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foudre
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Post subject: Re: Guild, future updates ? ? ? Posted: Mon Aug 18, 2008 7:32 pm |
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Joined: Jul 2007 Posts: 3604 Location:
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Ash wrote: foudre wrote: what we need is a guild den or hall, have a place in each town that you can teleport in there, have decorations, and a buliten board that can be checked, so a guild can have more then just one notice, special, guild hall return scrolls too so you can return there instead of town, where maybe the guild master can buy upgrades for the guild itself like 1% dmg increase, or potions can cost 5% less nothing major but enough to be worth getting, but make them expensive, so even a lvl 5 guild would have a reason to care about earning more gp, bring back mercnaries, maybe they can even buy special mounts, that have your guild flag on it when you ride, something like the gdfs but for guild marks. Special alchemy upgrades, such as special stones you can buy for like 10m a peice that can make your weapon deal elemntal effects (with out extra dmg), or posion it, but make them wear off after so many days. if this was a puzzle that answer is jangan fortress  why can't there be both, and there is only one fort and you can't decorate it and cool stuff, they get the special trasnports for trading but i think it'd be cool to have a horse for moving that has the guild flag on it, the forts are to be fought over a den is like something that'd be in town a beer hall or such a place to go and chill edit not only that it gives something to spend gp on, since mercs dont' exsist any more
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 A man once said, "Fear is contagious". So then the same must hold true for courage. The Roar of a Crowd begins with one man.
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chesticles
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Post subject: Re: Guild, future updates ? ? ? Posted: Mon Aug 18, 2008 7:58 pm |
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Joined: May 2007 Posts: 1978 Location:
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mercs would make FW fun ^^ bring them back
BTW do they still have mercs in other versions of sro?
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Want to play Jade Dynasty and get a bunch of free stuff? In USA-East, The Billows My Inductor ID is 8390004X080400090002522Z0d21fe Copy that code and paste it in the box when you make a new character.
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_Creep_
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Post subject: Re: Guild, future updates ? ? ? Posted: Mon Aug 18, 2008 9:51 pm |
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| Banned User |
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Joined: Jul 2008 Posts: 1031 Location: Far away from humans..............................further the better.
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chesticles wrote: mercs would make FW fun ^^ bring them back
BTW do they still have mercs in other versions of sro? Yeah bring them back, my guild have 7mil GP I want them  , I can just imagine how much old guilds have GP 
_________________ Characters: 90 lvl rogue xbow/dagger/cleric 72 lvl bower pacheon/fire/light 79 lvl spear hybrid
  Missing TG with this character lol
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ninshad
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Post subject: Re: Guild, future updates ? ? ? Posted: Mon Aug 18, 2008 10:52 pm |
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Joined: Jul 2007 Posts: 604 Location: Elsewhere
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joymax should put in the guild quests already but something other than kill over 9000 flowers or collect 200 jewels. something unique and interesting that requires the participation of several guild members but knowing joymax, its just gonna kill this or collect that.
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Shadowfox542
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Post subject: Re: Guild, future updates ? ? ? Posted: Mon Aug 18, 2008 11:12 pm |
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Joined: Jul 2008 Posts: 914 Location:
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ninshad wrote: joymax should put in the guild quests already but something other than kill over 9000 flowers or collect 200 jewels. something unique and interesting that requires the participation of several guild members but knowing joymax, its just gonna kill this or collect that. http://www.youtube.com/watch?v=TBtpyeLxVkIWHAT 9000?
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foudre
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Post subject: Re: Guild, future updates ? ? ? Posted: Tue Aug 19, 2008 12:07 am |
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Joined: Jul 2007 Posts: 3604 Location:
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ninshad wrote: joymax should put in the guild quests already but something other than kill over 9000 flowers or collect 200 jewels. something unique and interesting that requires the participation of several guild members but knowing joymax, its just gonna kill this or collect that. unique hunts, like cerb ivy or goria, and i guess shaitan, more quest like this would be fun, or a gauntlet run enter a dungeon, you have 30 mins to get to the other side, put tons of traps in the way doors that won't open if you don't kill a mob with the key, and basic puzzles, something that doesn't require english maybe a small maze
_________________
 A man once said, "Fear is contagious". So then the same must hold true for courage. The Roar of a Crowd begins with one man.
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_Creep_
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Post subject: Re: Guild, future updates ? ? ? Posted: Tue Aug 19, 2008 1:06 am |
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Joined: Jul 2008 Posts: 1031 Location: Far away from humans..............................further the better.
