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Borg

Omnipotent
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Posts posted by Borg

  1. *cheers on banners as they fly by heading to battle*

    I have secured Tues/Thurs off for the duration of summer into August....

    trade off is I work now all Mon/Wed/Fri and Sat nights....

    can only be a rare fill in for any of those nights now.

    Sun Nite=always off after 8pm with rotating sunday work/off schedule

    Mon Nite=Arena Night after 10pm

    Tues Nite=OFF

    Wed Nite=Home after 10pm

    Thu Nite=OFF

    Fri Nite= Home after 10pm

    Sat Nite= Home after 10pm

  2. I will be getting my schedule for wurk wurk and most likely look to a Sunday to have the event....given the growing participation of the Battlegroup 20s....most of the participants are online already in that timeslot and not committed to a Raid schedule.

    I have yet to confirm up with our own personal Dev (Graphics Design) Wolfy on his coverage of the event.....ehhe

    :):sword::lostit:

  3. heheh yeas....wus wunderin bout your Peon der Muru.....gud spirit he and you hab....suggest throwin da Peon to cover up smedlocks eyes for a bit....

    (thanks for the fun replies....its all about our past fun...bring some of it back)

    (The responses in guildchat were overwhelming over the last month whenever I commented about a tournament...first thing out was THUNDAHDOME!!!.....and added in comments akin to the mad max movie....have fun with this team....I think Wolfy might be filming it for usage in a mock Thunderdome movie trailer ehehe *wink wink*)

  4. The next installment of members only tournament fun will be..........

    DA THUNDAHDOME!!!!

    Peons and thier Sponsors will do battle in a 2 v 2 tournament around the flavor of the mythical Mad Max Thunderdome story....

    Tanaris will be the sight of the event and the following are the contestants....Date/Time to be announced shortly

    (Due to Maube's Peon being on vacation we have 8 participants...perfect for a bracket)

    Kalea/Lesedi

    VS

    Kailand/Perthes

    Aleis/Lealin

    VS

    Smedlock/Gortusk

    Scryll/Lomar

    VS

    Baracko/Spleenstab

    Uglutz/Ferjamon

    VS

    Oriatundra/Setsuke

  5. Apr 08

    Guild Battleground Glory Bonus

    Battlegrounds are becoming one area that the casual gamer is able to utilize in order to upgrade his weapons, trinkets and armors. While the Wow experience continues to grow in scale and added new dungeons and raids; these are more often not a viable option for the player who does not have the ability to schedule consistently a set block of time weekly. This same player though may still desire the group and guild life and in continuing my emphasis on community and guild options….Battleground Bonus is an area that these casual gamers can help their guild/clan overall and realize a bonus similar to the various faction benefits that the power-gamer or regular gamer can achieve within the Raid networks.

    The system currently awards tokens to the players for their success and failure of a battleground match. Reputation within the battlegrounds is gained and has a finite limit, as does the number of tokens a player can hold in their possession overall. Across the multiple characters a player may control this may vary by character and/or even faction side…. alliance or horde. One factor though can bind across all or some of the players characters and that is guild/clan association. Some casual gamers may not ever reach the limits of the Wow leveling and find a niche or level group that fits their desired gaming plan. The famous or infamous “Twinks” exist across several of the level groups and there are even guilds created only for these Battlegroups.

    Utilizing the Guild Bank system that exists now where all membership is able to access the guild bank interface a new Guild Glory slot could be created. This slot on the guild bank would allow the donation of tokens to the guild in order to gain the guild a factor of glory for the members’ recent activities. This would be an accumulating weekly factor that would reset during the standard Tuesday maintenance. The following week would bear the result of the prior weeks Guild Battleground Glory.

    Rewards for Guild Battleground Glory would be similar to the zone buffs that the players participate in PVP to activate across certain zones of Outland and be rewarded to the top clan/guilds of each faction side.

    Members of these guilds would receive the reward buff upon entering the designated battleground as the system verified their membership in the guild/clan noted as last weeks most glorious. Each battleground would have the below glorious guilds.

    Across all Realms

    #1 Overall Guild Battleground Glory = +15% Stamina & Battleground decorated with guild/clan logos

    Realm specific Rewards

    #1 Realm Guild Battleground Glory = +15% Defense

    #2 Realm Guild Battleground Glory = +10% Defense

    #3 Realm Guild Battleground Glory = +5% Defense

    Guilds or Clans could then try to focus their membership to achieve such a reward…planned over time for a mass submission or consistently in the guild/clans that are Battleground designed.

    Again the key is to create areas that the players themselves can affect for their collective guild/clan…their community they build within the game itself. Now having an actual impact and result that is visible to all who participate…everyday, a few days or just one day a week.

    Now if a guild was able to sweep all 4 of the battlegrounds and be designated #1 Overall for their factions side? Well that would be quite an achievement and with it something quite amazing should be their reward. Sweeping a realm as the #1 in all 4 battlegrounds

  6. Mar 08

    Colin Mor’s comments Realm Defense and Siege of Capital Cities.

    Greetings and welcome to my monthly WoW Suggestions post…and this month I continue to look into the area of COMMUNITY activities and areas that the GODS (Devs) can expand to further deepen and strengthen the WoW experience. As all past online game engines have learned the 3rd & 4th years are the stretch years and in those times community and guilds are stretched across great areas of possible play areas and/or contents. The successful game engines never forget the community and guild area and keep options open for the guilds/communities to have options that benefit their groups directly.

