Posted 11 August 2006 - 08:42 PM
What if, upon character creation, you can select "Family Values". This could solve the issue, or mostly, of families being too radom, as it is still a great idea.
The family values would be different general characteristics that your family strives to represent. So lets say we have wealth, power, Crafting/ Business, fame and battle. (these words could be much better substituted but im not going to bother with that now).
So lets say you can pick 2 items from the list . That person then gets matched up with other players who have chosen one of the same items. that way, the families have similiar aspects, but also are different and bring different ideas wants and goals to their family.
I probably could have worded this much better.. hope this makes sense.
Posted 21 March 2008 - 10:02 PM
Posted 22 March 2008 - 06:15 PM
My solution for that would be to change the category to style of play (adventuring, crafting, social, collecting) maybe also factor in play dedication (casual, hardcore).
I figured the way the family system could be set up is have X families and add more as necessary. and you are randomly put in a family upon creation.
With this method each family could get a couple tag about the style. Then based on what categories you choose a family is selected.
However, possibly it'd be better to throw in people who don't have a particular tag but something similar. (For example, a crafting family gets a member who is interested in socializing. There is some synergy between the crafter who needs to sell the good and the socializer who has friends around the game and can offer his families services)
Personally I wouldn't have the tags revealed but have the balance set so that the players can infer what kinda of family it is.
Posted 23 March 2008 - 04:13 PM
If a family is full of crafters sure they can certainly help each other out with information but they would also be in competition with each other (which may not be a bad thing) but then there would be no adventurers to help protect them when they go out into the wilds. The other side of that is a family who is all adventurers with no-one in family who can help them out with some much needed gear especially when short on a little coin.
What happens to those people like me who want to do everything they possibly can in the game how do I answer adventuring, crafting and collecting (yes I socialize but out of the 4 it is the lowest, very shy around new people). Does this mean I go into a family with all 3 of these values and wouldn't this be like the uber family to be in since everyone has the intention of being the best at all of them.
I still think random is the best way to go, you never know it may not be that random depending on how many families there are.
Posted 01 May 2008 - 03:18 PM
You should let the family be individuals united by a common carrot. The carrot should be different , and the family should have some reason to bond. Like for example , say 3 younger players log in and are born into my family , those three should be encouraged to group together with xp bonus or something.
The hardship of training in low levels should be the bonding glue, not because they want power , but because they are given a push a reason to be there together. You could even setup mentors , and other systems (so they bond without force grouping)
Posted 03 July 2008 - 09:50 PM
However I think that perhaps as families grow such values can be used to fill in weak points in what is represented in the values of the character.
This is just a reversal of the original idea, but I think it could have value, especially if you give the options of 'Join Similar', 'Join to Support', and 'Random'.
'Join Similar' would put you in a family with similar ideas, and would be best suited for players who are learning that facet of the game.
'Join to Support' would be to place you in a family where you would be in touch with those who have other interests, and you can fill a role that is otherwise underrepresented in the family.
'Random' would be there for the sake of those who don't mind either way.
Just some thoughts.
Posted 04 July 2008 - 05:47 PM
Family - Mitthrawnurodo (Talrok)
Posted 12 July 2008 - 05:18 PM
I also realize that any sort of non-random questioning means more dev time = money. Realistically i wouldn't expect anything more than a priority list to be in the character creation process. For instance: Rank the following values in order from least important (far left dot) to most important (far right dot) for this avatar.
Yes, many will rank wealth as most important, but with families limited in size there will be plenty of families with similar goals and shared mores, just like Real Life ! Wealth, honor, social, and tradeskills for instance. Is it like real families? No, that's why i play this game, to escape reality for a bit in a fantasy setting, not to play a computer game that mimics real life. I have enough of that already.....Jergis, who leveled up in Spouse Approval Rating just this afternoon
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