcing us all to play the same character is definitely not the answer. We really need the ability to send remote guild invites.
Forcing us all to play the same character is definitely not the answer. We really need the ability to send remote guild invites.
Re: Trans-World Guild Invites?
Agreed. I think remote guild invites would make a lot of people a lot happier.
Re: Trans-World Guild Invites?
I really don't like the idea. The devs have made it clear from the very beginning that it would be rather difficult to do this. It was to encourage a strong community within each race, I believe.
Another problem with this is fame. A multi-racial guild with trans-world guild invites could, in effect, reach a very high level of fame in a land they (in general) have never visited. This is a problem, because race-specific guilds have to work very hard to travel to those lands to get that same option.
Another possible issue would be guild missions. What if some day down the road, a multi-racial guild - with 10 Trykers and the rest of different races - is given a mission in the Lakelands? Well... all those 10 Trykers can handle it, while the rest of the guild need not worry about the Prime Roots!! Yet, a race-specific guild would have to travel through the roots to whatever location. It's simply *not* balanced this way.
I think the point to keeping it the way that it is, is to make sure everyone has to work equally hard to get the benefits. Allowing trans-world guild invites has so MANY balance downsides. Add that to the fact that it was INTENDED the way it is and that the lore DEMANDS segregation, there truly is no reason for it to be changed.
- N
Another problem with this is fame. A multi-racial guild with trans-world guild invites could, in effect, reach a very high level of fame in a land they (in general) have never visited. This is a problem, because race-specific guilds have to work very hard to travel to those lands to get that same option.
Another possible issue would be guild missions. What if some day down the road, a multi-racial guild - with 10 Trykers and the rest of different races - is given a mission in the Lakelands? Well... all those 10 Trykers can handle it, while the rest of the guild need not worry about the Prime Roots!! Yet, a race-specific guild would have to travel through the roots to whatever location. It's simply *not* balanced this way.
I think the point to keeping it the way that it is, is to make sure everyone has to work equally hard to get the benefits. Allowing trans-world guild invites has so MANY balance downsides. Add that to the fact that it was INTENDED the way it is and that the lore DEMANDS segregation, there truly is no reason for it to be changed.
- N
Re: Trans-World Guild Invites?
I think this kind of invite system is too easy.
I will however agree that right now inter-race relations are too difficult. The storyline doesn't make it this difficult, supposedly Fyros made it to Tryker lands and you can see plenty of mixed race tribes all over. How did all these Matis tribes supposedly make it to Zorai lands?
So far the best idea I think I've seen is fee-based teleports.
I will however agree that right now inter-race relations are too difficult. The storyline doesn't make it this difficult, supposedly Fyros made it to Tryker lands and you can see plenty of mixed race tribes all over. How did all these Matis tribes supposedly make it to Zorai lands?
So far the best idea I think I've seen is fee-based teleports.
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Svayvti
Former Pilgrim of Atys
Follower of the Kami
Svayvti
Former Pilgrim of Atys
Follower of the Kami
Re: Trans-World Guild Invites?
Why? Why in the world does inviting have to be a difficult matter in a game?I think this kind of invite system is too easy.
Re: Trans-World Guild Invites?
I think it's important to understand that we're not asking for drastic changes to the game mechanics or anything. We're not asking for guilds to work fundamentally different than they do now.
As far as I know, you can currently have a guild that's made up of characters from all the different races. All you need is a single character that has the ability to travel to these different lands and invite the characters. The characters being invited don't need the ability to travel and may not, nor may never have visited the land where the guild originated.
All we're asking for is a way to make it so we don't have to wait until we have that high level character. I don't feel that forcing a guild to have at least one high level character before they can include other races really accomplishes anything and that's all that's different in the current system than in one that allows remote invites.
As far as I know, you can currently have a guild that's made up of characters from all the different races. All you need is a single character that has the ability to travel to these different lands and invite the characters. The characters being invited don't need the ability to travel and may not, nor may never have visited the land where the guild originated.
All we're asking for is a way to make it so we don't have to wait until we have that high level character. I don't feel that forcing a guild to have at least one high level character before they can include other races really accomplishes anything and that's all that's different in the current system than in one that allows remote invites.
Re: Trans-World Guild Invites?
Those do exist but you have to buy your ticket from the destination teleport so the first trip there requires a walk.svayvti wrote:So far the best idea I think I've seen is fee-based teleports.
That being said, the walks (except to Tryker) were doable but required great patience (hours for one trip). I've yet to return to the roots other than a quick check at the Grove of Umbra entrance to the Lands of Umbra to see if I could pass the kinchers that camp the tunnel there (yes). But I know of others who were killed by patrols at a distance of over 50m. As player attacks are limited to 50m and the patrols can attack at over 50m I wonder if even a team of lvl200+ characters can now pass the roots safely?