i didnt read all 11 pages of this thread, so sorry if i repeat something someones already said.
I really dont like this idea. it sounds like a hell of alot of work for the GMs because you dont want to use the tools already at your disposal to roleplay. plus you include a lot of stuff that basically makes uo...not uo.
EvilGenius010 said:
When a "masked" player is killed, he cannot be looted,
A masked player cant be looted? Hello trammel. looting is essential to uo.. its part of what makes it better than evercrap, wow, etc.
EvilGenius010 said:
and every weapon used while wearing a clan item becomes the equivalent to GM, giving all players a level playing field. The weapons also do not lose durability while wearing a mask.
not needed. player skill already outweighs any items you can get. plus, players could just take newbie katanas, hatchets, etc and use them. then they would have effectively perma-blessed gm damage weapons that will never break.
EvilGenius010 said:
Each clan item also has a specific name on it… this is the name that will become the name of the clan member wearing the certain item. This allows for a player to build his own reputation within the clans, but also be known for that name and not for his hair/neon shit/items.
RPG players generally like to choose their own names...not have them assigned by whatever item is randomly dropped in their bag.
EvilGenius010 said:
TIC - Time in Clan
From the moment a member joins a clan, the only title he will receive is a rank structure, which is based on how long that person has been in his clan. This rank structure is only active while the mask is on, and TIC is only gained while the mask is on (logging off stops the progression of TIC… this prevents someone making a random char, putting him in right away, and never using him.) This is also important because shouldn't the highest ranked person in a clan be one that plays a lot? And... this way... it cant be a popularity contest (VOTE ME FOR CL! Ill use my faction messaging to insult other guilds!) Once a mask is removed, it takes 5 minutes to re-equip the mast.
so instead of people creating characters and logging out and not playing them... people will create characters and leave them on all day while theyre at work/school. and a leader should be determined by popularity among other things, not how long you've been logged in.
EvilGenius010 said:
Example:
If there are already 2% of the clan as Legends, and an Elite has hit his 15 week mark, he’ll have to wait until either more join the clan, until his time becomes higher than one of the current legends, or until one of the legends leaves. This provides a balanced rank structure.
no it doesnt. it provides a rank structure based on who can leave their character logged in longest.
EvilGenius010 said:
Importance of rank:
The most importance aspect of rank is that a higher-ranked clan member can attack a lower ranked clan member at will. “But… but… this is ridiculous! OMG! Once one of them is an Initiate, he can just go kill the Recruits at will! WTF! OMG!” No… that’s the beauty of rank. If this initiate were to do this, he would simply be killed by one of the Warriors, or above. This also prevents stupid amounts of shit-talking and also encourages respect between the ranks. If an Initiate calls an Elder a “STOOPID NOOB OMG!”, then the Elder and probably other higher ranked clan members would kill him (or attack him). Respect is a big deal, and allowing the ranks to attack those lower encourages it.
you have no method of policing this from griefers. the average person playing this server has about the maturity level of a preteen problem child. they dont give a shit about respect. the'll join, leave their character logged in for a week to build up rank, and then noto pk new joins.
EvilGenius010 said:
Territory:
A 2-3 screen radius would exist around each stone, making it so if a player from another clan were to cross within that area, he would go oj and the clan-members inside the area would also go oj. Territory protection. No... you cant capture their base... but you can run onto it and attack it. Reminds me of how different countries would send their armies to other countries just to fight.
from this portion of your post. one can deduce that enemy clan members are only attackable to eachother in clan bases. but friendly clan members of lower rank are freely attackable all the time.... this seems like a very flawed concept. furthermore, armies dont just kill eachother just to fight. there is always an objective behind a war. fighting without objectives lacks purpose and quickly becomes boring
EvilGenius010 said:
NEW! Monster Interaction:
Players within the clans, while wearing the masks, will be treated as friendly to all monsters with the same monster type. For example, the Orc clan could sit with the orcs within the orc fort as if the same creature. For this experience, they will be. This adds a valuable element of realism.
this isnt balanced. one side has orcs. the other side has demons. a base full of demons will ream anyone that goes near it. a base full of orcs is a minor annoyance.
