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Ranik
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I'd been brainstorming low development time ideas or changes that would help with game content. Some of these are likely suggestions others have made previously but it couldn't hurt to get them all in the same place. Everyone feel free to add any other ideas you may have with the guidelines of them being Low development time with high return to player gameplay.

 

Darkfall key system - Darkfall had a unique key system that involved enemies very rarely dropping different quality keys depending on the enemies rank. The keys could come from just about any enemy but they then needed to be used at a corresponding chest which was equally rare and only existed in certain fixed locations. 

  • Excitement on finding a key was significant. Lead to "Oh crap" moments and running to go bank vs people hunting you and getting it. 
  • Limited number of fixed location chests led to predictable pvp areas. "Lets go to the Centaur camp, it has a gold chest in it and people might be there"
  • Random chest systems are already in the game, some of this could be repurposed to instead spawn the chests in fixed map tiles in "dungeon" type areas. 

 

Hunger Crystal Events- Hunger crystals are currently in a half finished state right now where they don't spread IIRC. But either way they are fairly boring. Let Hunger crystals occasionally "Go off" for short periods of time. The active Hunger crystals could have some sort of swirling cloud effect added to their snow effect and would offer better risk vs reward for those that entered their bubble. Much better loot, but worse hunger decrease and even some damage over time.

  • Adds something to the somewhat tame existing hunger crystals
  • Could be used to explain WHY the hunger crystals expand at night if not harvested (if that is ever put in game)
  • Would offer Harvesters an equivalent to hunting thralls at night or a timed harvesting event.

 

Fort Rework- Currently forts are only useful for 1 hour a day and totally locked down for the rest. I'd suggest a ground up rework to change them to 2-3 hour active windows where if people stand in the circle, they will slowly generate resources inside the chests. These resources then need to be steadily moved out while the occupying group continues to "Work" the fort or be risked by everyone staying in place. Mobile banking needs to be removed (as it should be) and global banks need to be a rarer for this.

  • Creates a larger guaranteed time period where you will get player conflict, get resources or both. As opposed to now where you may somehow get none of the above if your timing is bad.
  • Prevents most of the useful fort time from being the "off hours" as it produces materials magically. Instead, players must risk their butts and time to produce things by being present.

Shadowbane style advantage / disadvantage disciplines when? ~Yianni 1/21/21

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1 hour ago, Ranik said:

Hunger Crystal Events- Hunger crystals are currently in a half finished state right now where they don't spread IIRC. But either way they are fairly boring. Let Hunger crystals occasionally "Go off" for short periods of time. The active Hunger crystals could have some sort of swirling cloud effect added to their snow effect and would offer better risk vs reward for those that entered their bubble. Much better loot, but worse hunger decrease and even some damage over time.

  • Adds something to the somewhat tame existing hunger crystals
  • Could be used to explain WHY the hunger crystals expand at night if not harvested (if that is ever put in game)
  • Would offer Harvesters an equivalent to hunting thralls at night or a timed harvesting event.

A random night event where Hunger Crystals just start popping out major thralls would be an awesome PvP hotspot.

"Hunger Crystal at P22 is overflowing with Hunger!"

Extra stronger Hunger effect and radius. Stronger Thralls mobs. A bunch of thralls.

Edited by BarriaKarl
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1 minute ago, BarriaKarl said:

A random night event where Hunger Crystals just start popping out major thralls would be an awesome PvP hotspot.

"Hunger Crystal at P22 is overflowing with Hunger!"

Extra stronger Hunger effect and radius. Stronger Thralls mobs. A bunch of thralls.

I think that's way better than what I had in mind. 100%

Shadowbane style advantage / disadvantage disciplines when? ~Yianni 1/21/21

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38 minutes ago, BarriaKarl said:

A random night event where Hunger Crystals just start popping out major thralls would be an awesome PvP hotspot.

"Hunger Crystal at P22 is overflowing with Hunger!"

Extra stronger Hunger effect and radius. Stronger Thralls mobs. A bunch of thralls.

That's a great idea!

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Scavenger Campaign Ruleset (AKA Extreme No Import)

  • There are no forts, castles, or keeps.
  • No Imports.
  • No Banks.
  • No Crafting Stations.
  • Broken Temples: This world's temples are completely decimated. They contain no vendors, and no banks. Only the food tree and runegates.
  • Each map contains two beacons.
  • Each map contains six pig spawns and two refineries.
  • The beacon has 50 bank space. You may deposit items in the beacon but they can not be removed.
  • Every hour, all beacons become active, and may be captured for the next 15 minutes.
  • You may not change zones during the active window. Runegates are disabled to give power to the beacon.
  • If your guild or faction owns the beacon at the end of the capture window, all items in the beacon are sent to your world bank, and you gain 50 export tokens.
  • Your guild or faction may only capture one beacon.
  • This campaign ruleset prioritizes living off the land, and making hard choices about what to carry and what to send home.
  • Glory cards - Sacrifice items to the braziers at god outposts.
  • Power cards - Successful beacon captures for the season, successful outpost control over time.
  • Wealth cards - Amount of loot type X successfully delivered to beacon.

