Idea for clan Alliances; Factions i.e. Covenants (LONG POST)
This idea is for allowing managed system for clans to form alliances by having the clan join one of eight Covenants that form the game's alliance system, each unique with their own benefits and cosmetics each in addition having their own midgame and end game goals and methods tying in to the "Dracula Endgame". Six of the covenants would be "normal," two would be considered "Elite". The difference beginning with how many clans may join covenant. Normal clans may have up to eight clans join that covenant (32 players). Elite clans only four (16 players). The idea being that in exchange for having limited members and possibly tougher goals, they would receive stronger rewards and much better tools to pursue those things with. Elite Clans would only be present on Merciless full loot servers. More to follow.
Comments: 17
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03 Mar, '23
MICHAEL DELEONARDFor basic mechanics of the Covenants; Each covenant would have abilities that unlocked with the construction of monuments at certain locations on the map. The monuments while permanent till destroyed would require either greater blood essence (for normal covenants) or primal blood essence (for elite covenants) to activate. While activated that covenant would have access granted to abilities and crafting unlocked by that specific locations alter. As for the sites them selves, using the incoming territories feature the area around the monument unlocks the area around the monument allowing construction, and since the monument is an exterior placement so must the floor tiles all around it. If the incoming V rising engine revamp allows for dungeon levels, the site may have one as well allowing for crafting and castle servants(6 for normal covenants, and 9 for elite covenants).
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06 Mar, '23
MICHAEL DELEONARDAs for fleshing out the basic rewards setup; for simply being in the covenant you would receive the basic suite of Cosmetics that define the covenant's Aesthetic, 1-2 floors / wallpapers, a functional cap and a cape, a handful of placeables and 1-2 functional benefits unique to the covenant. As for the total sum of covenant benefits, they range from spell school spinalization, unlocking additional spells and Jewels specifically for that school. Functional castle placeables in the vein of my other thread "Easter Egg Hunts and Artifacts." After that, the new Legendary's that are coming to V rising would be a good thing to have, with the limitation that the covenant would only have limited number from a common pool of Legendary's that have covenant unique customization options. The number of legendaries that would be allowed to be created by each covenant would be a server setting. All of this would be unlocked from which monument locations a covenant controlled. More to follow.
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06 Mar, '23
Arctic MergedAfter meeting a preliminary point in the game, like killing a faction leader V-Blood, you can join its faction. (We could call them covenants from a likely better-fitting lore perspective if preferred)
For this first accomplished feat, you gain the respect of the affiliated NPCs of that faction.
You don't have their trust yet. They will still attack you, at least for the fact that you had the nerf to kill their leader.. ;)
Now you gain access to several new faction mechanics, like specific quests, and deeds you can fulfill to rank up in the factions' hierarchy.
Climbing up the ladder rewards access to specific faction-based cosmetic skins for gear, weapons, furniture, and castle structures & also special buffs & silver coins.
Vendors also sell new items for each rank for better access to rare ingredients and overpriced much-needed gear. ;)
Each faction has its unique features to help balance out the different game stages from early to the endgame, so they don't get abandone -
07 Mar, '23
ImPopoto Admin"FACTIONS with DYNAMIC ROUTINES, joinable by players, with QUESTS & TERRITORY-WARS" (suggested by Arctic on 2023-03-06), including upvotes (1) and comments (0), was merged into this suggestion.
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07 Mar, '23
ArcticRanks for flavor, prestige & control over territorial influence, war efforts & player-declared faction hubs.
(Normal castles but with faction rank permissions) It's where you can build unique rooms and structures to gain faction-wide access to interfaces for all these new mechanics. Only the leading rank member has building rights in this hub and the other members have access rights for chests and other accessible structures.
The assassination of higher-ranked players is possible if the highest ranks are already occupied and active.
There could be a mechanic which allows you to undo your victim's faction protection from you and your own protection from the rest of the members until you or your target is dead.
No one knows when you do it ofc.
Since herding is kinda unnatural for most vampires I guess, this could be the lore entry into a fitting explanation, where you naturally betray your "fellow members", for personal gain, control, and domination of rivals, for blood and recourses. -
07 Mar, '23
Arctic- "Quincy the Bandit King" ---> "Farlon Bandits"
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*Hardened by a harsh life as an outlaw in the forest.
Poaching and pillaging settlements are your tasks in Farlon and its surroundings.
The cause of stolen goods and abducted humans is only natural due to its profit on the black market.
The scourge of necromancers is threatening work and life in Farlon, so securing hunting grounds and camps from the undead is a big priority.*
Quests:
- Kill Animals for fur.