    So this month I look specifically at realm PvP and some options that could bring some realm options to the guilds/clans and overall faction sides for even the mercenary (non-guild players).

    Sieges and City Defenses…..while there is word of Siege options coming in the future….lets work on that premise as it would relate to the capital cities for the realm overall.

    Monthly Siege Campaign.

    Each of the Faction Capitals would have a Siege-Master and Siege Quartermaster that both would work in concert to focusing the attack upon the opposing factions city designated. Players and Guilds/Clans would turn in materials similar to how the opening of the gates system occurred in the past with commendations being earned for player efforts.

    Commendations could be turned into the existing NPCs for race faction gains as in the past or they could be turned into the Siege-Master as a “vote” toward which opposing capital city would be targeted for a realm siege during that calendar month. (only 1Capital city could be attacked per month).

    Once the city to be lay siege upon is designated…commendations then become means to build up siege equipment and NPC reinforcements. Additionally once a city has been designated….defenses of that city can be built up by use of commendations by players….or they continue to build up to lay Siege themselves. Once a Siege begins upon a city….existing defense levels are enacted and no further improvements could be made to the city defenses….now it would be only players that would need to grow in numbers and fulfill the respawning defenses.

    So….where is the guild/clan benefit? It would be in the system accumulating the guilds memberships tally of commendations turned into the Siege-Master and Siege Quartermaster. Recognition and reward for this effort for the guild/clan would be in that either the Siege Equipment or NPCs would be carrying the top guild/clans symbols and names into battle. Rally Banners also could be aquired for commendations which would appear as the clan banner and would summon 10 NPC Siege Camp Defenders…very helpful for defending the camps from counter attacks from within the city. Upon success of attack or defense the guild/clans would receive recognition for their efforts with large Honor gains, Faction rep gains, guild-bank gold and monthly titles. (Defenders or Destroyer of -------) Utilization of this form of mechanics and reward could further be tied to more long-term rewards…even including back into my January and February posts on guild housing décor and ships etc.

    Preparing for Siege (attacking and defending) and the accumulation of supplies…should change monthly….this will reduce the stockpiling for future months events and if a realms faction fails to achieve enough stockpiles to start a siege…well…it does not happen and the efforts for that month would NOT carry over to the next month. There will be realms that are heavy on one faction than the other….most likely those will be able to more easily begin a siege….which is fine…since that does give the defenders opportunity to defend while still being able to focus on building up their factions Siege preparations.

    To win the Siege event from the Attackers side:

    1) Break down the City Wall (a status bar would be visible from the system)

    2) Break down the Gate (a status bar would be visible from the system)

    3) Defeat the NPC Defense Reinforcements (default city defender counts + additional player built up NPCs)

    4) Capture 3 strategic points within city (utilize system area capturing method)

    5) Defeat the Capitol City Leader (who will attack with personal bodyguards once the prior 4 are complete)

    To win the Siege event from the Defenders side:

    1) Destroy all attacking Canons/Ballistas

    2) Destroy all attacking Battering Rams

    3) Defeat the NPC Attacking Reinforcements (default siege counts + additional player built up NPCs)

    4) Capture 3 strategic points within the Siege Camps (utilize tower capture/destroy method)

    NOTE: this point would activate a timer for the Siege event to end.

    5) Defending Capitol City Leader must survive

    Siege Equipment

    Canon/Ballista (Attack City Walls)

    Battering Rams (Attack City Gate and NPC Transports)

    Catapults (a 5-Player group or Plauged Cow/Bomb Launchers heheh)

    NPC Forces

    Ground or Air

    a) Melee

    b) Magic

    c) Bosses

    Siege Masters would be the means to join a Siege event…only through them would a player be eligible and sent to the event OR allowed to defend the city being attacked. If your side is attacking then ANY capital city Siege Master would send you to the battle event. If your side is defending then ONLY the Siege Master in the city being attacked would allow you to join the battle. Once you are participating in the event…you cannot use Flight paths.

    Below would be an additional longterm benefit for participation in the realm Siege events….

    1) Successful Completion of a series of Realm Sieges on ALL of the opposing factions Capital cities

    2) Participation within Sieges slaying a determined number of NPC Defenders

    3) Accumulation of a determined number of commendations turned in

    4) Exalted status in ALL the races in the Players Faction

    5) Maximum Level progression (whatever it is)

    …would gain the player access to a Legendary Heroic Weapon.

    Defending cities is a players core duty and there would not be any Legendary reward…only through the Offense.

    So here is where I look to you Longtooths, Warmongers and Elders…..some rewards ideas and/or types of Bosses etc…including graphics etc…..best example I see is the scene in LoTR III where Minos Ter whatever spelled was being sieged….ehhehe rawr.

    Ill keep workin on this and enjoy your thoughts and input as well.....thanks in advance.

    Can you imagine what it would look like if you were flying INTO Ogrimmar as it was being attacked.....or while I cannot imagine it since I never have played an Alliance and flown in their areas....what it would look like flying into Stormwind as a Horde Siege is upon thier city......oh what a sight.