Wild Hunt Ruleset (AKA Capture the Stag)

  • There is no seed vendor. Imported seeds can not be used.
  • All Outposts owned by your allies apply a 30 second 20% mount speed buff when passing through the capture circle.
  • Each siege window, a number of Mystic Stags spawn on each map, replacing a random animal spawner, equal to the number of open siege windows.
  • Mystic Stags are equivalent to a rank 10 Ancient Elk. When Killed, they drop one Hunter's Sigil.
  • Players in posession of an Hunter's Sigil have their heraldry replaced with a white stag, so that they can be easily identified at a glance.
  • Fort windows are closed instantly and control is given to any guild/faction which places a Hunter's Sigil within the throne. If no Hunter's Sigil is used, normal circle standing mechanics determine ownership.
  • Keeps have no tree of life or bane trees. The Tree of Life is replaced by a shrine to D'Orion. Placing a Hunter's Sigil on the throne instantly ends the window, and delivers control the the keep to the guild/faction that placed it. If no Sigil is placed, the owner retains control of the keep.
  • All Hunter's Sigils are destroyed upon use, or one hour after being looted.
  • This campaign ruleset prioritizes effective splitting of forces and tactical use of limited sigils to claim victory.
  • Glory - All Glory Cards require the sacrifice of a Hunter's Sigil, preventing it from being used to claim POIs
  • Power - All power cards require the successful use of Hunter's Sigils in POIs, either your own or enemies.
  • Wealth - Unchanged

The Sundering Ruleset (AKA Oh The Horror)

  • Every map contains a Hunger-Fallen shrine to <Randomly Generated Hungered Horror Name Here>
  • Other God Shrines display evidence of Hunger corruption. Their influence is especially weak in this world.
  • This world has three seasons. All of which are Winter.
  • The Hunger-Fallen Shrine tracks sacrifices over time. All items may be sacrificed to the shrine. The Shrine displays the current top three sacrifice amounts, as well as your guild's amount if not in the top three. Sacrifices are calculated on a per-member basis.
  • Claiming a fort or Keep removes you from the list, and prevents further sacrifices. Those aligned with the gods are shunned by the Horror.
  • During any fort or keep window, any guild/faction on the top five list may activate the shrine, summoning the Shrine's Horrific corrupted demigod as a follower (like a pig, but bigger, scarier, and capable of fighting back)
  • If the Horror survives to the end of the window, the parcel on which it rests at the end of the window is consumed by hunger, destroyed, and removed from the map.
  • The Horror may not destroy runegates, nor destroy a parcel that would make the map non-contiguous, but it may destroy all other POIs, including keeps, castles, pig spawners, outposts, or anything else. If the Horror rests on an illegal parcel it will select the closest legal parcel to destroy.
  • Successful summons place the guild's sacrifice value at a negative of what it was. This means if you sacrifice 10k XP, then summon, you'll need another 10k xp to get back to zero while those that did not summon remain in place. This allows sacrifices to be used as a defensive or offensive option, and makes chain summoning much more expensive than summoning if you haven't yet.
  • This campaign ruleset prioritizes tactical destruction and political maneuvering for a dynamic, destructive, claustrophobic, and combat heavy ride to ruin.
  • This campaign ruleset re-uses maps from previously completed campaigns, plunging these worlds to their final death.
  • Glory - All Glory Cards are Corrupted. There is only one glory, to the Hunger. Top Glory card awards those who successfully destroy parcels. Bottom Glory cards award destruction of specific parcel types (most forests, outposts, towns, etc.)
  • Power - Unchanged
  • Wealth - Top Wealth card is Corrupted. Those who destroy POI value gain Wealth points. Outposts being the lowest value, then pigs, forts, keeps, and finally the castle.
Edited by PopeUrban

PopeSigGIF.gif

Rub rock on face and say "Yes food is eaten now time for fight"

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This has been my soap box lately. Too much farming, not enough fun. Maybe these suggestions don't count as 'low development time', but...

Wartribe Shrines - Horde / King-of-the-hill style activity that spawns in wartribe camps. Players hold the objective and fight increasingly powerful waves of NPC mobs while defending from PCs as well.

Relic Sacrifice -  Items looted from special legendary animals that spawn in forests, canyons, etc. Carried to in-zone god statue and sacrificed. Courier is highlighted by runegate-like beacon. (this basically exists for that one specific victory card, polish it a bit, and make it a constantly active thing).

Caravans - Payload type moving PvP objective. Spawned by player resource turn-ins at outpost type location. Travels set path to refinery type location. Spawns wartribe ambushes and other events along the path.

Capture the Artifact - Capture-the-flag type activity. Held at forts and/or keeps, taken at siege times, carried to another in-zone location. Provide buffs.

Fractured Zones - Floating islands connected by network of runegates. Runegates only allow X number of players before shutting down for a cooldown timer. Like a small group, PvP maze.

Edited by Pystkeebler
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