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Post by Deleted on Jun 29, 2016 12:29:39 GMT
In my MUD career, there are always guilds which are groups of players (and often NPCs) lumped together usually by class (more or less) which are used for progressing 'professionally' in rank and skill. They may be implemented and maintained by staff or have a large degree or complete freedom to be run by privileged players. We have implemented a bare-bones open guild system in Bargof, to allow for multiple combinations of class / race / guild player experiences.
Domdaria uses Factions and has hard-coded factions regarding a player's city allegiance and standing, as well as their guild allegiance and standing, currently restricted by class. Should we refer to guilds as factions in the game, to keep the idea simplified?
If we just use the word "factions" for the groups of players, whether city, guild or clan -- they are just factions and we can refer to them all as such? "What faction are you?" "I'm a Templar from Toldara" or "I'm a Raven Scout from Bargof"...
I don't know, any ideas? I wouldn't mind if we did factions for everything, even clans. The code could handle them a little different, but also somewhat the same. LIke NPCs and user's characters.
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Post by Afara on Jun 29, 2016 19:22:08 GMT
Faction and clans a very different. Clans are for players and there is no faction or technical representation other than being in the same clan to track this relationship. You are also currently limited to one clan per character.
I agree that guilds and faction are very closely related. Though it feels kinda natural to call the characters that have the "Templar of Toldara" faction for Templar guild members. Also the place where they are is naturally named the Templar Guild Hall?
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Post by doulos on Jul 14, 2016 21:10:36 GMT
Factions feel like a way of relating oneself to the rest of the world, and the npcs that are there.
Guilds feel like a way of relating oneself to the rest of the playerbase.
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