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Thothie said:I suppose there isn't much left to do for a rather minor patch, but I don't think that's going to be enough. I don't really know how we're going to renew our player base without moving to a new engine or some such.
Probably a joke reference to yonder. (But yes, MiB has been busy with Minecraft, and running an MC server can be a full time job.)FER said:For serious or just a joke from this new minecraft fetish of yours?
I mean, just beacuse its minecraft engine means blocky msc?
but the problem is getting a way to have it make the 80$ per month for server costs.
There's been plans to allow random NPC's to give you random quests, sending you to random areas, generating rewards and encounters, based on your level. The minibosses and minions generated by such would likely be nasty enough to encourage gathering multiple players for assistance, though working out how to reward them all, beyond raw XP for the encounter (boss flagging said encounters) would be a bit trickier.TheOysterHippopotami said:[Dynamic Quests] [Guild vs. Guild Maps]
Idea would be to make a more accessible and newer engine, rather than an older and less distributed one. Not that there aren't sources for plugging in pixel lighting and proper bump mapping into Half-Life's modified quake engine as well, but I'm hesitant to do so, with the performance issues that just adding bloom added, on top of the existing ones.ceriux said:[Modified Quake Engine]
TheOysterHippopotami said:Here are a couple of ideas I have to bring something "new" to the game that will also encourage interaction between players:
Have you ever played Final Fantasy XII? If so, then you are familiar with the games hunt system. I propose a variant on this system. Basically, players would have the options of accessing a series of random 'jobs' when they spoke to the barkeep at a tavern. The jobs available to players would be static across all servers and the list of jobs would be randomized every week or two. The catch is, only one person can complete a job and once this is done, the job is off limits to the rest of the player base until the next 'rotation' period and even then, it can only be accessed if it randomly shows up in the job list.
Moreover, the rewards for these quests should be 'trophies' like the shad medal and, more importantly, a 'Stanley Cup' element should be introduced so that only one person can have a particular trophy at any given time. So, these quests become a race to see who can finish first and then victorious players defend their 'championships' from other players by continuing to compete with them any time said quest generates randomly in the job list.
On a side note, I hope that the tavern at the Underkeep (called 'The Black Toad') can be used as a staging ground for this mechanic.
Another way to bring players together is to make quests that require different types of players to be together at the same time. For example, perhaps a violent rapist could be prowling the streets of deralia between the hours of 12:00am - 4:00am, but the only way that players could lure him out would be to have a female player in the party.
Also, secret areas in maps that can only be accessed if players work together will help. An example, to open the door to an ancient dwarven treasure vault two ancient machines would have to be activated within 10 seconds of each other, but the machines are on opposite sides of the map. This would force players to divide their forces in an attempt to access the treasure.
Or, perhaps there could be a hole so small that only a dwarf could fit through, and, once inside the tunnel a switch could be activated that opens a door. To make things more interesting there could be a bunch of strong magic based enemies inside(and dwarves would be less adept at fighting magical enemies than an elf or human so it would be useful to have an elf nearby to buff you before you go in), or there could be a chance for either physical monsters or magical monsters, but the players never know which it was going to be.
Guilds could also compete with each other to turn in artifacts, items, potions etc. in exchange for GP, or 'guild points'. At the end of every 'season' (say 4 or 6 months) a 'trophy' type item could be awarded to the guild with the most GP, and then the game would start over. The 'Stanley Cup' principle would apply here, too, and so the winning guild of the next 'season' would usurp the trophy from the previous guild.
These are just a couple of ideas I have that could really improve this game and it's because the game has potential like this that I stick around (and continue to map).
TheOysterHippopotami said:The absolute last thing we need is a bonus XP system or more pointless leveling. We need stuff to do. What on earth makes you guys think its a good idea to level past the only content this game actually has as fast as possible? We've been seeing the degenerate effects of this philosophy for years and it's gotten completely out of hand in the past two. For years now there has been virtually nothing to do except grind one area in one single, solitary map. For months there was nothing to do but spam one area in umulak, and then for well over a year there was nothing to do but rush to the end of orc_for and kill the spiders (took less than 1 minute to get there) and now there is only one thing to do: Rush to the boss in orcfor and spam him for stupid amounts of XP.
MrJohnson said:I generally support more XP in the easier regions where potions are not needed for survival. I mean nobody wants to grind forever, just to go to another map to start grinding again - that ain't fun.
That's why I propose more than just a character wipe. We need a character wipe after we re balance the game.Right now a character wipe wouldn't benefit in anyway to the community
This is a mute point for a couple of reasons. First of all, there is hardly an active player base in the high level range anymore. Hell, most high levels don't even come back to check out new patches. I know I don't. A couple of years ago this was a serious and valid point but things have changed. There isn't much of a player base remaining to actually quit on us.the players right now, who managed to get far will likely quit, leaving the mod completly dead, with no active members.
This game is still in beta. Stuff like this is absolutely necessary before any semblance of a 'final product' can ever be released.This is like you telling us to completly give up on the current ms:c and start a new one