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GameAmp: Faction Fact of Factions....

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Forum >> Main >> General EQ2 Discussion >> Faction Fact of Factions....

 
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Artagus Profile
Artagus
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Faction Fact of Factions.... 

EQ2 QnA Interview part #8..from GamerGod

QUOTE
There are organizations and individuals in the world with whom you can gain or lose favor depending on your actions, but we intend such faction changes to be a natural part of the game's progression.


We know about Qeynos and Freeport, but this makes me wonder about the "organizations and individuals" that may be in each City or surrounding areas. Faction, as we know, is going to play more of a role than in EQLive.

A need to raise or even lower faction, depending on a "Quest Path"? Or....because of a certain path we have chosen?

Any thoughts?



***THIS POST HAS BEEN EDITED***



09/16/04 08:49 Login to rate this user's post!
Celestial_Apok Profile
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Re: Faction Fact of Factions.... 

I loved the faction system in EQL. It brought one of the strongest senses of social dynamics to the game. No doubt EQ2 will implement some major faction tables aside from the two main cities. As well as some quality quests from factions you really have to work for to earn (ie Velious armor, ring and shawl quests).




By the bane of my blade, a mighty spell is made and far beyond the battle blood shall fall like a hard rain.
09/16/04 08:58 Login to rate this user's post!
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Re: Faction Fact of Factions.... 

The faction system in EQ 1 was really good. The only thing I really disliked was the fact that you had to find a mob on that faction to check your faction. I was hoping for something like a list or window that had your current faction standing.....



09/17/04 08:19 Login to rate this user's post!
Wrentia Profile
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Re: Faction Fact of Factions.... 

Only guessing here....

I would imagine as players explore further away from the two cities, they will run in to various groups, towns, etc... Each of these will fall somewhere on the politcal landscape between Freeport and Qeynos. Doing tasks for one of these groups could effect your standing in your home town.

Example:

You have been away from Qeynos adventuring for awhile, and run across a small village of Trolls who don't immediatly attack you. Curious, you approach one, and find that they are in dire straits, and willing to accept help from any stranger. They task you to hunt and kill a bothersome beast threatening their village. After you emerge victorious, they reward you with a helm worn by a famous Troll fighter of the past. They become more friendly to you, and you can now shop at their merchants. However, word of your deeds filters back to Qeynos, and the Culinary Arts Trade GUILD doesn't like the fact that you helped Trolls (The NPC leader of the Culinary Arts Guild lost his parents to trolls), and when you try to buy cooking supplies the next time you are in Qeynos, you find the prices slightly higher.


This makes more sense than EQLive's system, where you could be on great terms with opposing factions.



***THIS POST HAS BEEN EDITED***



10/03/04 11:46 Login to rate this user's post!
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Re: Faction Fact of Factions.... 

I like the new factions. I like how they are dictated. It's more in depth and seems to put the RPG back in MMORPG.

I mean, when whatever you do makes a difference, instead of just certain things or mobs, and it would be much harder to earn back faction points you lost, it seems more immersive.

That's the point though ... right?



"-How do you know I'm mad?"
" -You must be ... or you wouldn't have come here ..."
10/12/04 11:56 Login to rate this user's post!

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