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Mud-wide timed events

 
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cyric
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Joined: 17 Nov 2006
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Location: Singapore

PostPosted: Sat Feb 11, 2017 12:18 am    Post subject: Mud-wide timed events Reply with quote

Idea is for timed events to be held mud wide. Two (or more) ic factions appear and will be vying for (insert xyz here).

Players need to be online to help their chosen faction.

The basic idea I had was a simple capture the flag style event where a dozen or more stations pop up around the mud and a player can find it and flip a switch to set it to one faction or another. The stations keep track of how long they're set to a particular faction and who set it there, and all the values for each faction and player are added up at the end. Maybe some stations are worth more, maybe there is a bonus for the stations' end state. Whatever.

The event lasts a few days, a week at most.

Rewards are based on individual and faction score. Rewards would be unique items or other perks which can only be won from events.

This will do several things:
1. Players need to find the stations, so they will explore
2. Players need to be online to make sure stations don't get flipped back.
3. Unique items make doing the events worthwhile, better items or perks for players who do more for their chosen faction.
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Nienne
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Joined: 17 Nov 2006
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Location: Aussieland

PostPosted: Sat Feb 11, 2017 2:57 am    Post subject: Reply with quote

We have a few things in the works that may tie in here - I have a shifting area experiment planned (but it will be a constant existence), and the new driver has a daemon that allows for timed events of certain kinds game-wide which we'll play with as well. Not quite at the top of the main priority list yet, but it has potential Smile
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Verbannon



Joined: 30 Sep 2013
Posts: 398

PostPosted: Sat Feb 11, 2017 10:38 am    Post subject: Reply with quote

I think I can like the mechanical concept, but I dont want a 'minigame' feel. Thats just not SG. Thats some dumb game like Evony. I think this concept would work better if mechanically hid. And triggered by actual IC events. And the switches shoukdnt all be area based. And the factions more than two. And no need for rewards.

So for example lets say for instance someone dropped the,Aura of Chaos back into the game. Possession of that would be a switch. And while the imm throws mobsters at the bearer and opposing players compete for it, the game measures how long its owned.

As for area switches... I suppose that coukd work for a city battle. Make control of the portals the goal for example.
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cyric
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PostPosted: Sat Feb 11, 2017 3:37 pm    Post subject: Reply with quote

Idea I had was just an example, but each event needs to have a few components:

1. Time limit
2. Shifting teams from one event to the next
3. Being online helps more
4. Better reward for more effectiveness during the event, which can't be obtained outside of events (at least until a period of time has passed like 3 months or so).

Obviously would be ic event driven, but mechanics rules all. Mechanics Needs to be visible because will promote competition. If you know where stations are switching to another faction you can go there and drive off the other players or run to where they are not. Maybe you don't see station staus until someone from your faction finds them.

Example: Moon is in opposition with Pegasus constellation for the next 4 days, and now is an ideal time to harvest reagents for rituals. The mages of selune, the necromancers of graez and the duke of tonovi have all dispatched gathering parties. Help clear the area of monsters and opposition for your chosen faction so they can harvest in peace.
List of areas where gathering is taking place here.

Rewards gets more people involved, otherwise might as well just ignore the event.

Limited time for the event is key because people will play more.

Ic, winner of the event leads to future ic event and increases the status/wealth/influence of whatever faction.

Make sense?

Edit: I don't know what evony is, how many players do they have, more than us?
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Verbannon



Joined: 30 Sep 2013
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PostPosted: Sat Feb 11, 2017 11:25 pm    Post subject: Reply with quote

Evony was one of the games most heavily mocked back when Freemium games were just starting to take off because it used advertising banners with Beautiful women that said "please,save me milord." or something like that. So thats why I used ot as an example because it had notoriety. All Freemium games like timed events since it puts pressure on players to play. And freemium games are all about stressing players.