  7. Feb 08

    Colin Mor’s comments on Ships and Naval Combat.

    Greetings and while it is still Winter for most….soon the spring will be in the air and boats will begin to be uncovered and set sail again on the open lakes, waterways and seas of our lil’ version of paradise here we call earth…heheh.

    Ships…….Piracy…..Naval Combat events….many have discussed it in length and the realm itself has many examples in port and out to sea we can look at….but not utilize much more than visiting. Well a ship in dock is nothing more than a museum really and its glory is out to sea in adventure and at battle against enemies and or pirates. So who can have a boat or ship of any size….what could they do with it…how could they utilize it?

    Again as in last month…

    First off is the matter of eligibility….a guild starts as a small number of player signing a charter. (We surely know of the Bank tellers that assisted in the creation of personal vaults for accounts or for duo-account holding players) Eligibility for Ships (utilization) would be tied to active guild membership rosters. Guilds would be then have the following markers.

    Charter…………8 or less

    Club……………9-24 members

    Guild or Clan….25-74 members (25 accounts)

    Garrison……….75-249 members (50 accounts)

    Legion…………250+ members (100 accounts)...2 Battleship Class Ships Cap

    (This would allow a clan/guild to have a Merchant Ship(s) and/or War ship(s) for convoy chores....but not incombination with Pirate ship)

    What could members of the above groups have and utilize?

    CHARTER

    No Ship

    CLUB

    No Ship

    GUILD/CLAN (guild could NOT have both a city meeting hall and a Ship)

    Ship at port only

    A Ship with theme of merchant, warship or pirateship

    Optional 4 vendors (Theme based similar in rules to last months guild housing Themes )

    can be placed for only player-crafted items to be sold

    Optional 1 Player Quest Giver with Clan Reward Tokens (usable for designate guild items)

    perhaps silly decorative costume items or titles.

    GARRISON (guild could have both a city meeting hall and a Ship)

    A Ship with which can optionally act as city shop for Horde or Alliance entry

    All options of Guild/Clan

    Additional 2 vendors can be placed for player-crafted items to be sold

    Additional 1 Player Quest Giver

    LEGION (Ship is either advanced Garrison version in dock OR Battleship unit)

    All options of Garrison

    Additional 2 vendors can be placed for player-crafted items to be sold

    Additional 1 Player Quest Giver

    Optional 1 Battle-master turns the ship into Battleship version (triggers higher upkeep costs)

    (there would be some mechanics to eliminate the flippy floppy of ship back n forth usage)

    BATTLESHIP OPTION

    Optional 1 Battle-master

    High Seas Challenge (few NPC ships to hunt or defend but with most sunken treasures)

    Battle other pre-mades….with 250+ members….not a problem

    Here the greatest booty/loot/faction is gained…and greatest costs of losses!!!

    OR

    Sail the seas in search of Pirates, Enemies or Sunken treasures

    (most NPC ships to hunt or defend but with least sunken treasures)

    BATTLESHIP

    Ships are Name-able and will be part of the Armory listing of a Guilds Naval Prowess with its stats and glorious history

    Instead of Vendor unit options you have Boss units (7) 1-A, 2-B and 4-C level strength

    There is a NPC Crew and Player Crew

    Player Crews have 3 key roles to fill....Helmsman(Steering), Rigger (Speed) and Engineer (Repair)

    Helmsman has a birdseye view of sea he can zoom out and zoom in based on his Boss Captain level (circle of map radius)

    Rigger has a crew assignment scale which controls number of NPC Crew to aid Repairs and Speed based on Boss First Mate level

    Engineer has a shipwide overview to see damages and can direct NPC Crew to repair the ship quickly based on Boss Quartermaster level

    Swabbies are the ship defenders

    Gunners man the Cannons

    Marines are the boarding assault units

    Player Crew will gain Honor by killing enemy player crewmembers.

    Jumping Overboard or leaving Battleground during a battle will count as a kill for attacking ship.

    Being pushed overboard can occur....beware of sharks...and quickly climb back aboard via ropes (ressurect via ships doctor if available)

    Once slain…players can view in ghost mode or be resurrected by NPC Ships Doctor (3 times)

    Once all Boss units are slain the ship is defeated, plundered and scuttled (cool graphics)

    Sunken ship is sunk....lost....levels that the ship was at remain the starting point for building of new ship.

    Ships sail with guild emblem on Flags and basic themes for colored sails (Black=Pirate, Red=Horde, Blue=Alliance, Green=Merchant)

    RULES OF ENGAGEMENT

    All ships can defend themselves if attacked and will not lose faction…only gain

    Pirates would have a Black River Goblin Vendor at the Bloodsail Base Port for upgrades based on the Pirates High Seas Faction

    Pirates gain the most plunder gold and High Seas Faction but repair costs are the greatest.

    Pirates gain bonus gold also from sinking Merchant ships.

    Horde can attack Alliance and Pirates but NOT other Horde or Alliance respectfully.

    Attacking a Merchant Ship will change ships designation to Pirate permanently

    Merchant can attack Pirates ONLY BUT are the only ships that can SALVAGE sunken ships and treasures from the deep.

    FACTION ISSUES

    Merchant Ships gain NO High Seas Faction but do gain Venture Bay Faction…and use salvage items/treasure for upgrades

    Repair Costs are Cheapest for Merchants and thier Venture Bay Faction determines access to purchase upgrades at the Dockmaster.

