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Possible way to integrate solo players into Strongholds: Mercenary Contracts?

vordaynvordayn Member, NW M9 Playtest Posts: 1,283 Arc User
edited August 2015 in Player Feedback (PC)
So I've been reading posts saying how Mod 7 is the downfall of the solo player. But how about if there was a way to integrate solo players into Strongholds?

An idea could be giving players the option to become "mercenaries" and ally with a Stronghold Guild for a set period, say 3-7 days (which could be agreed upon at the beginning of the contract).

There could be a marketboard in place in PE showing which Guilds are offering contracts, and what their requirements are.
There could be a separate board where players put up their services, from which Guilds can choose from, and perhaps even setting their price in Gold or AD.

Players matched into a Guild will allow them entry into that Stronghold and participate like a guildmember (with NO guild bank access), receiving rewards from heroic encounters and Stronghold PvP matches. They could even donate to the coffers if they wish to receive Guild Marks.

The advantages would be that predominantly solo players could still see what Strongholds is like, and also perhaps add an element of roleplay to wandering vagabond-type players. "Mercenaries" could move around different Strongholds to see what they are like. Perhaps even spy for other Guilds. >:)

The disadvantages would be that they are not a permanent member of the Guild. While their contract would allow them a certain time to be part of the Guild, it is not a stable home for them. Thus, once their contract ends, they are no longer allowed entry into that Stronghold, and will not receive the boon structure bonuses.

Of course, if the player proves to be a good addition to the Guild, then they can be offered a permanent place within that Stronghold.

Thoughts or comments?
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Post edited by vordayn on

Comments

  • theycallmetomutheycallmetomu Member, NW M9 Playtest Posts: 1,861 Arc User
    Interesting, but if you read the comments of the dev team on why they launched Strongholds, this sort of thing is directly in opposition to what they were trying to accomplish. They want people to be forced into guilds, because they believe it leads to player retention.
  • edited August 2015
    This content has been removed.
  • vordaynvordayn Member, NW M9 Playtest Posts: 1,283 Arc User
    edited August 2015
    Interesting, but if you read the comments of the dev team on why they launched Strongholds, this sort of thing is directly in opposition to what they were trying to accomplish. They want people to be forced into guilds, because they believe it leads to player retention.

    It may still be an avenue for people to join guilds, and I do not think it will destabilise the Strongholds concept, but would rather strengthen it. It'll allow people hesitant to join a guild to see what it's like before committing themselves. It will also shore up numbers in guilds who may not have the man-power initially.

    Casual, solo-players and those who do not meet rigorous requirements of particular guilds would benefit. Having more people play the game, solo and guildies alike, increases the odds of the game doing better overall.
    Vordon CW        Vordayn DC        Axel Wolfric GWF        Logain SW        Gawyn GF        Galad OP        Aspen Darkfire HR        Min TR
  • regenerderegenerde Member Posts: 3,047 Arc User
    Interesting, but if you read the comments of the dev team on why they launched Strongholds, this sort of thing is directly in opposition to what they were trying to accomplish. They want people to be forced into guilds, because they believe it leads to player retention.
    Forcing players to do something, only leads to more players leaving the game... but it looks like some Devs have to learn that lesson the hard way.
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  • theycallmetomutheycallmetomu Member, NW M9 Playtest Posts: 1,861 Arc User
    Yeah, I'm not saying I agree with them or anything.
  • regenerderegenerde Member Posts: 3,047 Arc User
    edited August 2015
    Just saying... at some point even they should understand this.

    Anyway, a start could be to reduce all costs for the basic structures to some gold and some AD, giving small guilds the chance to build at least a "complete" Stronghold with small benefits from it.

    The high-end benefits from Strongholds would still be only there for big guilds...
    Post edited by regenerde on
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  • aratecharatech Member, NW M9 Playtest Posts: 269 Arc User
    vordayn wrote: »

    The disadvantages would be that they are not a permanent member of the Guild. While their contract would allow them a certain time to be part of the Guild, it is not a stable home for them. Thus, once their contract ends, they are no longer allowed entry into that Stronghold, and will not receive the boon structure bonuses.

    Of course, if the player proves to be a good addition to the Guild, then they can be offered a permanent place within that Stronghold.

    Thoughts or comments?

    The disadvantage has the unfortunate long term consequence of more or less putting the mercenary solo player at the mercy of the guild he's contracted to. Since they can now force him or her to arbitrarily continue to pay gold, AD, GMOPs or whatever the heck they want or they'll cast him or her out and cripple his or her character.

    In essence, your plan would have the solo players pay what will likely be huge sums of their character's resources to continue to have access to the power they need to actually stay relevant, and since history has shown that in these sorts of prisoner's dilemmas, the short sighted nature of people and organizations is that its in best interests to 'defect' and start adopting this practice, most will be doing something like this, and the handful that won't will quickly be packed to the maximum limit by people looking to not be mucked over, leaving everyone else up a certain creek without a certain implement.

