Watcher Patrols

Started by VonCarstein, December 03, 2013, 01:31:53 PM

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VonCarstein

I'd like to suggest a system, much like guards use in real life and like the druid system at the moment, where watchers may walk to different places within Sanctuary and collect x amount of exp. It would motivate watchers to stick to town more and help give progression to those who do stay in down, what do you think?

LordofCinder

As I understand, Druids receive their patrol bonuses because of their isolationist nature - meaning it is much harder for them to quest with groups - and because they must go to dangerous areas with strong monsters to complete their patrols. Upper Sanctuary is small, safe, and filled with players that can band together for group quests.

VonCarstein

True but with the rules regarding Watchers and their uniforms especially I think it is a suitable solution on keeping watcher pcs in town for long periods.

Inquisitor

Plenty of benefits to living in Sanctuary, to include many quests, and a sending system to acquire groups to protect watchers when they venture outside Sanctuary.

The idea behind Druid Patrols is to give newbie druids a way to get to a reasonable level where one hit from a Kobold spawn won't fugue them (Which does happen often at level levels). City-faring PCs get worms and several other fairly low level quests to help them level up.

VonCarstein

I think you're missing the point. The point of the druid patrols was to give a way for druids to level as it would be silly for them to go about the city to do the low level quests. In the same way I'm asking for these guard patrols, which don't even have to be on the same level with regards to how much exp they give but gives choice over guards having to leave the city daily to find experience.

Not to mention this'll be a faction perk, not something every can use thereby unbalancing once more the life of a wild druid.

xXCrystal_Rose

Plenty of solo delivery quests out there to get no risk xp and gold from. Not really comparable to travelling the underdark where there are things around every corner waiting to kill you in order to reach your next destination. Rather than implimenting a new essentially no-risk free xp delivery style quest system maybe a small xp wage boost would be a better style of doing it. Like 10 xp every 30 minutes you're inside Sanctuary and in uniform up to level 6. Assuming that the Watchers faction doesn't have a faction wage already. It's just a in-sanctuary patrol system doesn't really seem to mach your idea, which is a good idea, but also a failing on the part of people RPing watchers. It would just turn into another part of the quest gauntlet for people to go from point to point to after resets.

MaimedGod

I thought Watchers already got XP boosts from idling.

Pigadig

That and there's plenty of benefit to wearing your uniform and being around town: namely, you don't get paid otherwise.

Merrick3

I would mention that it seemed like factions get a lot of benefits, including free potions and gold and extra roleplay xp, from back in EFUM, not sure about now. If this is so like SC alludes to, i think it's unnecessary. The benefits of patrolling for criminals is a bounty on it's own, besides the wage. Up to you IC i'd say what to do, then again I wouldn't be against more content, just saying I don't feel factions should get much more powerful perks. I also understand likable concepts tend to get recruited by others or find their way to something interesting, not bearing a grudge against them, just saying. It might be a cause of towards a pattern of "potion drinking contests" that often happens, as a side note, just my thoughts. Not trying to deviate too far off topic.