And that is what I was alluding to. I dont think Shadowgate should be stressing and pressuring its players to log on. Players should be logging on because they want to not because they feel they'll miss some chance at some stuff. So if you do, do something like this, I dont know.
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Nienne
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PostPosted: Sun Feb 12, 2017 12:04 am    Post subject: Reply with quote

I think you might have a little skewed idea of the intent here Verbie. It's to give people something different/unique to do within a set timeframe, it's not player-critical to participate but would reward those that did. It's not going to leave anyone out if they can't join in. A dynamic game is much more interesting than just going to the same zones every day, so having something different to do within a set timeframe would be interesting (at least IMO).
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hades



Joined: 01 Jul 2009
Posts: 656

PostPosted: Mon Feb 13, 2017 10:36 pm    Post subject: Reply with quote

It sounds kinda difficult to make said dynamic areas more of a tag game.

Faction A clears the area of monsters. (day 1)

Faction B clears the area of ritual preppers. (day 2)

Faction A clears the area . . . (continue until timed out)

It would have to be really challenging at some point to knock the opposing faction off for it to exemplify a meaningful accomplishment.
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beshaba



Joined: 02 Aug 2011
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PostPosted: Tue Feb 14, 2017 12:46 am    Post subject: Reply with quote

This is also assuming that you have multiple factions. Too many of the players seem to have foregone adhering to race or faith RP because of a fear of burning bridges with the low player population. I honestly expect most of the players to jump into one faction, so they all "win".
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cyric
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PostPosted: Tue Feb 14, 2017 3:35 am    Post subject: Reply with quote

beshaba wrote:
This is also assuming that you have multiple factions. Too many of the players seem to have foregone adhering to race or faith RP because of a fear of burning bridges with the low player population. I honestly expect most of the players to jump into one faction, so they all "win".


Noted in my post above that teams must change from event to event. Specifically I can see two ways to do this:

1. Hard assign teams based on faith, race, class, alignment, age, home city whatever.
2. Soft assign teams based on above, with a points penalty for switching sides to a "non natural" team: i.e. The drow helping out team elf.

Option: dilute individual rewards for teams with more players. I.e. Easier to win overall (and drive ic events) but less rewards per person.
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cyric
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Location: Singapore

PostPosted: Tue Feb 14, 2017 3:40 am    Post subject: Reply with quote

hades wrote:
It sounds kinda difficult to make said dynamic areas more of a tag game.

Faction A clears the area of monsters. (day 1)

Faction B clears the area of ritual preppers. (day 2)

Faction A clears the area . . . (continue until timed out)

It would have to be really challenging at some point to knock the opposing faction off for it to exemplify a meaningful accomplishment.

Think you're missing the point, that people need to be online and running around to do these things. If there are 15 ritual points, our players can't be everwhere at once.

To make it more challenging, could always spawn mobs from the stations who auto anyone from the opposing faction.
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Gia



Joined: 03 Feb 2017
Posts: 58

PostPosted: Sun Mar 19, 2017 1:41 pm    Post subject: Reply with quote

This sounds like fun.

A version in which you are supposed to "gather <item> and bring to X(or Y depending on your alignment)", where the faction that brings in the highest ammount wins, could potentially be more rewarding and add less "stress" for the players than a "capture the flag and repeat" version.

Trying out both versions could give plenty to do for different player-styles.

I do like the idea of dropping something like the "aura of chaos" into the game, like Verbannon described.*

For the low to mid-level players to get involved, one could perhaps plant some items in areas where high-level characters couldn't or shouldn't go - so they have to hire a "young adventurer" to get the item. This would give the young one a chance to prove himself to the faction in question.

Edit:
*The previous aura of chaos was very thoroughly destroyed though, save for a hidden fragment that, unknown to all, remains imbedded in the chest of one of the participating characters. Reforging the aura could be a quest/plot of its own though, leading up to "the event".


Last edited by Gia on Mon Mar 20, 2017 2:32 pm; edited 1 time in total
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Nienne
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PostPosted: Sun Mar 19, 2017 9:51 pm    Post subject: Reply with quote

Gia wrote:
For the low to mid-level players to get involved, one could perhaps plant some items in areas where high-level characters couldn't or shouldn't go - so they have to hire a "young adventurer" to get the item. This would give the young one a chance to prove himself to the faction in question.


I do like this idea - so that there's an equal validity to participation regardless of level Smile
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