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foudre wrote: ninshad wrote: joymax should put in the guild quests already but something other than kill over 9000 flowers or collect 200 jewels. something unique and interesting that requires the participation of several guild members but knowing joymax, its just gonna kill this or collect that. unique hunts, like cerb ivy or goria, and i guess shaitan, more quest like this would be fun, or a gauntlet run enter a dungeon, you have 30 mins to get to the other side, put tons of traps in the way doors that won't open if you don't kill a mob with the key, and basic puzzles, something that doesn't require english maybe a small maze That would be awesome, to make some dungeon like dw cave with mobs but like in ctf they have a lot of HP and killing them you obtain some kind keys and after you kill all mobs and colect all keys yuo go kill boss of cave, from wich you can get nice items. Or make even more interesting and add more guilds in this so we all compete in our rooms and part of dungeon to come first to boss so what ever guild kill it, do most of damage get items. To add more guilds GM simply challenge other guild to hunt Boss of dungeon. And after you kill boss global message like with uniques pops up Guild [insert guild name] has defetad [insert guild name] in hunt for dungeon boss.
_________________ Characters: 90 lvl rogue xbow/dagger/cleric 72 lvl bower pacheon/fire/light 79 lvl spear hybrid
  Missing TG with this character lol
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Shadowfox542
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Post subject: Re: Guild, future updates ? ? ? Posted: Tue Aug 19, 2008 1:09 am |
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Joined: Jul 2008 Posts: 914 Location:
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foudre wrote: ninshad wrote: joymax should put in the guild quests already but something other than kill over 9000 flowers or collect 200 jewels. something unique and interesting that requires the participation of several guild members but knowing joymax, its just gonna kill this or collect that. unique hunts, like cerb ivy or goria, and i guess shaitan, more quest like this would be fun, or a gauntlet run enter a dungeon, you have 30 mins to get to the other side, put tons of traps in the way doors that won't open if you don't kill a mob with the key, and basic puzzles, something that doesn't require english maybe a small maze That idea would be awesome. Add a bunch of stuff for the guild to do that doesn't require everyone to be 80+, like a maze. The mobs though, would be hard to sort out a level for them. Also, you should get extra trade/hunter XP when a guildmate sells his loot in a pt with another guildie.
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_Creep_
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Post subject: Re: Guild, future updates ? ? ? Posted: Tue Aug 19, 2008 12:28 pm |
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Joined: Jul 2008 Posts: 1031 Location: Far away from humans..............................further the better.
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Shadowfox542 wrote: foudre wrote: ninshad wrote: joymax should put in the guild quests already but something other than kill over 9000 flowers or collect 200 jewels. something unique and interesting that requires the participation of several guild members but knowing joymax, its just gonna kill this or collect that. unique hunts, like cerb ivy or goria, and i guess shaitan, more quest like this would be fun, or a gauntlet run enter a dungeon, you have 30 mins to get to the other side, put tons of traps in the way doors that won't open if you don't kill a mob with the key, and basic puzzles, something that doesn't require english maybe a small maze That idea would be awesome. Add a bunch of stuff for the guild to do that doesn't require everyone to be 80+, like a maze. The mobs though, would be hard to sort out a level for them. Also, you should get extra trade/hunter XP when a guildmate sells his loot in a pt with another guildie. Anything that would increase thief/hunter/trader exp would be nice 
_________________ Characters: 90 lvl rogue xbow/dagger/cleric 72 lvl bower pacheon/fire/light 79 lvl spear hybrid
  Missing TG with this character lol
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foudre
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Post subject: Re: Guild, future updates ? ? ? Posted: Tue Aug 19, 2008 1:05 pm |
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Joined: Jul 2007 Posts: 3604 Location:
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well the dungeon idea can be like a few times a week, but ya if its just guild maybe getting the same lvls can be harder, but still can base the mobs of the average lvl of people going. And i still would like a guild emblem flaged horse, or my emblem on my pirate suit, any one know where the textrure is? i've tried searching thru the media file before but couldn't find it
_________________
 A man once said, "Fear is contagious". So then the same must hold true for courage. The Roar of a Crowd begins with one man.
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F-22
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Post subject: Re: Guild, future updates ? ? ? Posted: Tue Aug 19, 2008 2:40 pm |
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Joined: Aug 2007 Posts: 755 Location: Making out with Crystal Liu Yi Fei
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For dungeon quest, we can get dungeon key as a drop item. anyone here play cabal online? they can make the dungeon quest like cabal.
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Guild: KnightsofTyr
Build: Pure Kickass
Occupations: Hunter and Guild Master
HUNTER FOR LIFE
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