    Horde and Alliance gain High Seas Faction and are eligible to do Bounty Hunting Pirate Chores.

    Pirates can attack EVERYSHIP and will additionally Crew gain Bloodsail faction BUT will lose faction of matching cities fleets they attack and lose Bloodsail if they are sunk.

    Defeating a ship gains the Ship (Clan/Guild) High Seas faction points (Pirate or Horde/Alliance)

    High Seas Faction is used access to upgrades....this is a faction that is awarded to the Ship(s) which is actually the Clan/Guild not a player.

    There is a ton of FUN to be had here in terms of decoration, costumes and lets not leave out NEW PORTS OF INTEREST (new home base Island of Bloodsail Pirates!!!) heh around the realms….these ships have to dock somewhere to spend their booty!!!!

    Where to start…well….have fun with the dreams….I hope to see you on the high seas…

    * looks through spyglass at ship sails in far off distance *

    “Have the gunners prepare the broadsides…..drop the sails mate’s….thar be a fish to catch to port!!!”

    Primary Areas of Ship Upgrades

    SPEED (+2 upgrades available)

    Pirate 150-200-250

    Horde Alliance 125-175-225

    Merchant 100-150-200

    DEFENSE HULL (+4 upgrades available) (millions HP)

    Horde Alliance 3-4-5-6-7

    Pirate 2-3-4-5-6

    Merchant 1-2-3-4-5

    OFFENSE DAMAGE (+4 upgrades available) (factors)

    Pirate 3-4-5-6-7

    Horde Alliance 2-3-4-5-6

    Merchant 1-2-3-4-5

    OFFENSE RANGE (+4 upgrades available) (factors)

    Horde Alliance 3-4-5-6-7

    Pirate 2-3-4-5-6

    Merchant 1-2-3-4-5

    NPC CREW LIMIT (+5 upgrades available)

    Merchant 25-30-35-40-45-50

    Horde Alliance 15-20-25-30-35-40

    Pirate 10-15-20-25-30-35

    CLAN/GUILD CREW LIMIT (+3 upgrades available)

    Horde Alliance 10-20-30-40

    Pirate 10-15-20-30

    Merchant 10-15-20-25

    NPC BOSSES CREW (+4 upgrades) (100,000s HP)

    Merchant 1-2-4-8-10

    Pirate 1-2-4-5-8

    Horde Alliance 1-2-3-4-6

    HOLD SIZE (+4 upgrades available)

    Merchant 40-50-60-70-80

    Pirate 30-35-40-50-60

    Horde Alliance 20-25-30-35-40

    The Main Sail of the Ship will be of the following designated colors:

    Merchant Green and Gold (Gold piles)

    Pirate Black and White (Skull & Crossbones)

    Horde Red and Black (Horde Symbol)

    Alliance Blue and Yellow (Alliance Symbol)

    NPC ships of the same class would be lighter shades of the Player sails

    Guild Emblems would be displayed on flags at back of ship and on main mast.

    VENTURE COINS

    Guildmasters can set the level of officer that is eligible to purchase upgrades using the Clan/Guild Venture Coins donated from membership.

    Venture Coins collected by members individually can be donated to the Guild Bank.

    Venture Coins awarded from Naval Quests automatically are deposited into the Guild Bank upon completion of a Ships Quest.

    Venture Coins received from selling of booty, plunder or salvage to the Dockmaster are deposited in Guild Bank.

    Venture Coins received from selling of booty, plunder or salvage to the Alliance/Horde Venture Bay vendor go to the player selling items.

    Total Venture Coins received by a player works toward Achievments (like number of Honor kills in PVP) that would allow the player to control one of the levels of Bosses on the ship during a battle!!!

    10,000 Venture Coins collected (individually) = C Boss Level access & "Sailor" Title

    25,000 Venture Coins collected (individually) = B Boss Level access & "First Mate" Title

    50,000 Venture Coins collected (individually) = A Boss Level access & "Captain" Title

    100,000 Venture Coins collected (individually) = "Admiral" Title and Personal Dingy (non attackable) upon defeat at sea (good for sea fishing!!!)

    Dingy Options = Floating bathtub, Giant Rubber Duckey, Giant innertube or simple little boat.

    A ships HOLD is where supplies are kept to repair the ship as well as support the crew in terms of weapons, ammunition and booty that is gained via conquest or salvage. Upon returning to port these items can be restocked, used or sold to the port authority in return for Venture Coins.

    Venture Coins are the method of commerce for all ships upgrades, equipment and crew costs.

    When a Primary Area of Ship Upgrade is purchased the ship will be placed into drydock for the work to begin the upgrade fitting.

