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Some news about pirates in aa

SigmaEx

Member
So in my search for eternal knowledge in this game i came upon some info that will push us to decide if we want to be pirates or not.

So there are a few restrictions and benefits for pirates.

When you become a Pirate you are expelled from your original Faction. This has a few immediate effects on your character;

* You are immediately removed from your guild.(you can still form a guild after you become a pirate)
* You are KoS to all non-Pirates, this includes NPCs (even Neutral Guards).
* You can no longer whisper non-pirates.
* Dying to PvP on the Southern Continents will land you in jail for 40 minutes.
* While you still have access to the specialty workbenches, they are very hard to get to.
* You can not be in non-pirate guilds, groups or raids.
* Pirates can not claim regions and own castles on Auroria.

At this point you are probably wondering what could a life of Piracy offer to offset the negative effects listed above. Now I agree these setbacks can be inconvenient at times, but it is well worth it to some players.

* You can now openly kill Nuians and Haranyans without gaining crime or infamy.
* No jail time as long as you die on the open sea, in Auroria, or an island.
* Access to Growlgate Isle; all crafting stations and vendors can be found on Growlgate.
* Access to pirate-only content including daily quests, buffs, and items.

What does this mean to us as a guild. Well the biggest thing is the aspiration of owning a castle. We will have to make a choice of being a pirate guild or making our own faction and owning a castle. Becoming a pirate is easy enough, but owning a castle......its a long term goal. Also the outcome of owning a castle is that we effectively become our own faction and can make everyone appear red or green to us if we wanted(giving us the benefits of being pirates without actually being one)

So most want to be pirates to kill and steal, which is cool. What some may not realize is you can do that without being a pirate. The downside of that is you have to be more mindful of your crime and infamy points. You'll have to do quests or use items that lower your infamy and crime so you don't accidentally become a full fledged pirate.

Another option that is also more of a longish term goal is to have 2 guilds. One that is on one side of the law(our law huehuehue) and one that is formed of pirates. The main issue i can see with that is splitting time between the good and bad version of the guild. We would obviously focus more on one guild and building it up at launch, making the other one a side project. Either way having non pirate characters is very important cause of the much more stable income you will get from trade packs and what not.

I for one have thought about it and i wouldn't mind being in a guild where we skirt on the edge of the law, do as we please but make sure to not jump over the line of piracy. I know I'm def still going to be pking and stealing when i please.

Cant wait till we encounter our first KOS(kill on sight) guild and murder them lol.

Please post your thoughts and\or concerns so we can all stay on the same page. =)
 
Well, from the pros and cons you detailed above, I think mm we have more freedom to pursue various play-styles as a non-pirate. Plus, castle!

Thinking super long-term, maybe it'd be better to establish the guild as non-pirate and then have a pirate branch later on depending on numbers/interest.
 
The castle seige sounds really fun, I would rather have that than be a pirate. Do pirates have any comparative end-game objectives like castles or is it just trolling?
 
Sadly pirates dont have that content at this time. If we could own lands and be pirates, it would be perfect, but we cant =(. . .
 
the best route is to have 2 guilds one for non pirate and another for pirating like you say is not hard to get to the pirate point...
 
As much as being a pirate sounds fun I think sitting on the edge of piracy would better for every one blus the castle, unless end game gives the pirates just as much fun as being I pirate. We will have to wait and see.
 
Dark Linda said:
the best route is to have 2 guilds one for non pirate and another for pirating like you say is not hard to get to the pirate point...


^I agree with that. Maybe have our mains/farming characters as non pirates and perhaps our more pvp oriented characters as pirates?
 
Xairyen said:
Maybe have our mains/farming characters as non pirates and perhaps our more pvp oriented characters as pirates?

Aren't we going to want our non-pirates to be PvP oriented for castle siege/defense?
 
Cyendia said:
Xairyen said:
Maybe have our mains/farming characters as non pirates and perhaps our more pvp oriented characters as pirates?

Aren't we going to want our non-pirates to be PvP oriented for castle siege/defense?

Just as a reminder any route we choose will still lead us to lots of pvp, but what i think they meant is having a pirate guild where we would perform the more under handed duties more freely.(Like the actual act of piracy). Either way that is still some thing that will have to be planned later on since our initial focus should be on the main guild and not the side projects. Don't boggle your minds to much with the details at this moment since its to soon for a lot of those decisions.

More than likely the best and more sensible approach(which i have been considering) is to keep playing the game within our faction but not adhering to the don't kill green names rule. If people are gonna be douches they will pay. If they choose to pk us we will defend our selves. If some one has a large unprotected quantities of goods we want, we may take them. Its borderline piracy but with out the tag. The thing that will separate you from pirates is your crime\infamy points. Keep them low and you wont be a "pirate"(but you can pretty much act like one anyways lol). I feel like this is the best way of keeping everyone on the same page, appealing to everyone's needs and wants, and most importantly not separating the guild.
 
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