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Kashkalgar

I Want To Sell My Immortality To The Hunger!

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Let's use griefers to make the game more interesting!  I would like to see the option for someone who has killed many lower level players, or looted many other players, or betrayed their lord, etc. to be given the option to give up their immortality for power.  The benefit for them would be increased power, or access to another sheaf of skills.  The drawback is that they cannot hold any titles or lands, and that when they die their character is deleted.  

One could offset the permadeath a bit by giving these 'villains' a repeatable quest to collect a one time use resurrection item.  In that case one should allow non-villain players to invade that quest and try to stop the villain from collecting the item.

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I love this idea.  It would be interesting if a reward in the dregs was to become part of the hunger.  After you are consumed by the hunger you can enter any campaign when it's winter to help devour the world.

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The deepest core of the Dregs will be an FFA every-man-for-himself server, right?  Well whoever "wins" that scenario gets to claim the power of the Hunger for themselves and dies fantastically before becoming the Hunger Beast and attacking one of the less hardcore campaigns as a raid boss.  With raid boss powers at his disposal and the greatest AI ever invented -- your brain.  In this case AI stands for Actual Intelligence.

 

You can't tell me people won't go to frightening lengths and work EXTREMELY hard to power up their characters enough to be able to seize the throne of the solo world for the right to play god.  Heck, this already works out great in Asian MMOs where the top PVPer is granted deified powers and can take on hundreds of people solo.  Some players even spend tens of thousands of dollars on the game's cash shops just to be that guy.

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One could offset the permadeath a bit by giving these 'villains' a repeatable quest to collect a one time use resurrection item.  In that case one should allow non-villain players to invade that quest and try to stop the villain from collecting the item.

That would be a no go. There would definitely be guilds that just focused on doing this over and over to achieve constant immortality while having increased power.


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That would be a no go. There would definitely be guilds that just focused on doing this over and over to achieve constant immortality while having increased power.

I agree, unless it was limited to 1 res picked up per villain.  If the villain uses the res, they have to do the quest again... and the heroes will be waiting.

 

Edit: I should not have used the word 'repeatable'.  I meant that one could repeat the quest when one had used the item.

Edit2:  The idea of the res item is to give the villain one last, desperate chance to hold on to (hard won) power.  If heroes could enter this villain quest as a 1 day campaign and either build to slow the villain down or confront him directly, it gives the player base a way to put a 'permanent' (until they roll another character) end to a large threat.

Edited by Kashkalgar

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The deepest core of the Dregs will be an FFA every-man-for-himself server, right?  Well whoever "wins" that scenario gets to claim the power of the Hunger for themselves and dies fantastically before becoming the Hunger Beast and attacking one of the less hardcore campaigns as a raid boss.  With raid boss powers at his disposal and the greatest AI ever invented -- your brain.  In this case AI stands for Actual Intelligence.

 

You can't tell me people won't go to frightening lengths and work EXTREMELY hard to power up their characters enough to be able to seize the throne of the solo world for the right to play god.  Heck, this already works out great in Asian MMOs where the top PVPer is granted deified powers and can take on hundreds of people solo.  Some players even spend tens of thousands of dollars on the game's cash shops just to be that guy.

 

Great ideas.  I envision the Hunger Beast being an unquenchable monster who's only purpose is to devour worlds.  When playing as the beast you should not be able to distinguish between players.  Players are there for you to consume none of your old alliances have any hold over you.  And you must consume all that is in your path to gain power.  A key disadvantage is the beast will have no access to the map.  He is also only allowed to enter a world during the winter season.  If the player logs out the beast remains in the world surrounded by impenetrable ice.  This allows players to hunt him down and ambush him when he logs in.  And if players do manage to kill him it is permanent (the player returns to his original form).  

 

However if the player manages to to survive the winter and attain enough kills he is rewarded.  His character is returned to normal and he gains access to the Werewolf or Necromancer disciplines (depending on his base class). 