    The following are the drydock days requirements and can run concurrently:

    DEFENSIVE HULL 14 days

    SPEED 14 days

    HOLD SIZE 7 days

    OFFENSIVE DAMAGE 3 days

    OFFENSIVE RANGE 3 days

    NPC CREW LIMIT 1 days

    PLAYER CREW LIMIT 1 days

    NPC BOSSES CREW 1 day

    Area Enhancement Options

    SPEED

    Sails, Rudder, Roping, Paint,

    DEFENSE HULL

    Plating, Braces, Figurehead, Bulkheads

    OFFENSE DAMAGE

    Cannons, Cannon Balls, Firebombs, Harpoons,

    OFFENSE RANGE

    Scopes, Stabilizers, Wind Gauges, Rifling

    NPC CREW

    Armor, Projectiles, Melee, Magic

    NPC BOSSES

    Armor, Weapons, Mana Pool, Action Pool

    SAILING AND SURVIVING MECHANICS

    As the Ship is sailing the High Seas there are 3 CRITICAL roles that must be filled by players.......Helmsman, Rigger, Engineer

    These 3 have to work in concert to deal with any unforseen or seen dangers that appear on the horizon or from the depths of the sea....not all dangers are on ships.....Sea monsters are REAL DONT YA KNOW!!!

    The Helmsmans top down view comes most into play for the battle events obviously in terms of steering the ship into positions to broadside the opponent and/or avoid being broadsided themselves. The naval dance to the death but also in avoiding perhaps natural obstacles and/or getting into the correct position to attack a monster or prepare to salvage a sunken vessel or treasure.

    The direction, speed and efficiency of the movement the ship has comes from.....construction materials but also how the NPC Crew is dedicated.

    Crew delegation is the job of the Rigger. With use of a set of sliding scales the Rigger is able to assign the NPC Crew to various areas of focus.

    Repair, Sails, Oars (slave work for extra speed or emergency manuvers), Combat (Cannon, Catapults, Harpoons)

    *This allows for voyages with less than a full complement of Players possible....while Players are much more acurate....NPCs can succeed at some quests

    The Crew focus is then important to the Engineer who has to deal primarily with the ships damage control directly. Again while Players are much more competent at putting out fires and plugging holes....NPC Crew can do this job well but need to be available from the Riggers delegation.....in a battle though there can be losses.....Players can ressurect a few times on a cruise.....NPCs cannot.

    The view an Engineer has is like a schematic overview of the ship with a topdown and side view that would highlight a problem and as the problem escalated would turn more red from white highlighting. Fires spread though and hole send in water and both need to be dealt with differently. There would be a scale system to direct the compliment of NPC Crew to the following main damages.....Sail, Hull or Fire.

    NPCs would work like Pets do in terms of attention....deal with the first or what they are designated on....then to the next closest or redirected need.

    Sometimes a complete fix might not be possible depending on the crisis.

    Again Players could help out in Repairs.....but there is an EVIL TWIST here!!!

    Tailors are needed to Repair Sails

    Engineers are needed to Repair Hulls

    Blacksmiths are needed to Put out Fires

    and...remember that Oar emergency?....well anyone can do slave work....so if there are no NPCs left and you need to REVERSE or a quick burst of speed or turn...grab an oar slave!!!

  8. Jan 08

    Colin Mor’s comments on Guild Housing and Decoration.

    Greetings and Happy New year to all my fellow adventurer’s as well as to the GODS (Devs).

    Guild Housing….ooooo…you say that and either ears or ire perk up….sometimes the look of “oh boy here we go again”…well it is a new year and this is not a post of wanting guild housing but is a post about when guild housing does occur (which it will at some point)….how can the guilds decorate it and utilize it?

    First off is the matter of eligibility….a guild starts as a small number of player signing a charter. (We surely know of the Bank tellers that assisted in the creation of personal vaults for accounts or for duo-account holding players) Eligibility for housing (size and style) would be tied to active guild membership rosters. This then would eliminate 1000s of housing instances that the system would have to keep track of....if the guild does not maintain the housing standard....ye be homeless and NO HOME FOR YOU...back of line!!!!

    Guilds would be redefined as the following (based on active membership).

    Charter…………8 or less

    Club……………9-24 members

    Guild or Clan….25-74 members (25 accounts)

    Garrison……….75-249 members (50 accounts)

    Legion…………250+ members (100 accounts)

    What could members of the above groups have and utilize?

    CHARTER

    No Housing

    CLUB

    A Small 1st floor building with Theme options based on Profession

    GUILD/CLAN

    A Meeting Hall with Theme options based on Profession or Faction achievement of overall guild

    Optional 4 vendors (Theme based) can be placed for only player-crafted items to be sold

    Optional 1 Player Quest Giver with Clan Reward Tokens (usable for designate guild items)

    GARRISON

    A Keep with which can optionally act as city shop for Horde or Alliance entry

    All options of Guild/Clan

    Additional 2 vendors can be placed for player-crafted items to be sold

    Additional 1 Player Quest Giver

    LEGION

    A Fortress, which can optionally act as Dungeon for opposing Alliance/Horde to enter

    All options of Garrison

    Additional 2 vendors can be placed for player-crafted items to be sold

    Additional 1 Player Quest Giver

    Optional 1 Stable-master that guild members could use summoning item to bring any of their pets stabled inside the Fortress

    Optional 1 Battle-master (challenge other pre-mades….with 250+ members….not a problem)

    The area to enter the guild house would be an instance within the Faction city of choice.

    Guild members would automatically go into their guild’s instance if it was designated private.

    If the guild house had been designated public there would be a “doorman” to declare which instance.

    If the Fortress size house is chosen to be a Dungeon…entry to this would be in outdoor areas.

    Potentially…. Un'Goro Crater, Winterspring, Badlands, Crossroads…all have nice plateus.

    that a fortress image could be placed…many locations available elsewhere.

