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Consider Implementing Religion Ideas

Reddew98

Member
Guardian
Recently I've seen a lot of different ideas regarding religions on the forums. Since the feature has been added (nearly a year ago) it hasn't really served a purpose. I would like to propose a couple of ideas that could both promote an RP based religion and server activity.

Firstly each religion would still worship some sort of god or divine being. In the case of the religion being accepted each religious leader would be forced to choose a 'buff tree' their religion would follow. Each tech tree would specialize in different aspects of gameplay forcing a religions members to complete several jobs in the name of their god. For the purpose of explaining, these trees could be richness, darkness, stability, and lightness. A religion would never be able to switch between these trees.

Each tree would have several branches consisting of several techs. Each tech would consist of a "divine order" and "divine blessing". Each religion would obviously start with the basic tech from their respective tree. For example, the richness tree could start with a "divine blessing" where a % of ore drops would be pre smelted. This same tech would also have a "divine order" where you would be required to gather a certain amount of iron ingots. Completing this quest would please the gods and reward faith to their religion. Quests may be completed more than once and will never go away. Should a religion accumulate enough faith they may purchase the next religious tech where they will receive another "divine order" and another "divine blessing". (You can still complete the quest from the first tech even if you have progressed to the second, third or fourth (etc.) tech) (Each tech requires more faith as you level up)

In addition to buying new techs, religions should be able to purchase other tiles with faith. Purchasing a tile could produce some output or give a buff to the religion that owns that tile. Things that are currently unobtainable could perhaps be produced by these tiles in small quantities.

Religions could fight over these different tiles in a competition of who can put more faith in. When a religion fights another for the land no player should be forced to fight. Instead, players must produce as much faith as possible in a slotted amount of time by completing "divine orders" or /pray'ing. Should one religion produce more faith than the other in the slotted amount of time they will receive/keep the tile.

Of course, these are just my ideas. I would like to hear what everyone thinks of them, feel free to tear apart my idea or ask questions if I was a little vague in my explanation :p.
 

Reddew98

Member
Guardian
Like a sub religion map. You wouldn't have any permission in terms of harvesting resources there or anything. It would only provide the small resource amounts/buffs.
 
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ModernMozart1787

Active Member
I personally think that the religions plugin should not give the players that choose to use it any conquest, riches, or pvp advantage, because it sorta forces everyone to use it or lose in the conquest system, and I don't think that's healthy for Loka, for the same reason that CITs were buffed, because it forced players to use a mod or plugin, same as this would
 

Reddew98

Member
Guardian
I personally think that the religions plugin should not give the players that choose to use it any conquest, riches, or pvp advantage, because it sorta forces everyone to use it or lose in the conquest system, and I don't think that's healthy for Loka, for the same reason that CITs were buffed, because it forced players to use a mod or plugin, same as this would
It doesnt give any advantage in conquest. It merely gives them something to work towards. I specifically geared my suggestion away from PVP because I know some people done want to participate in that sort of stuff and find the grinding aspect of the game more fun :p. Also, I know of no legal mod on Loka that people use which helps them grind etc. so there should be no need to use that sort of stuff.
 

Aggressive_Gibon

Active Member
Elder
I personally think that the religions plugin should not give the players that choose to use it any conquest, riches, or pvp advantage, because it sorta forces everyone to use it or lose in the conquest system, and I don't think that's healthy for Loka, for the same reason that CITs were buffed, because it forced players to use a mod or plugin, same as this would
This is really incoherent. A religion mingame would not force people to use a mod or plugin. CITs have never been 'buffed'? Resources provided by religion can be ones that are not used in PvP.

Furthermore the ability for systems parallel to Conquest to give small advantages or conveniences in PvP is a totally reasonable one see the Fishing Tournament and the Dreadfort. Both of these minigames have the ability to give you items that are usable if only in a minor way. Eg Mending armour making repairing cheaper (Fishing Tourny), Beacon buffs being slightly sticky when warping in and materials being more abundant (Dreadfort). All in all the main anchor for Loka is Conquest and Town Creation and to claim that any system made in addition to it cannot interact with it would make that system pointless.

What I will concede though is that the things that interact with conquest need to balanced well and not become necessary to succeed as you point out here.
it sorta forces everyone to use it or lose in the conquest system
One thing I don't like about the proposed system as it stands is that is seams to just be another thing to progress through and something that instead of being its own thing looks more like Conquest except instead of Strength it's Faith and instead of territory buffs you get a buff tree. I don't know how to change that though I feel that any feasible rendition of a Religion system would either end up being essentially feature creep or lose its theming in the process of turning into a game play feature.
 

Jedoi

Well-Known Member
Guardian
I really like this idea. I could see the jobs to please the god changing as you choose your tree, such as “sacrificing” pigs/sheep/cows in the dark tree, or sacrificing crops to the stability tree.
 
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