    In sum: sounds great on paper, like a good number of economic theories. But once you add in the nature of humans, the tendency of individuals in power to abuse that power (especially if IRL consequences are 'minimal' since it is just a game and all), and actually contemplate the long term consequences of it, you realize that it really just makes things worse for the would be solo or small guild player.

  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    It sounds more like feudalism in which the solo players are serfs than mercenaries.

    So... I guess it fits the theme!
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  • aratecharatech Member, NW M9 Playtest Posts: 269 Arc User
    edited August 2015
    It sounds more like feudalism in which the solo players are serfs than mercenaries.

    So... I guess it fits the theme!

    If memory serves, Serfs, while bound to the land, still had certain protections and rights afforded to them and some level of recourse if they were abused (though what constituted 'abuse' was a bit more loose back in those days). Under this, the solo player doesn't. So calling them Serfs is a bit misleading. :p
  • drkbodhidrkbodhi Member, NW M9 Playtest Posts: 2,378 Arc User
    edited August 2015
    I suggested that about a month ago.

    I have been doing 90% of the needed tasks in our SH, with my TR.

    I do have 2 toons, one under-powered CW and one very low DPS GF, that need company while playing. For the under 70 toons they have level appropriate things to do... in level appropriate areas.
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  • bigredbrentbigredbrent Member, NW M9 Playtest Posts: 155 Arc User
    I hate what this mod is doing to guilds. It isn't just the solo players being forced out. The small guilds are being forced out as well. Even moderately sized guilds are suffering. This mod was for the very large guilds filled with mostly active players. Unfortunately I am not in one of those. I am in a very nice guild with very nice players, but not enough players for this mod to be very effective. Leaving my guild will be like leaving a family, and this mod is trying its best to split us up.
  • aratecharatech Member, NW M9 Playtest Posts: 269 Arc User
    I hate what this mod is doing to guilds. It isn't just the solo players being forced out. The small guilds are being forced out as well. Even moderately sized guilds are suffering. This mod was for the very large guilds filled with mostly active whales. Unfortunately I am not in one of those. I am in a very nice guild with very nice players, but not enough players for this mod to be very effective. Leaving my guild will be like leaving a family, and this mod is trying its best to split us up.

    I suspect I have fixed that for you. :p And my sympathies, for what it is worth. :(
  • theycallmetomutheycallmetomu Member, NW M9 Playtest Posts: 1,861 Arc User
    My old guild had basically unraveled entirely. Only two people were ever on, and never on the same time. Most of the time I was logged on, I was literally the only one. So i ended up finding another guild. It's sad, but that's what Strongholds requires.

    But I mean, if you're only friends with your guildies while they're your guildies, isn't that an issue of itself? small guilds should try merging together. Of course, that tends to bring on drama of its own.
  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    One solution would be to create a "guild for the guildless", where anyone can join, and other than running HEs together and contributing toward the guild structures, the members don't really interact.

    You can also look into one of the casual-friendly guilds, or even check out nw_legit_community, who has a guild, (check my sig).
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  • zeroxiczeroxic Member Posts: 20 Arc User
    I hate what this mod is doing to guilds. It isn't just the solo players being forced out. The small guilds are being forced out as well. Even moderately sized guilds are suffering. This mod was for the very large guilds filled with mostly active players. Unfortunately I am not in one of those. I am in a very nice guild with very nice players, but not enough players for this mod to be very effective. Leaving my guild will be like leaving a family, and this mod is trying its best to split us up.

    ...has alrdy happened to my 'family'
    the numbers are simply too high for casuals - STO all over again only faster
    i rly wanted this game to succeed and had high hopes
    but since the decision has been made for me - good luck to all of you...
  • vordaynvordayn Member, NW M9 Playtest Posts: 1,283 Arc User
    aratech wrote: »
    The disadvantage has the unfortunate long term consequence of more or less putting the mercenary solo player at the mercy of the guild he's contracted to. Since they can now force him or her to arbitrarily continue to pay gold, AD, GMOPs or whatever the heck they want or they'll cast him or her out and cripple his or her character.

    No no, the Guild would pay the mercenary for their services. That's how it normally is for a mercenary type. The mercenary can put up their 'price', or can volunteer. I would never agree to a Guild charging its members to play. That would be horrible, as you explained.