    DUNGEON OPTION

    Instead of Vendor unit options you have Boss units (7) 1-A, 2-B and 4-C level strength

    Each level of Boss has compliment trash mobs

    Each area of Fortress has limits on max units designated

    Adventurers will gain Honor (slaying dungeon dwelling members) and Opposing or Designated Faction based on Theme

    Defending Dungeon dwelling members also gain Honor for killing Adventurers as well as Dungeon Themed Faction

    (good job for recruits/plebs/peons.....heheh trash mobs and helps improve thier Faction rating)

    Once slain…Dungeon dwelling members can choose to view in ghost mode, Mob ress (3-5 times) or resurrect outside

    Adventurers have a time limit to complete Instance.

    Dungeon dwelling members who login or enter instance “spawn” at cleared locations

    and never “spawn” in A-Boss location.

    A notice or alert will be visible to all online dwellers paper-doll that their Dungeon is under attack

    Rewards in gold and/or Items are provided from the Dungeon ownership (dwellers guild bank)

    Dungeon dwellers guild bank will receive gold and Dread points for every adventurer slain

    as well as every “wipe” or time failure by adventurers

    Dread points are used to upgrade Bosses and Dungeon traps, riddles or puzzles as well as unique item rewards.

    Below are just examples of the number of exhalted members that would be required to be able to puchase the THEME for the décor for the guildhouse or dungeon ….the cooler/harder ones would be at the more difficult end to achieve…..making these faction goals HARD to achieve…while it makes many growl….we certainly rather it be hard to achieve….cause it makes the reward stand out and feel so much more accomplished…..har…accomplishment from grinding hehehe.

    EXAMPLES….there are certainly PLENTY more to dream about here…

    FACTION THEME LEVELS (purchasable)

    5 Exalted member minimum required within guild membership

    Horde or Alliance Race City Factions

    10 Exalted members minimum required within guild membership

    Timbermaw

    20 Exalted members minimum required within guild membership

    Horde or Alliance Forces Factions

    Darkmoon Faire (<====would be cool evil Dungeon ehheheh)

    40 Exalted members minimum required within guild membership

    Steamwheedle Cartel City Factions

    Hyrdaxian Waterlords

    60 Exalted members minimum required within guild membership

    Shattrath City Factions

    Keepers of Time

  9. Dec '07

    Colin Mor’s comments on community and collections.

    Greetings…as we adventurer’s of World of Warcraft online continue to meet the challenges and receive the rewards of loyal, dedicated work (grinding)….Faction reputation….there comes to light an area where the living GODS of the realm(DEVS) should bring to its loyal….I repeat this clearly loyal citizens…..loyal as defined in terms of years of service (active account).

    Two item categories sit directly in this area of my thoughts…..Unique non-combative Pets and Faction Tabbards.

    Both items could take a large amount of work to achieve via faction, quest drop or special event participation. This great effort and success should not be in anyway a form of drawback. Just a bit back the GODS of the realm (DEVS) brought to the complete population the most appreciated KEYRING….which helped with the numerous keys which adventurer’s were required to hold and have to travel to the darkest places and in groups continue their efforts over time.

    The Guild banks have brought great opportunity for members of secure guilds to be able to relieve their individual bank vaults various items that adventurer’s collect…..but this cannot be done with the soulbound or individual reputation rewards of pets or tabards.

    I believe there are numerous collectors out there and even more that would work toward these pets and tabards if there was no worry of using up the finite bank positions that the realm bankers provide us.

    These 2 new items would appear on the character bar screen like the keyring but only be usable by characters of an account that is 3 yrs old or greater (36months past paid service)

    PET CARRIER (30 slot pet-caller holder)

    This would allow NON-Combative pet calling items to be stored.

    FOOTLOCKER (30 slot tabard holder)

    This would allow storage of Faction Tabards (not guild) to be stored.

    Additionally….

    FACTION TABARDS

    The tabards themselves are a fantastic and untapped opportunity for the GODS to use as a PRE-Requisite for participation in a larger or ongoing content issue. Years ago I worked with the Origin staff on the Ultima Online and conducted numerous “Shardic Lore” events which a cloak was required to participate…one only needed then to swear fealty to acquire. Each shard had its own end results and overall the citizens thoroughly enjoyed the activities and after those 5 years of event coordination there are hundreds of items, monsters or mechanic systems in place as part of the UO gaming experience that came from these “Shardic Lore” events. World of Warcraft already has numerous mechanics in place that could be modified to utilize the Faction tabard being worn to allow participation….Faction Instance battles or Faction dungeon challenges….no reinventing the wheel needed here…just a new rim to be installed.

    Well I hope all of you are enjoying your adventure’s and challenges the GODS have presented you.

    Surely, there will be more to come in the future….I just wanted to toss a thought into the collective brew of ideas that would make our time and the GODS time much more fun and enjoyable….reducing the worry of collection and allow even more….oooh…should I say it…..HORDING ehhehe

    (yup…I am Horde indeed..this be just my namesake here on this server for posting ideas…..Rawr…FOR THE HORDE!!!)

    Be safe everyone...have a great holiday season and looking forward to a great new year '08

    Keep up the solid work Blizzard....

    "oh what pleasures I can show you..."