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Let's use griefers to make the game more interesting!  I would like to see the option for someone who has killed many lower level players, or looted many other players, or betrayed their lord, etc. to be given the option to give up their immortality for power.  The benefit for them would be increased power, or access to another sheaf of skills.  The drawback is that they cannot hold any titles or lands, and that when they die their character is deleted.  

One could offset the permadeath a bit by giving these 'villains' a repeatable quest to collect a one time use resurrection item.  In that case one should allow non-villain players to invade that quest and try to stop the villain from collecting the item.

 

You basically mean you couldn't back the project? Because this way you have nothing to lose but at the same time gaining power. But also think about the process of remaking accounts. I think this will cause a lot of stress on the system if players are constantly being deleted and made.


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You basically mean you couldn't back the project? Because this way you have nothing to lose but at the same time gaining power. But also think about the process of remaking accounts. I think this will cause a lot of stress on the system if players are constantly being deleted and made.

I can't back because I'm unemployed and every cent counts.  Sorry about that.

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I can't back because I'm unemployed and every cent counts. Sorry about that.

Might want to skip game development when considering potential positions to apply for.


 

 

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Might want to skip game development when considering potential positions to apply for.

For the record I like the core concept of introducing consensual permadeath into the game. It increases character value if done right, though it would be hugelty abused if it made you significantly stronger. (Guilds would create smurf characters, then farm whatever is required to empower someone.)

 

There is no way you can prevent 'prior allegiances' from mattering. Hide whatever parts of the UI you want, I'll run an escort in mumble to call targets.

Edited by drakkus

 

 

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Might want to skip game development when considering potential positions to apply for.

Perhaps you are right that my idea is game-breaking garbage.  The good news is that if by some chance it gets into the game you have options.

 

A) Ignore it.  Don't roll a Hunger Beast, Don't join campaigns which allow HB invasion, don't join guilds who smurf up HBs for use in campaigns.  If it is really a bad idea, enough people are going to ignore it that it will go away.  That's the beauty of Crowfall.

 

B) Abuse it harder than anyone.  That's where good emergent gameplay comes from.  "Can mining" in Eve wasn't a designed thing; a developer came across it on accident.  Did they 'fix' it? No, because it created an interesting cooperative gameplay.

Edited by Kashkalgar

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For the record I like the core concept of introducing consensual permadeath into the game. It increases character value if done right, though it would be hugelty abused if it made you significantly stronger. (Guilds would create smurf characters, then farm whatever is required to empower someone.)

 

There is no way you can prevent 'prior allegiances' from mattering. Hide whatever parts of the UI you want, I'll run an escort in mumble to call targets.

 

If one guild gets good at farming hunger beasts then other guilds would just start training in the Beast Hunter discipline.  

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Might want to skip game development when considering potential positions to apply for.

 

 

This comment really made me laugh.  I would rather hire an out of the box thinker willing to swing for the fences then someone that plays it safe.  

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That wouldn't be cool exactly as you said it but when we all pick a "god", if there is a Hunger prayer system where you get increased health, damage, and resistance, but ultimately have one life, it might be cool. Plus as the seasons progress, your character could deteriorate like the rest of the world. Might be cool.

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If one guild gets good at farming hunger beasts then other guilds would just start training in the Beast Hunter discipline.  

 

So now we're adding a hard-counter, too? So, now we have a system that changes the entire campaign dynamic, requires art assets, UI, and balancing, and now we have an entire extra discipline to create to go along with it.

 

Sounds like a significant development cost for.. what benefit, exactly? The ability for a few players to play as a super unit and swat all the little flies? (Which would be fun as hell, don't get me wrong.) I'm going to assume that these beasts would be banned from entering campaigns that have zero-import rules as well, otherwise you undermine the entire concept of 'clearing the board', which would limit the potential benefit even further.

 

It would make a nice feature to advertise, maybe, but I don't think a system like this would benefit enough players to be worth the hundreds and hundreds of man-hours required to make it.


 

 

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