EvilGenius010 said:
This is a very serious game idea… one that would give players like me (and a lot of other players) something that they could really get into and enjoy. A lot of respect and progression. And, its perfect for UOG. A society that everyone can enjoy… and then they can take a break and go to the pits… go play poker. Man… if someone actually made this… I’d pay $20 a month to play it.
i think you'll find after a few weeks of playing with this type of ruleset how incredibly flawed it is. at which point, you and everyone else will cancel your $20 dollar subscription =/
EvilGenius010 said:
(To me… doing this will stop this shard from being completely item-driven
You're making the shard completely item driven by making peoples items (masks) determine their appearance, name, and practically their entire identity...
EvilGenius010 said:
and allow interested players the option of playing within a society that’s about respect and not about neon hair. RP filled with PvP.
interested roleplayers already have the option of playing within a respectful society. Make a frigging guild with rules. 58% of the population really wants this change...and feels that strongly about it, im sure they'll have the motivation to structure a roleplaying environment within the normal confines of the game. you want wars versus other roleplaying guilds... uh, declare war on them? there you go. rp filled with pvp, with none of the bugs, griefing, flaws, and overall gayness.
EvilGenius010 said:
A world where your known for your name and not your sandals. Duel Pit + Clans? A perfect UO? I think this is close.)
uo is the least item based mmo of any ive seen. within the pvp community nobody gives a crap what sandals you wear or if you have the rarest barstool ever. you're identified by your name and your guild. your pvp ability and general character reflect back on them.
EvilGenius010 said:
ANSWERS TO A COMMONLY ASKED QUESTION:
This idea could be made simply with guilds... but much of what makes it as good as it is would be lost. A list of reasons are as follows:
First of all, if a player were interested in joining, and the gm wasnt on, he wouldnt be able to.
if he doesnt want to wait a day or two for the GM to get on... hes obviously not THAT interested in joining...
EvilGenius010 said:
If the gm didnt play for a while, players wouldnt be added, they would become uninterested, and the idea could be lost.
so... get the players to declare fealty to someone else, thus declaring them gm?
EvilGenius010 said:
Rank would not be able to be calculated through hours/weeks accurately.
the rank based on time logged on is stupid anyway.
EvilGenius010 said:
Languages (if added) would not be changed.
nobody is stopping you from speaking another language. the orcs dont seem to have a problem doing it.
EvilGenius010 said:
Not just any player could join... you would need to start a brand new one and coordiate outfits (which means some could just refuse and ruin the concept).
so just any player COULD join.. if he started a new guild and coordinated outfits.... or if he just joined an existing guild.
EvilGenius010 said:
You'd have a gm that decides to add his best buddy, who refused to make a new char. Therefore, youll have "Sir Fucksalot" the Orc.
then your guild is not that dedicated to roleplaying. find another imo.
EvilGenius010 said:
The radius around the stone couldn't be added... therefore it would take out all possible fighting, excluding war declarations.
well.. you could pk them. orcs are already mostly red. or you could just suck it up and declare war. the guild war system is quite suitable for the type of pvp youre describing.
EvilGenius010 said:
what else you got? ill tell you why its wrong.
EvilGenius010 said:
The point is anyone could be involved. If you wanted to war another group, you would force players not interested in warring to war the enemy clans.
a minute ago you said not anyone could be involved. now im confused ;/
EvilGenius010 said:
It would be average, at best, if run by players.
the system is great run by players. look at the orcs in uog now. look at them on osi. they do fine without a system specifically designed to cater to their lack of creativity and originality.
EvilGenius010 said:
All the GM's need to do is implement the system.
lol you're kidding me right. like they just have to flip a switch or something and its all there? This would take countless hours for a system of roleplaying that you'd quickly find sucks more than siccx's mom in a room full of sheep.
EvilGenius010 said:
It is not run by GM's. It is, once again, the same concept as factions
you opened this saying it was different than factions. while similar to factions in nature.. it doesnt really make a whole lot of sense to me.... especially since guilds and factions already exisit. and guilds in particular are more than capable of handling this type of roleplaying with a little effort on your part.
^^^^^^^^
that was a good way to kill some time =D