- Collect loot from Camps & settlements and sell them to a vendor.
- Kill undead creatures to keep them at bay.
Buffs:
- Respected > Better Chance for dropped loot from destroyed containers.
- Trusted > Bandits won't attack you anymore at sight, only if you hurt them first.
- Kinsman > Rogue-Mastery (stealth speed, duration, spotting distance, silver res.) -
07 Mar, '23
Arctic"Nicholaus the Fallen" ---> "Undead Scourge"
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*From graves and tombs we rise, for we are many.
Feeding and preserving the army of the undead is our calling.
Defilement of nature and desecration of holy places brings out our true potential.
Rescuing corpses from being alive & freeing fellow skeletons from these weak and pathetic piles of flesh is our purpose in unlife.*
Quests:
- Kill creatures with life essence.
- Collect bones and other undead loot and feed them to graves.
-Defile holy sites by spilling the blood of the innocent (nuns), cursing the living (necromancy), and raising the dead. (also necromancy)
Buffs:
- Defiled > Better and more loot at all grave-related places.
- Buried > Undead won't attack you anymore on sight, only if you hurt them first.
- Risen > Necromancy-Mastery (undead raising -speed, -duration, -numbers, incr. gravestone limits, maybe a call for gravestone units to you) -
07 Mar, '23
Arctic"Beatrice the Tailor" ---> "Humble Humans"
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*Skillful in gathering what nature provides & in all craftsmanshi are the pillars of humanity.
Living a humble life in peace and harmony under the sun is separating humans from all wild beasts of the night.
Trading and sharing wealth is the way of humanity.*
Quests:
- Gathering & crafting
- Trade and share coins with others (free accessible coin box, with limits and cooldowns).
- Avoid being hostile (timed, only counts down when actively moving character, mouse, etc.)
(Harsh Reputation Penalty (also de-rank) for killing non-hostile Humans)
Buffs:
- Cultured > Better Chance for loot from all accessible random human loot containers.
(Chests, Shelves, etc. NO tombs)
- Humanist > Normal Humans won't attack you anymore on sight, only if you hurt them first.
(Works exactly like the human disguise transformation, without the blood drain)
- Humble > Ressource-Mastery (halved or reduced item costs for everything) -
07 Mar, '23
Arctic"Octavian the Militia Captain" ---> "Dunley Militia"
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*Protecting the land and its people is the militia's job.
Versed in all sorts of combat and military strategy equips these soldiers with the necessary tools to fend off all enemies of humankind.
The militia needs YOU to help fight against the horrific cursed creatures of the forest.*
Quests:
- Defeating enemy patrols in the territory.
- Killing werewolves and other cursed beasts.
- Patroling routes and guarding faction-controlled PoIs against being raided.
Buffs:
Soldier > Better chance for loot from all defeated enemies by weapons, or shield-recoil damage.
Warrior > Military and villager/farmer/miner NPC's won't attack you anymore on sight, only if you hurt them first.
Veteran > Melee-mastery (Brawler and fighter blood type buffs etc., garlic res.) -
07 Mar, '23
Arctic"Azariel the Sunbringer" ---> "Church of Luminance"
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*The Church can prevent any evil or destruction but we must remember that we live in a fallen world where vampires and monsters dwell and the terror of Dracula still looms in the night. We gather under the power of Luminance who will be our guardian angel against all harm done.
We will bathe in holy Light and release all sinners from the burden of their existence.*
Quests:
- Hallow desecrated places and pray at holy sites.
- Killing undead (also other vampires) or werewolves.
- Gather (Charm) more followers for the church.
Buffs:
Believer > Better Chance for loot from all defeated enemies by magic damage.
Cleric > Church affiliated & villager/farmer/miner NPC's won't attack you anymore on sight, only if you hurt them first.
Saint > Scholar-Mastery (Scholar blood type buffs etc., holy res.) -
07 Mar, '23
Arctic"Willfred the Werewolf Chief" ---> "Cursed Beasts"
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*The beasts of the cursed forest, have no real leader, but the werewolves are the most ferocious and deadly creatures one can encounter.
At night the beasts are most deadly and no one is safe anymore.
None did ask for curses, but none can stop them..*
Quests:
- Attack nonbeasts in beast form. (bear, wolf, etc, maybe new attacks from other forms)
- Killing at night.
- Curse other Human NPCs temporarily into beast forms (day & night).
Buffs:
Cursed > Better Chance for loot from all sources in beast form.