    -Colin Mor

  10. Yup...that is what the sites goal always has been...to be an online home for all our members/friends/family as time moves forward.....your online family is always here.

    key is adapting and working with your limits and gaming in moderation hehehe.....

  11. Excellent again Wolfy...

    My brethren this is a taste of what Wolf wishes to expand for our membership to be part of....creating movie/videos that will replay and relay our adventures in the Wow experience and across all the platforms we embark on gaming entertainment within.

    I hope you all have a chance to be part of the upcoming videos....I know Wolf has some great projects planned but needs our collective support to get the bits and pieces he will need to make the videos great.

    Great job again Wolf....

    I look forward to helping you out with any of my characters I can for the next one.

  12. Over the next few weeks we will be moving our site to a new host that will be more stable and with stronger securities...

    the last year of 3 downtimes eclipses all our previous 10 yrs with only 1 downtime.

    I apologize for the interuption of your forums and look to get this finished as soon as possible.

    Thank you for your patience.

    The priority is Forums, emails and then the individual game pages.....we will be putting up the new template that Wolfy has designed.

  13. Over the next few weeks we will be moving our site to a new host that will be more stable and with stronger securities...

    the last year of 3 downtimes eclipses all our previous 10 yrs with only 1 downtime.

    I apologize for the interuption of your forums and look to get this finished as soon as possible.

    Thank you for your patience.

  14. Good Morning, Afternoon or Evenin' that find you reading this first Blah from da Morgh....

    It has been a few weeks now since Volo has retired to the relaxing wilds (Real World) and I have begun to lead the Clan into the new seasons of challenges and trials. I will share with you first what I have been speaking frequently with the past leaders, elders and officers for quite sometime ...inside the clan, inside the realm and with the GODS (Devs) themselves.

    While WoW is an expansive game filled to a nearly impossible "do-it-all" game engine options....it is not stopping in expanding and growing larger maps, challenges, quests, adventures and yes....grinds. It is what all game engines also start to face during thier 3-4 yr stretches....the game gets wider (if growth and support continue) and players get pulled into many optional directions. It is these great options that create a great challenge to the communites of players (guilds)....ESPECIALLY when there is no real tangible and virtual focus that a guild/clan can wrap its hands virtually around and control.

    (ie....UO=guildstone/housing....SWG & SB = City building....DAoC=territorial conquest)

    This is a storm of sorts (not bad but very challenging indeed) that we will weather out and upon the release of large scale guild/clan options we will surely be able to rally together and dominate the Argent Dawn landscape....whatever the option or challenge be. To meet this I have begun a process of re-aligning our clan to be able to support the 3 major areas of Wow Gaming Experience.....and while some are stronger participation now....there are times we all enjoy and move our gametime from one area to another....that is what will keep any gamer having fun....not letting a game become work, repetitively boring or without any longterm options.

    The 3 areas are as I have posted in the chart......Roleplaying, PvP and Raiding. These make up the primary 3 gaming options....within them are subsections and we all have participated to some degree in all of them. While some activities within the game do have requirements...so do participation in some of the events have a form of requirement (level, gear, TS....my favorite=PATIENCE and OUR ONLY HARD FAST LAW AND RULE = RESPECT + FUN!!!!)

    The Clan is not going to mandate a player must do X or Y at least Z times....but there will be times we will ask for your support of an event (Roleplaying), a battlecall (PvP large scale) or rallyup (gear up for Raids or preparations for such).

    These may be in forms of website forums usage, ingame events, gathering items, quests completions...many possibilities indeed....the key is they will be done toward the overall goal of having FUN. Stockpiling items/mats always has been a part of any game engines guild/clan requirements when they were launched...I do not see this changing when WoW does give us options and I think Reputations will factor into it as well. The Guildbank was the first step to helping guild/clans have the means to stockpile.....just be ready since we will need to use it.

    I would hope everyone supports each other in what they can and keeps the core family focus always in heart and mind....the stronger we make our links between us as a team....the stronger the threads that make up our great clan standard banner will be. There are great team members out there and the past is filled with great generosities and examples of Clan HONOR and trust. We are all adults within this family and that respect for each other does carry great responsibility to return to each of us. The future initiatives and overall Clan endeavors (community/guild) will require us to hold our Clan first and when those calls come out for aid...it goes without saying we will be ready for our members and our clan to lead Argent Dawn. This will be where the Clan Skullcrusher will truely show our power and might.

    Now....to speak to the changes that have already occured.

    The number of officers overall has been greatly reduced so that in a way there are less cooks in the kitchen to steal one phrase.....guildchat/oochat for months had become empty while the officer chat became the new main chat room for about 80% of the players online at most times. The Horde and Clan structure is built on mass power and brute force with numbers ....in a Starcraft example the Zerg....in a LOTR example the massive hordes. While those armies failed to defeat thier human enemies in the movies....we will strengthen our Elders and Leadership to be able to facilitate quicker, more efficiently and with the goal of being smarter than our enemies expect. Honor Guards titles were eliminated to help members know when an elder was online....all of an Elder's characters now reflect ELDER title. Past leaders were given ANCIENT titles with all thier alternates to again help members recognize someone with great knowlege was online. Champions/Veterans/LoreKeepers.....consolidated into the new BOSS title.

