March 23, 2012, 10:25:07 |
#1
[Remington] The Reapers (Potential Idea: Outlaw Guild)
You're not alone. Many of us here on Remington also want to play the game from the other side of the law; we want to play the role of the criminals, who add that little bit of atmosphere to this player-driven world.
Question is, how? Is it possible? Can an Outlaw Guild truly survive and flourish in Remington - and if so, what do we need to do to make it possible?
Therefore, this thread is for discussing the possibilities for an all-nation Outlaw Guild - the guild's 'laws', areas of operation, methods for accessing markets/supplies and general guild goals/desires.
Possibly the most ideal Outlaw headquarters - an all-nation accessible 'peace' haven, where only those of a Stasis alignment can enter. Wakfu-obsessed goody-goodies are kept out automatically, thus preventing most Nation Guards/ Bounty Hunters from pursuing us. Even if they get in, they require 30% Stasis to do so - in that case, who are they to call US Outlaws?
We also get access to a unique range of weaponry forges, and the need to unlock the different areas gives the Reapers a goal/purpose to go out and take from the world (and thus help everyone of Stasis alignment at the same time).
If Haven Bags can be placed in the Stasis Source (haven't confirmed myself), we will need to form our own 'unofficial' market ourselves. Walking into the Marketplaces will be equivalent to suicide for us, so we'll need to build our own economy to survive. Unlike any other guild, it is ESSENTIAL that we work together to survive as we've completely ditched the easy, law-abiding life. Lone wolves have no place with the Reapers.
Finally, the area can function as a recruiting ground - since anyone with access to the Stasis Source has already done their fair share of taking from the environment, and would therefore make an ideal prospective Reaper.
We are not mindless criminals; we don't just PK newbies for kicks, we don't act like real douchebags towards players and we don't exist to make the game 'unfun' for anyone.
We're the total opposite – we exist to add something new to the game's atmosphere.
We're going to die. A lot. Everyone hates us, and everyone gets 'Citizenship Points' and Guard status when they take us down – that's just how the game works. We just have to accept this. That doesn't mean we have to take it lying down; we'll have to work together as fellow Outlaws to survive. Stay in groups, attack in groups, hit and run. We're against the world here, but unlike them, we don't play by any rules. We'll have our own ways of surviving in this world – we just need to work together to make survival as an Outlaw an option.
'No honor amongst thieves?' Forget that. As an Outlaw, every law-abiding citizen in the Wakfu world is your enemy and they live to hunt you down. It's practically impossible to take the world on by yourself, so why do so?
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This post has been edited by Blitziii - March 23, 2012, 22:05:14.
"Reaper? A label created by the Twelve to give voice to their destruction. In the end, what they chose to call us is irrelevant. We simply... are.”
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Nation laws. Who needs them? They're just pathetic little rules made up by some stuck-up Governor just to slow you down, and stop you from taking what's rightfully yours. 'No reaping the wheat', they moan; 'No touching the trees', they cry. The nation governments are all a joke, existing purely to fill their own pockets with the nation's Kamas - and ride upon you in their tidal wave of power. Can you sit there and stand for that?
We don't need laws. We don't need a government. We don't need people telling us what we can and cannot do; what we can and cannot take. If we wish to reap the wheat, we'll damn well go and reap the wheat - along with anyone who tries to get in our way.
We don't need laws. We don't need a government. We don't need people telling us what we can and cannot do; what we can and cannot take. If we wish to reap the wheat, we'll damn well go and reap the wheat - along with anyone who tries to get in our way.
Bored of farming for 'Citizenship Points'? No desire to become another one of the nation's conformist Guards or Soldiers? Sick of being told by the Government what you can and cannot do?
Ever wanted to become an Outlaw, and stick one up to the law? Take whatever you please with no regard for the ecosystem - concerned only with making yourself (and your fellow Outlaws) filthy stinkin' rich?
Ever wanted to become an Outlaw, and stick one up to the law? Take whatever you please with no regard for the ecosystem - concerned only with making yourself (and your fellow Outlaws) filthy stinkin' rich?
You're not alone. Many of us here on Remington also want to play the game from the other side of the law; we want to play the role of the criminals, who add that little bit of atmosphere to this player-driven world.
Question is, how? Is it possible? Can an Outlaw Guild truly survive and flourish in Remington - and if so, what do we need to do to make it possible?
Therefore, this thread is for discussing the possibilities for an all-nation Outlaw Guild - the guild's 'laws', areas of operation, methods for accessing markets/supplies and general guild goals/desires.
Potential 'Headquarters': The Stasis Source
Possibly the most ideal Outlaw headquarters - an all-nation accessible 'peace' haven, where only those of a Stasis alignment can enter. Wakfu-obsessed goody-goodies are kept out automatically, thus preventing most Nation Guards/ Bounty Hunters from pursuing us. Even if they get in, they require 30% Stasis to do so - in that case, who are they to call US Outlaws?
We also get access to a unique range of weaponry forges, and the need to unlock the different areas gives the Reapers a goal/purpose to go out and take from the world (and thus help everyone of Stasis alignment at the same time).
If Haven Bags can be placed in the Stasis Source (haven't confirmed myself), we will need to form our own 'unofficial' market ourselves. Walking into the Marketplaces will be equivalent to suicide for us, so we'll need to build our own economy to survive. Unlike any other guild, it is ESSENTIAL that we work together to survive as we've completely ditched the easy, law-abiding life. Lone wolves have no place with the Reapers.
Finally, the area can function as a recruiting ground - since anyone with access to the Stasis Source has already done their fair share of taking from the environment, and would therefore make an ideal prospective Reaper.
Prototype Outlaw Laws: The Reapers' Code (WORK IN PROGRESS)
We are not mindless criminals; we don't just PK newbies for kicks, we don't act like real douchebags towards players and we don't exist to make the game 'unfun' for anyone.
We're the total opposite – we exist to add something new to the game's atmosphere.
- Outlaws will be player-killers, but there should be some sort of justifying reason for attacking someone. Killing someone as a one-off to keep them out of the mines, or attacking someone trying to tell you off for 'reaping the wheat they just planted without putting any back' is acceptable amongst us, but don't be a douche about it. Don't camp people, don't attack newbies, don't hog mines/harvesting spots and don't verbally assault anyone out-of-character.
- The ecosystem is ours for the taking; feel free to reap whatever you please. However, keep in mind that if the ecosystem is destroyed, it's very difficult to resuscitate. We are parasites; we feed off the efforts of others, satisfying our own hunger as we see fit – but we cannot feed if we've completely drained our host of life. Leave just enough of a resource for the rest of the world to renew it, then come back later when it's reached appropriate levels.
- You'll need friends, and who better to turn to than your fellow Outlaws? They need you just as much as you need them – so don't ruin the only friendships you have by attacking other Outlaws. Treat them just as you would any other Guildmate; share resources, group together and be friendly with each-other, because let's face it - no-one else is going to help you.
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Of course, this is all just planning/preparation - we've got a lot of work to do if this type of guild is to succeed. Is this the kind of group people want, and would like to join? Can playing as an Outlaw still be fun in Wakfu, despite the obvious penalties and difficulties? Perhaps you have your own suggestions/ideas on how to make an Outlaw Guild work?
Speak your mind, fellow Reaper. With your help, the ecosystem will be ours for the taking~!
Speak your mind, fellow Reaper. With your help, the ecosystem will be ours for the taking~!
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This post has been edited by Blitziii - March 23, 2012, 22:05:14.
Reason for edit : I hate formatting. :'(


