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The purpose of the Guilds and some ideas http://thefarwilds.com/forum/viewtopic.php?f=11&t=1214 |
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Author: | Ranger [ Sun Sep 20, 2009 11:28 pm ] |
Post subject: | The purpose of the Guilds and some ideas |
I think when the new decks come out, there should be one guild for each faction (ie. sylvan, dwarves, etc.). Then you have a competition for gold or maybe power, but playing in each guild requires using only those card types, with an ultimate goal of conquering the FarWilds world. On top of this, some prize could be given for controlling the most areas, the most value being for example the area controlling the dwarves "heart of the mountain" when you are a different faction. Let me know what you think -Ranger |
Author: | UBER [ Sun Sep 20, 2009 11:43 pm ] |
Post subject: | Re: The purpose of the Guilds and some ideas |
This probably wouldnt happen and im probably somewhere way out in imagination land but it would be awesome if each guild had a unique card. And upon joining that guild you got 3 of the guilds card and if you leave or get booted out you lose the cards and the cards would be untradeable. It would be like the guild secret technique. That would be really cool. |
Author: | Ranger [ Sun Sep 20, 2009 11:52 pm ] |
Post subject: | Re: The purpose of the Guilds and some ideas |
I was think of more of a higher purpose than just trying to win gold |
Author: | Sunyaku [ Mon Sep 21, 2009 11:55 pm ] |
Post subject: | Re: The purpose of the Guilds and some ideas |
Waaaay back in the discussion before guilds actually existed, someone suggested that there be guild events with special bonuses like a "guild card". Except the idea (if I remember correctly) would have been more like a 'teaser' for the upcoming set-- i.e. there'd be some big series of guild wars and the winner(s) would get a couple cards from the new set pre-released to them. But with your idea... I could see "guild cards" being a possibility... but you'd have to limit them to guild games. I'm sure people would get frustrated about cards being used against them that they can never own. Also, I'm sure there's other punks like me out there who are resistant to join any guild... |
Author: | UBER [ Wed Sep 23, 2009 3:16 am ] |
Post subject: | Re: The purpose of the Guilds and some ideas |
Nah, just simple flux and ability changes on current cards.. For example manipulation costs M (2). But a certain guild has that card modified to MX (1). One domain more for one flux less.. Or for example MX(2) and now target creature is healed 2 and dimmed or undimmed. Just simple flux and domain modifications for small bonuses. More than likely unfavorable changes as compared to other cards. But you could still find a synergetic modifaction to make a card uniquely powerful dispite the unfavorable flux cost. Like giving animate boulder attack or casting living monument and living monument also giving a vision bonus. Those kinds of things. I suppose the cards could get approved by the mods first as well. Also seems like a good way to get players to spend more gold. That gold can in turn have a tax took out.. say 40% and whats left after the 40% could go to the clan who wins the ranking. Entirely to ensure super competitive guilds. People would be sure to spnd the 25 gold to get their own unique clan cards. Also im sure everyone has heard of a farm account. So if the guild with the highest win percenetage had the highst ranking it would be easy to create farms and win this way. Someone needs to find a way to use guilds that farms wouldnt ruin. |
Author: | Zavia [ Sun Oct 25, 2009 1:20 pm ] |
Post subject: | Re: The purpose of the Guilds and some ideas |
Generally, cheating is hard to counter. Good moderation, swift action and strong punishment is always the key to keep it at a minimum. If the guild is found to be doing that, the relevant members should lose ALL their stuff, paid or not example. (drastic imo tho) Anyway, cards that are imbalanced will have people flocking to it, making people join guilds cos of a good bonus, not for the comradeship or skill. |
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