Let me toss this idea out to see what kind of reaction it gets. We'll see if the devs can do something like this it we caget a consensus *TGPO loves making more work for the devs*
Any outlaw will loose any and all job items, and the ability to progress in any faction specific PrC.
*Computers are alot like air-conditioners. They work great until you open windows*
Job items = job benefits, too, right? (I assume the items are what grant the benefits, but I just want to be clear.)
Also, I thoroughly endorse this harsh punishment. Though Last Alliance doesn't have a PrC that traitors would lose access to, so that wouldn't help LA's traitor troubles.
Nice to know TGPO, I'm surprised I ever thought of that idea. It just hit me on day in school....good thing I wasn't listening to the teacher . And about the outlaw place, if you're going to make the main base Okie Island (which would be cool), then could you make Evenshire its outpost like it was of LA? Lol, I know I won't shut up about that place, but not only would it make the Evenshire rift shard more desirable to outcasts (especially lowbies). But also it would make another place to go to when you're around level 10 (make the guards there harder so it be fitting around that level) to fight, and would be interesting to maybe get a lowbie city raider and defender battles (weird, eh?). Well, just a thought. Keep up the good work guys.
Sorry to double post (I really can't figure out how to do paragraphs right), but since outlaws are going to lose job benefits maybe we could get an outlaw job (Bandit, Thief, whatever works) that gives an AB to Lawful and a plus to taunt. And for the Thief a plus to hide and move silently. Make it also that you gain job points as a thief from a successful pickpocekt (making the Kender bonus and skill active), and the Bandit gets points for little missions like a messenger or something. Just another thought.
Since you mentioned the thing about bandit jobs I realized that something near Rock Peak or Falme would be perfect for outlaws. They already have a bandit base out there and outlaws could become friendly to the "Bandit" faction and gain favor by working for them. Plus their is an Island although inhabited by ghouls it could have a rift shard or be part of a quest. Just some thoughts...
Personnally i think that this is a dumb suggestion....if a character wants to become an outcast and attack his own faction then that is his/her choice. Of course it means that they will have no allies in the realm but who needs allies when u got a good build ? Also i agree with Loki i think that when a player becomes an outcast they get liked by the bandits ?
|-Ifrit-| wrote:Personnally i think that this is a dumb suggestion....if a character wants to become an outcast and attack his own faction then that is his/her choice.
Then why go through the trouble of joining a faction in the first place?
- Zaranthys Rivermoon, ranger.
"Walk long and far, friend. Safe journeys and safer returns"
I cant believe I am agreeing with Ifrit. I see no reason to penalize someone for becoming an faction outcast and then reward them for it to. The general goal here is to make things more encouraging to play within the system we have set up, not reward breaking from it.
*Computers are alot like air-conditioners. They work great until you open windows*
Oh okay, then just make the "jobs" more like dirty work that the bandits are making you do. And you have to gain enough points before you're allowed in their inner circle. No bonuses, just trust and respect.
But why go to all that trouble, when they are just gonna betray than faction too?
My idea wasnt to actually make an eighth faction like the rest (though i admit that may be how i worded it), but to put them outside the other seven. This way they will be hostile to all, including other outcasts. This way, no matter what faction they attack, they are already an enemy and drop an item as such. This way when they make a decision to turn on their factions, they no longer have the cushion of allies.
lordvan52681 wrote:But why go to all that trouble, when they are just gonna betray than faction too?
My idea wasnt to actually make an eighth faction like the rest (though i admit that may be how i worded it), but to put them outside the other seven. This way they will be hostile to all, including other outcasts. This way, no matter what faction they attack, they are already an enemy and drop an item as such. This way when they make a decision to turn on their factions, they no longer have the cushion of allies.
You're missing the point. We don't want the outcasts as a faction necessarily, just more like a guild that is hostile to every faction. And besides, LA is already hostile to all other factions having no allies.
i think just drop the hostile/outcast add on factions and go for outcasting yourself from your faction means you can't bind to the shards and you drop items when killed by a person still in...that will cut down on outsiders not worrying about dying.