Terror > All creatures won't attack you anymore on sight, only if you hurt them first.
Nemesis > Shapeshift-Mastery
(Wolf faster, stealth, wolf pack, when howling.
Bear stats incr., siege, but less effective.
Human, normal blood consumpt., fast, werewolf at night.
Toad can jump to teleporters, higher, longer, knockback.
Bat sun-proof, can transport resources now, fly indoors, blood sucking. -
07 Mar, '23
ArcticOverall it's a concept, where ppl get engaged in doing more stuff together, if it fits their personal goal, as deadly intrigues are a "real" thing under vampires who prefer to "live" alone or in very small collaborative groups.
That's probably one reason for it. And they hate each other's guts...
Factions will support clan/guild-like constructs, where a number of like-minded individuals could indulge in faction activities, building up a faction hub and defending their territory.
It could be possible to conquer other Hubs or PoIs from other factions to decrease their influence in the world.
There could be faction wars, with temporary real-time events raiding armies.
PoIs with different bonuses for the faction members, when under your faction's control.
Like better/more loot, special items, and actually good gear drops decreasing time and effort, gathering and crafting stuff if you rather fight your way to the top. -
07 Mar, '23
ArcticControlling said NPC armies is one thing factions could make possible.
I would like to see more NPC routines on a grander scale and patroling V-Bloods, crossing each other's paths more frequently with their troops, and fighting each other.
When it happened, it always created a great sense of immersion for me, the world felt alive kinda. You can't really plan against that, each new playthrough is even more different and wouldn't feel as static content rushes.
Such routines are already there, just a bit sporadic.
For instance, I really like how Meredith goes on her quest against the undead plague in the iron mines.
It really creates one of the best atmospheric scenes in the game for me thus far.
Other V-Bloods could do the same:
Willfred raids random villages, and Christina tries to fight against the undead in her routine and gets help from Vincent if he is there in time. Maybe they see a stray werewolf chief and boom chaos. :D
I would like as many working variations as possible. :) -
10 Mar, '23
MICHAEL DELEONARDMonuments should be expensive on bar with level 4 castle keys, with an insane amount of Hit points, being distinctive to the faction that placed them. Every area should have at least one area for the monument. Castle raid hours apply here for when they are attackable. Depending on which site is held and powered determines which benefits are unlocked for the covenant. I am going to recommend 7-13 sites depending on how big the map gets in game. Lastly the monuments may be permanently powered through the use of the soul shards. Once placed into the power slot for the monument it can't be removed till the monument is destroyed, and with that the faction gains the shards benefits by simply visiting the Site.
Next up ideas for the Covenants themselves.... -
11 Mar, '23
MICHAEL DELEONARDFirst some of the "normal Covenants";
House Lecarde; ("House of Betrayal") - Spell School specialization; blood. Balanced towards healing, the covenants offerings of Legendaries and placeables focus on healing through either "drain tanking"(its Legendaries setup) or passive Healing for its functional placeables. Its Aesthetics should act as an extension of the "Royal" cosmetics set.
casa de los Muertos; ("house of the Dead") - Unholy School specialization; With an Aesthetics akin to the Catholic church. In benefits offering, it is the most defensive of the covenants in which placeables and Legendaries it gives.
Covenant of the Ashfolk; - Frost School Specialization; Has a "counter-balance" setup in relation to House Lecarde's healing setup, with an offensive frost setup. From weapon chill effects to functional placeables that give off an aura that chills opponents. Has an Pseudo viking Aesthetic. -
11 Mar, '23
MICHAEL DELEONARDNow for the two elite covenants.
Circle of Fiends ("Demon Bound") - Chaos School Specialization; The balance on everything with this Faction split between Heavy offense and demon summoning done in its defensive placeables. The faction's Aesthetic is done up as caves / Bablyonian Demon temple.
House of the Eclipse ("Sun worshipping Vampire death cult") - Fire School Specialization; Yes this faction would have the only access to a Fire spell school and EVERY THING THAT WOULD ENTAIL. (I will do a different thread on what a good fire spell school would look like). Now for Legendaries and placeables you would have a decent Balanced split of defensive and offensive benefits offered. Aesthetic would be a decent Masonic knock off. -
13 Mar, '23
MICHAEL DELEONARDWrapping this one up, Final comments, this setup with factions competing for control over the monuments sites offers something in server settings you wouldn't see anywhere else. This allows things like PvE-Conflict, basically PvE servers with PvP zones around the monument sites. Win conditions for PvP wipe maps that trigger once some one has all the sites. Possibilities are big for this one. Please consider it.