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Vonsnazzy

Marauding rpk clans of old. a story and a question

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*Story time*
Take a seat by the fire wanderer and lend your ear to this tale of old. Fore this is not a tale of triumph of good over evil, or how the virtuous rose to power, no, this is tale of outcasts, madmen, cut throats, traitors and theives. For there is nothing more dangerous then men with nothing to lose. 

It was 2003, on a realm called chaos. The first great server war had drawn to a close displacing many thousands. Shamed and battered these refugees scowered the wastes trying to regain a foothold of their former glory, to step as prey in a world of predators and long begrudged victors.

To fight a monster you must become one. And out of that philosophy rose a a band of marauders who gained fear, respect and infamy serverwide though the countless slaughter of the guilty and the innocent alike. They dawned the death tag. And while having very little physical assets in terms of buildings to insuring their collateral losses would be minimum, they still had the most ornate armor and deadliest of weapons bought with the iron price on the fields of Aerynth.

These men were the wild dogs of Shadowbane, the untamed stallions whos loyalty was given to no outside the group and were tentative alliances always had a self serving purpose....some of the best gaming days of my life

*Real talk*
Hey guys, i hope you liked my little story, its Friday, i smoked a bit, i went with it.

I actually was in many of these types of guilds over the 7 years and 3 servers I played on shadowbane. Its my preferred play style. Farming players farming materials is always the fastest way to farm. It is also rally's fights against you and general stirs the pot in a game where the content is conflict created, this is a good thing i feel.

So the question. Does anyone have an RPK (random player kill) guild going that they could kindly point me in the direction of?

Generally i'm looking for a guild with a red equals dead philosophy. That makes spec groups based on strategy, who mainly uses open field guerrilla tactics to wipe farming groups and caravans as opposed to burning cities down (although i think crashing banes if we have a personal vendetta to solve is a must). Simply because if its anything like shadowbane its mainly boring after the two fights and they log off, although i will admit its super satisfying if the rivalry is bitter.


If not I'm more then happy to take the charge and start one if there is interest, Who wants to be evil? 20-30 no nonsense no f#$% around people could be a force to reckon with.


P.S  In Shadowbane there were ways to be fully geared without owning a heavy resource sink town but items were still crafted by npcs, in Crowfall i cant even tell why you need more then a respawn point and some crafting stations as everything is crafter made. So by keeping the cost low town destruction is a minor inconvenience and it puts a target on the back of your aggressor.

Edited by Vonsnazzy

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15 hours ago, Vonsnazzy said:

I actually was in many of these types of guilds over the 7 years and 3 servers I played on shadowbane. Its my preferred play style. Farming players farming materials is always the fastest way to farm. It is also rally's fights against you and general stirs the pot in a game where the content is conflict created, this is a good thing i feel.


P.S  In Shadowbane there were ways to be fully geared without owning a heavy resource sink town but items were still crafted by npcs, in Crowfall i cant even tell why you need more then a respawn point and some crafting stations as everything is crafter made. So by keeping the cost low town destruction is a minor inconvenience and it puts a target on the back of your aggressor.

I too came from SB. Participated in multiple server wars, from launch to close. I think you may be missing something though. I don't believe what you plan will work here, that you understand the scope of what it will take to be successful, at least in the Dregs, or Guild vs. Guild campaigns. This game, in large part, is based on a lot of Shadowbanes principles. It varies in a couple of very important ways.


In the dregs... there will be no imports. you must build everything. You will be working against a ticking clock as the seasons progress, the hunger sets in and resources become scarce. Everything from ore to food will be in demand. Logistics will play a large part in a guilds success. Gathering resources via gank squad will not be a reliable or efficient way to obtain these needed resources. Guilds will have an inherent need to have people that farm leather and meat, wood and apples, ore and stone. Guilds will NEED to have every crafter in the book to feed the thralls, create blueprints and pump out the best gear and vessels from factories. I don't see guilds selling gear in the Dregs, what is the point... to equip others that you will compete against? You will need towns with thralls and factories to compete. Resources feed the war machine.

Point is, a PvP guild (which we definitely are) won't survive without dedicated crafters and harvesters. 

Regardless, Welcome! and Good Luck!

Edited by Armegeddon

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Thank you for the warm welcome. I've been lurking since 2015 and think I have a pretty decent idea of the game mechanics, although there are 3 things that i will admit i took for granted that would be required for this type of guild;

1) Your Tree of Life would protect your assets including crafting stations until it was destroyed.

2) Your bank in the campaign would be world based, and not local.

3) If need be you could retain an errant status without being ejected from the campaign. Errant being not attached to a tree of life.

With that said obviously dedicated crafters are going to be necessary but that wasn't my point, my point is I do not see anything OTHER then dedicated crafters being needed for a successful guild (atleast in terms of open field group vs group rpk). NPCs crafters, Walls, Guards, countless buildings to house said NPCs, all are material sinks in as you said in a world with a amount of  limited resources.

Of course you want those things from a defense and/or logistical standpoint of a large guild but that also assumes you can mount a counter zerg to defend any possible banes. 

Assuming the three things i mentioned above are that way (the shadowbane way), why would it not be possible to have a bare ToL with a bank and a few crafting stations (low investment) that relied on the 3 day bane safety window, only to rinse and repeat when those things were destroyed? As long as you have access to a high level crafter please explain why you would have any kind of open field troop on troop disadvantage.

 

Also as far as harvesting, yes from a practical standpoint some rocks will have to be hit although especially in the dregs when bodies are fully lootable a person will be far more rewarding to hit.

 

*edit* i also would point out my goal is not to "win" the dregs. In order to win campaigns you will have to organize the largest most tactically zerg . I'm just looking for people to have fun with and win via dominant reputation and skillful play.

Edited by Vonsnazzy

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