[Next Message in Time] | [Previous Message in Time] | [Next Message in Topic] | [Previous Message in Topic]

Message ID: 7324
Date: Wed Sep 29 15:34:57 BST 1999
Author: Blair, Keith (Keith Blair)
Subject: RE: Unearned Faction


> For those of you in beta that saw the numeric adjustments, you know
> what I mean. In beta, if you kill a gnoll pup you got +1 to the
> guards of qeynos. However, if you killed a good guard you got -50
> to the guards of qeynos. You would have to kill 50 gnolls to make
> up for one qeynos guard. So factions vary in intensity everywhere,
> which doesn't click with a lot of people. They see one message, and
> think they've taken -1 or +1 hit.

You know, it would be a bit out of "character" to have this, but I
think it would be very nice indeed if Verant would give you some
kind of level indication (other than the 5 or 6 'general' ideas)
as to where you stand with faction. As you said above, faction
plays an incredible amount into how you end up playing this game.

For example, my high elf cleric mainly resides in Freeport
right now. I'm dubious to the guards. I have no idea why. My wife
is the same race/class and she's indifferent. We've always
travelled together and have done the same quests, killed the
same mob's, etc. My bard killed the spy in the FP bank once and
is now dubious to the militia as well. (Even though I've
slaughtered orcs all around Norrath by the gabillions)

And to top it off.. has anyone even found a way anymore,
short of killing the guards in North Freeport, to raise your
faction with the militia? I have yet to find a safe way to get
through the sewers in either West/East freeport to North
Freeport so if somehow I get to threateningly or ready to
slaughter - how do I get to my guild in N.Freeport? It'd be a
shame to have to avoid Freeport for the rest of my character's
playing days since it happens to be the best place to practice
those ever so useless trade skills I maintain.. (grin)

The Freeport Militia faction is too sensitive in my opinion.