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Factions

What would you like to see us "fix" about Vanguard: Saga of Heroes?

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Mithni
Posts: 49
Joined: Sat Aug 02, 2014 6:47 am
Location: Germany
Re: Factions
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Post by Mithni » Sun Aug 10, 2014 3:41 pm

[quote]but, but...how else will we spend hundreds of hours of our lives gaining ridiculously slow experience rates, drop rates and faction rates? [/quote]

C'mon, 1mm in your experience bar in a week isn't slow... low drop rate? No kidding, you got a lot of 10-slot-bags, that's fat loot ...

hmm think i should start another thread named "adjust loottables in high level zones >> remove all nonsense"?
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Kilsin
Posts: 525
Joined: Sun Apr 27, 2014 6:53 pm
Location: Australia
Re: Factions
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Post by Kilsin » Sun Aug 10, 2014 5:33 pm

[quote="Mithni"][quote]but, but...how else will we spend hundreds of hours of our lives gaining ridiculously slow experience rates, drop rates and faction rates? [/quote]

C'mon, 1mm in your experience bar in a week isn't slow... low drop rate? No kidding, you got a lot of 10-slot-bags, that's fat loot ...

hmm think i should start another thread named "adjust loottables in high level zones >> remove all nonsense"? [/quote]

Hahaha Anyone that knows me, knows that I like a grind, the bags and other junk were annoying at high levels but they served a purpose and allowed u to collect trash for repair money and once the economy is fixed and we start from scratch, hopefully without duping and plat exploits, trash like that will become a welcome sight.

I agree the trash loot should be adjusted for the level of the content though, those bags were a bit silly and could be replaced with something more fitting and at a lower % drop chance.
Community & Web Manager | Visionary Realms, Inc.
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ArtofWar
Data Collector
Data Collector
Posts: 120
Joined: Wed Jul 23, 2014 9:01 am
Re: Factions
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Post by ArtofWar » Mon Aug 11, 2014 8:29 am

Agreed, loot tables were....odd to say the least, Not sure why every single damned mob carried a refined bag. It would be good to revisit loot tables like that, and I agree if we can keep the economy healthy and exploit free it will be grand. I still shudder when the SOE devs upped the value of trash drops for like a week, and they were selling for like 1000% more than original value, the economy just fell apart.
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Kilsin
Posts: 525
Joined: Sun Apr 27, 2014 6:53 pm
Location: Australia
Re: Factions
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Post by Kilsin » Mon Aug 11, 2014 9:21 am

[quote="ArtofWar"]Agreed, loot tables were....odd to say the least, Not sure why every single damned mob carried a refined bag. It would be good to revisit loot tables like that, and I agree if we can keep the economy healthy and exploit free it will be grand. I still shudder when the SOE devs upped the value of trash drops for like a week, and they were selling for like 1000% more than original value, the economy just fell apart.[/quote]

Yes, that and a couple of very big and not so well know plat and item dupe exploits, which we will make sure are fixed when money/mail/trade is implemented.
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Ratief
Developer
Developer
Posts: 393
Joined: Thu Feb 06, 2014 8:21 am
Re: Factions
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Post by Ratief » Sat Aug 23, 2014 5:52 pm

I'm going to bring this topic back on topic and ask people for some help. I have implemented factions in vg, but I need to figure out good defaults and such. The spreadsheet posted above is what I'm going to start off with, but I could use as much information as possible. specifically, I need the starting faction values for as many factions as I can get (all POTA, KDQ, everything!).

For the spreadsheet I'm going to use:
KOS=-10k (2k till non kos)
neutral=-3k (wary, but they won't attack you)
ally=3k (though I'm considering 5k) (it might be even better to start at 0 and have one of the starter quests give you +5k faction)

Factions can be -20k to 20k.
Prestige factions all start at 200 and can go from 1 to 1000.

My idea is to bring back the old faction system, but to increase the faction gain per kill (probably +2 per or so) so that the faction grind isn't as bad. I think that will be a good compromise between a grindy faction system and a useless faction system.