    Or you could just remove the payment structure, and allow a matching up system.
    Vordon CW        Vordayn DC        Axel Wolfric GWF        Logain SW        Gawyn GF        Galad OP        Aspen Darkfire HR        Min TR
  • regenerderegenerde Member Posts: 3,047 Arc User
    edited August 2015
    In the end, why would a solo player even consider to be a merc. for a guild?
    There is no real upsite to this.
    The gear from Strongholds might be obsolete with Underdark at the end of the year, and boons only stick to guild members.
    And a solid Leadership "army" will provide more gold and AD, then wasting time by doing the legwork for others.
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  • theycallmetomutheycallmetomu Member, NW M9 Playtest Posts: 1,861 Arc User
    Well, you can do leadership simultaneously with being a mercenary. But yeah. We already have a mercenary system for guilds. It's called "joining a guild."
  • aratecharatech Member, NW M9 Playtest Posts: 269 Arc User
    I hate what this mod is doing to guilds. It isn't just the solo players being forced out. The small guilds are being forced out as well. Even moderately sized guilds are suffering. This mod was for the very large guilds filled with mostly active whales. Unfortunately I am not in one of those. I am in a very nice guild with very nice players, but not enough players for this mod to be very effective. Leaving my guild will be like leaving a family, and this mod is trying its best to split us up.

    I suspect I have fixed that for you. :p And my sympathies, for what it is worth. :(
    vordayn wrote: »
    aratech wrote: »
    The disadvantage has the unfortunate long term consequence of more or less putting the mercenary solo player at the mercy of the guild he's contracted to. Since they can now force him or her to arbitrarily continue to pay gold, AD, GMOPs or whatever the heck they want or they'll cast him or her out and cripple his or her character.

    No no, the Guild would pay the mercenary for their services. That's how it normally is for a mercenary type. The mercenary can put up their 'price', or can volunteer. I would never agree to a Guild charging its members to play. That would be horrible, as you explained.

    Or you could just remove the payment structure, and allow a matching up system.

    Ah. That's a bit better on paper. The problem is that it still doesn't stop the guild from basically turning right around and demanding under the table payments or they'll cut the merc off and destroy all his or her progress. There would need to be massive safeguards and oversight in place to prevent abuse, and I just don't trust cryptic to be able to do it.
  • vordaynvordayn Member, NW M9 Playtest Posts: 1,283 Arc User
    edited August 2015
    aratech wrote: »
    Ah. That's a bit better on paper. The problem is that it still doesn't stop the guild from basically turning right around and demanding under the table payments or they'll cut the merc off and destroy all his or her progress. There would need to be massive safeguards and oversight in place to prevent abuse, and I just don't trust cryptic to be able to do it.

    Yeah, I could see the potential for abuse unfortunately. It would require a lot of thought to implement, and with Mod8 coming (Underdark?), their attention could be on that instead.

    I just think that Strongholds is a fun addition to the game, but see that solo players are probably not getting much enjoyment out of it, if at all. Splitting up smaller guilds is lamentable too. There should be something in place to avert this, hence my suggestion on the Mercenary type matching system. With smaller guilds, scaling on resources required could be a good option too.

    But are there any other suggestions in involving solo or casual players in this mod? I didn't want to "force them to join a guild", but provide an option to test it and maybe run a few quests, that's all.
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  • aratecharatech Member, NW M9 Playtest Posts: 269 Arc User
    vordayn wrote: »
    aratech wrote: »
    Ah. That's a bit better on paper. The problem is that it still doesn't stop the guild from basically turning right around and demanding under the table payments or they'll cut the merc off and destroy all his or her progress. There would need to be massive safeguards and oversight in place to prevent abuse, and I just don't trust cryptic to be able to do it.

    Yeah, I could see the potential for abuse unfortunately. It would require a lot of thought to implement, and with Mod8 coming (Underdark?), their attention could be on that instead.

    I just think that Strongholds is a fun addition to the game, but see that solo players are probably not getting much enjoyment out of it, if at all. Splitting up smaller guilds is lamentable too. There should be something in place to avert this, hence my suggestion on the Mercenary type matching system. With smaller guilds, scaling on resources required could be a good option too.

    But are there any other suggestions in involving solo or casual players in this mod? I didn't want to "force them to join a guild", but provide an option to test it and maybe run a few quests, that's all.

    It wouldn't solve the solo play aspect, but for the smaller guilds, it seems to me that the thing to do would be to allow guilds to enter into open alliances with one another and pool resources. Properly implemented and planned out, this would enable the smaller guilds to actually compete while retaining their 'identity' so to speak.
  • regenerderegenerde Member Posts: 3,047 Arc User
    edited August 2015
    Well, you can do leadership simultaneously with being a mercenary. But yeah. We already have a mercenary system for guilds. It's called "joining a guild."
    As i explained, for solo players there's no point in wasting time doing the legwork for others. Any solo player is better of doing campaigns, running dungeons/skirmishes or just farming nodes and preparing for Underdark.

    Besides, big guilds will need more fresh blood at some point, and they will carve it out of medium guilds, those will try to replenish their loses through eating up small guilds, and small guilds... well, those will just vanish along with a lot of solo players.
    Not every solo player will just join a guild, because they're told to do so.

    And i think i also allready explained what happens to Devs, that try to force players to play the way they want to...
    Post edited by regenerde on
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