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Originally Posted by Drunkensot
How will we be able to dodge mobs with diplomacy? This actually sounds good if it is implemented, such as something that allows you walk through an area and not aggro. I am beginning to see some light here. Being able to use diplomacy as part of adventuring would be a good idea, and make this game unique. Being stuck in the cities parlaying with the NPCs should not be the whole extent of this thing. Glad to see the devs are working on this and realize it needs more content. 
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Drunkensot, at the risk of sounding irate (please understand I'm not - I just think something needs to be emphasized because it is being missed)
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The Diplomacy sphere will be used in towns to communicate, cohere, or influence NPC characters. Your skill, class, and choices during diplomacy will determine how NPCs treat your character, whether you can gain access to certain areas, receive quests, or purchase some items. Towns and cities will be”diplomacy dungeons.” Instead of the usual break from the main adventuring game, negotiating a town will be an active experience with its own rewards and challenges.
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you will still need to be "stuck in the cities parlaying with the NPCs". That is where Diplomacy happens. It does not happen in the wilderness with mobs. It happens in the
cities with the power players in those towns.
What I would like to see as an effect of diplomacy is thus: (**DISCLAIMER - This is just my opinion and an exaggerated idea that would illustrate what the OP is looking for**)
you know all those KOS areas? Lets say you are a Varanji Diplomat. You are KOS in the Dwarven area right? Well, lets say that you and a bunch of your Varanjar friends got together, worked up faction there in Dwarf country and then started working the diplomacy magic. What if... after a while (kinda like the way you can do the bonus to crafting etc) the dwarfs start to think the Varanjar aren't half bad. I mean, You're not the frothing-at-the-mouth barbarians that those wicked dark elves claimed you were.
Well now, you've just made the Dwarven area safe for Varanjar to travel in and not be KOS by the guards.... and you made it easier for all those players playing Varanjar because they don't need to work up their faction *right away*
Through time, all the buffs change and return to normal. There are factions working against you as well (darned dark elves) but in the mean time, you've made the area a little safer for your Varanjar brethren. THIS IS THE POWER OF DIPLOMACY
The corollary is also true.... what if you want to get back at those coniving dark elves for the dwarven area being KOS to you, maybe you want to work with your fellow diplo's to make it pretty ugly to those lying thieves....*
(**DISCLAIMER - This is just my opinion and an exaggerated idea that would illustrate what the OP is looking for**)
I'm not claiming this is how it is but I AM saying the power of diplomacy is there for those who wish to stay in the towns and cities to do the quests to make the area better for their fellow adventurers. The dev's will implement what they feel is appropriate, but honestly, from the posts, it sounds like diplomacy is not your cup of tea. Nothing will change the need for the diplomats to be in the populated areas, that is where all the mechanizations and red tape of the bureaucracy are. That is where the diplomats need to be.
*I have a Dark Elf, and a Varanjar - I used those two races not to attack either of them but to have a bit of fun with stereotypes. No offense was meant to either race or the players therein