    These changes allowed for the focus to be put back onto the Grunt/Boss area....the full membership area and it is this block that the new Chief, Ancients, Council of Elders and Longtooths primary focus is to support through thier area of expertise or influence. The Peon position is now only achieved by an approved application that has ALREADY aquired an exisitng BOSS, CAPTAIN, WARMONGER, LONGTOOTH, ELDER, ANCIENT or CHIEF to agree to be that peons sponsor. Each can then only have 1 Peon.....this is to foster the family and tight bonds between our players. (think of Knight/Squire...Master/Apprentice type of example) A peon will not be held to a timetable by clan and visa versa....promotion will come via announcement from the Elder of PeeTub based on feedback from the sponsor and others within the Council. Participation is always the key to success.

    ELDERS have unique titles they are able to award monthly...there are 4 WARMONGERS and 4 CAPTAINS that can be declared to award a player for outstanding Clan gameplay. Elder of War, Conquest, Campaigns and Blood award the WARMONGER titles....while Elders of Armory, Merchantile, Glory and PeeTub award the CAPTAINS titles. These can be carried over or assigned to new players the following month...the player will return to thier previous rank upon such action. What is the difference between a CAPTAIN/WARMONGER and BOSS? Respect, Appreciation primarily...but there is a larger repair bill coverage from the guild bank.....I would like to do more outside the game and time will tell if that will be possible.

    Upon the completion of the COUNCIL of ELDERS membership (one more seat of the 8 is remaining to be filled) I will be working with the Council to declare the MAY Warmongers and Captains.

    BOSSes now will stand out like a Horde grunts leader should.....now that Warmongers and Captains are not permanent roles....it is the BOSS primarily (potentially Longtooths also) that future ELDERS will come from. Currently if you are a Warmonger....the equivalent is BOSS going forward.

    Peons....there will be less in the short-term until we get all rolling in the new roles (no pun intended) but there will be more simpler guides and options for you to succeed at.

    I have spoken briefly about the bank....there is some concern that some players might be "bugged" on bank access....to this point I have covered all the options with several of the Elders/Longtooths/Ancients on the current setups and they are verified to be the same as before....if you have a question please submitt to Morgh INGAME email the situation/question/problem.

    One other bank note....and I preface this with respect and honor and I am dutifuly bound to make this statement as all of the Chiefs have in the past....

    The Guild bank is for the Clan...what you place there is accepted by the Clan and appreciated by the Clan in all its entirity...we do not mandate any dues and only ask that you drop what you cannot use or would like to share or support your brethren Clan Skullcrusher members with....I personally thank you deeply for this gesture and continued example of the great heart and soul....AND STRENGTH of Clan Skullcrusher. In that same manner withdrawls of items should be for Clan Skullcrusher characters use.

    The Council has the mechanics and leadership ability to handle unique requests and if there comes a time where a strong ally guild or member of a strong ally guild is seeking items we have aplenty....the Council Elders (Armory & Merchantile specifically) and Chief will look at that request and see what we can do....that is our charge to keep.

    (Honestly I see the day coming with guild housing that there will be vendors for us to utilize for guild/guild trade and interactions....Elder Gordantell will --- his pants perhaps at that day heheh...hopefully we wont be buying up all the ravager flesh in the realm ehehe)

    This LEADERS BLAH section will have future declarations from myself and the Council and you will find this more active than in the past and it is my plan it will bring you stronger knowlege of what is going on and ESPECIALLY what is being planned for OUR collective future together in this great online adventure.....World of Warcraft.

    *Salutes and Roars*

    FOR THE CLAN!!!!

    SKULLCRUSHERS UNITE!!!

  15. Ahh....one volumn closed and a new begins.

    As was the design of this online home long ago....this home away from home served you then and will still be here to serve you in the future. If that be as pure visitor and friend or adventurer someday again....it will be forever linked with your memory and you linked in our lore.

    It is wonderful to see that the friends that you have made still stand with you today as they did yesterday and will in the future....as it should be...as it will forever be.

    We all at some point face our deamons and dances with the devils of the real world.....struggle and conquer the challenges that face us and as others have noted....it is a conclusion that you will succeed going forward. Once your "NEW DAILIES" and new routines play themselves out and your life grows as no leveling system could keep up....we will enjoy your visits and the future it brings us.....

    us.....for we are your freinds and online family....

    you......just as we........

    are....

    THE HONOR EMPIRE!!!!

    May HONOR guide and bind thee...

    Strength and HONOR!!!

    *salutes and bows*

    Morgh (WoW) & Borg (SWG)

  16. Most excellent....solid report too Kailand.

    Looks like that "theme" of slowing down the burn IS potentially being implemented across the WoW Game mechanics.

    (referencing how the Devs are trying to lengthen battles and dungeon runs and crawls for the smaller group instances)

    Two rolls......perhaps Waldonnis has achieved the blessings of mischeif that Aleis usually has with rolls (his record of 27 rolls in a row won still echos in my wardens ears)

    Q: have you guys heard anything of the new Legendary items being tied into these Isle challenges yet?

  17. Location 4 Clue.....

    Ebertyme da clock strikes treeee hurs.....der a place of greatness dat once da clan wuld crown its Captain of Clomp....Borg sits waitn fur da next matches with a goblin named John with Miithril short legs

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