Any real input in welcome!
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Deltharien
Posts: 52
Joined: Sun May 18, 2014 12:19 pm
Re: Factions
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Post by Deltharien » Sat Aug 23, 2014 6:41 pm

There were actually a couple more rungs in the faction ladder. They went something like this:

KoS (red) -8000
Untrustworthy (dark orange) -5000
Wary (orangish) -2000
Neutral (yellow) 0
Social (light green) 2000
Trustworthy (green) 5000
Ally (dark green) 8000

I threw the numbers in there based off of early crafting notes I have, not certain on the numbers, but I'm fairly confident.
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Kilsin
Posts: 525
Joined: Sun Apr 27, 2014 6:53 pm
Location: Australia
Re: Factions
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Post by Kilsin » Sat Aug 23, 2014 6:45 pm

[quote="Ratief"]I'm going to bring this topic back on topic and ask people for some help. I have implemented factions in vg, but I need to figure out good defaults and such. The spreadsheet posted above is what I'm going to start off with, but I could use as much information as possible. specifically, I need the starting faction values for as many factions as I can get (all POTA, KDQ, everything!).

For the spreadsheet I'm going to use:
KOS=-10k (2k till non kos)
neutral=-3k (wary, but they won't attack you)
ally=3k (though I'm considering 5k) (it might be even better to start at 0 and have one of the starter quests give you +5k faction)

Factions can be -20k to 20k.
Prestige factions all start at 200 and can go from 1 to 1000.

My idea is to bring back the old faction system, but to increase the faction gain per kill (probably +2 per or so) so that the faction grind isn't as bad. I think that will be a good compromise between a grindy faction system and a useless faction system.

Any real input in welcome![/quote]

The KoS cut off was 7,999, as soon as you ticked over to 8,000 you were KoS with that faction.

Personally I would like it to stay at 1 faction, it may be a grind but it had meaning and punished silly decisions for cooporating with other factions that were hostile to the one you were dealing with (eg. turning in plat coins for mounts etc.). There was multiple ways to get out of being KoS via all 3 spheres, some took longer than others but it was all part of the experience/fun in my opinion.
Community & Web Manager | Visionary Realms, Inc.
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Ratief
Developer
Developer
Posts: 393
Joined: Thu Feb 06, 2014 8:21 am
Re: Factions
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Post by Ratief » Sat Aug 23, 2014 7:21 pm

[quote="Deltharien"]There were actually a couple more rungs in the faction ladder. They went something like this:

KoS (red) -8000
Untrustworthy (dark orange) -5000
Wary (orangish) -2000
Neutral (yellow) 0
Social (light green) 2000
Trustworthy (green) 5000
Ally (dark green) 8000

I threw the numbers in there based off of early crafting notes I have, not certain on the numbers, but I'm fairly confident.[/quote]

I believe this is what you are talking about:

Code: Select all

-20,000 to -8,000 	Kill on Sight
-7,999 to -5,000 	Untrustworthy
-4,999 to -2,000 	Wary
-1,999 to 2,000 	Neutral
2,001 to 5,000 	Sociable
5,001 to 8,000 	Good
8,001 to 20,000 	Ally 
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Deltharien
Posts: 52
Joined: Sun May 18, 2014 12:19 pm
Re: Factions
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Post by Deltharien » Sat Aug 23, 2014 8:12 pm

Yep, I just noted the breaking points, rather than the full range.

I actually had 'Good' instead of 'Trustworthy' in my notes, and thought, "that can't be right." I've had a problem with that label since day one - it almost sounds like it should be lower on the scale than sociable.

On the positive side, the lower numbers should end in zero (mirror the negative side).

-1,999 to 1,999 Neutral
2,000 to 4,999 Sociable
5,000 to 7,999 Good
8,000 to 20,000 Ally

For example, the minimum continental faction for the housing crafting quests all ended in zero:

T3 house 500 faction
T4 house 2000 faction (sociable)
T5 house 5000 faction (good)

Thanks for your work on this.
Last edited by Deltharien on Sat Aug 23, 2014 8:17 pm, edited 1 time in total.
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User avatar
Ratief
Developer
Developer
Posts: 393
Joined: Thu Feb 06, 2014 8:21 am
Re: Factions
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Post by Ratief » Sat Aug 23, 2014 8:17 pm

[quote="Deltharien"]
On the positive side, the lower numbers should end in zero (mirror the negative side).

-1,999 to 1,999 Neutral
2,000 to 4,999 Sociable
5,000 to 7,999 Good
8,000 to 20,000 Ally
[/quote]
I don't think this is an option. The client deals with all of this. All I can do is send it a number. We pretty much have to use the ranges that Sigil setup.
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