Shattered Kingdoms

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 Post subject: Off-Hours Incentives
PostPosted: Wed Mar 02, 2011 5:52 am 
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Mortal

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1086
Location: DC
So, playing in off-hours sucks. I know this is a small segment of the population (no #*$&, right? Players found: 5), but would it be unreasonable to request a little novocaine for the process? Such as the oracle taking only 1 tick instead of 3 during, say, the midnight-8am period?

Just throwing it out there. I know I can be more cautious and not die, but where's the fun in that? Trying to have a little play time and then losing 3 ticks of xp for it is making playing in this time slot (where my 70 playtime hours have happened, mostly) seem less and less appealing. I've probably lost two levels #*$&ing off with my stupidity-tempting class.

Just a little nudge from a small corner of the casual player market here at SK.


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 Post subject: Re: Off-Hours Incentives
PostPosted: Wed Mar 02, 2011 7:40 am 
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Mortal

Joined: Fri Jul 23, 2004 7:50 am
Posts: 1097
Location: At home. Or work, maybe. Or working from home.
This is why I wish the "high player count" incentive was reversed. We need the auto-rez when there are few players on, not when there are many.

Better high player count incentives would include:

[*]A even higher benefit to group experience (that is, the bonus of having group members, and possibly the level cap between members for familiarity)
[*]Bonanza-style regen rates
[*]Decreased familiarity penalties (perhaps lowering by one "level")
[*]Increased mentor bonus (mentor activities provide a proportionately higher "boost" toward the next mentor point)
[*]Decrease bounty NPC spawn rate


All of my suggestions revolve around the fact that high player counts usually involve the introduction of low-level players, better player interaction, and large groups: rewards should be focused on encouraging these aspects, not giving people a free get-out-of-jail card when it is least needed.


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 Post subject: Re: Off-Hours Incentives
PostPosted: Wed Mar 02, 2011 9:47 am 
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Mortal

Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
I agree with both jerinx and Nightwing.


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 Post subject: Re: Off-Hours Incentives
PostPosted: Wed Mar 02, 2011 7:09 pm 
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Mortal

Joined: Wed Mar 06, 2002 10:34 am
Posts: 1505
Location: Los Angeles, CA
Will I love this idea as I am normally playing during overnight hours.


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 Post subject: Re: Off-Hours Incentives
PostPosted: Wed Mar 02, 2011 7:37 pm 
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Mortal

Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
The playcount follows a relatively stable 24-hour trigonometric cycle. That cycle could be used to alter items in the game in a very congruent fashion, such as XP costs, availabilities of certain bonuses, and so forth, using a moving 24-hour mean to determine the base degree of change.

It would be an elegant solution that would automatically resize to fit the playerbase, encouraging activity of all kinds.


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 Post subject: Re: Off-Hours Incentives
PostPosted: Thu Mar 03, 2011 7:49 am 
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Mortal

Joined: Tue Dec 28, 2010 9:53 am
Posts: 128
I agree the auto rez should be geared towards lower numbers, I would do something to promote interaction while there are people about and not chase people away when there is none.


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 Post subject: Re: Off-Hours Incentives
PostPosted: Thu Mar 03, 2011 8:59 am 
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Mortal

Joined: Sat Oct 02, 2010 10:24 pm
Posts: 483
I agree, this is a great idea. If the goal is to have more people on, the incentive should be when the number is low. Rewarding large numbers is fine, but the reward can simply be all of the new possible interactions. But there's still no incentive to do anything when the numbers are low. Putting the incentive there would incline people more to go on if they think numbers are low. And the more people that are so inclined, the more people are on. They'd loose that extra incentive, but they'd then have the higher number that everybody wants. Think of it like an amusement park offering lower rates during the off season to try to bring people in. The way we apply the rewards here would be like offering the discounts during the summer when everbody already comes, and make the the off-season even that more empty.


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 Post subject: Re: Off-Hours Incentives
PostPosted: Thu Mar 03, 2011 9:54 am 
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Mortal

Joined: Tue Dec 28, 2010 9:53 am
Posts: 128
Add an xp bonus that increases with the number of people on, moe people more xp gained, that would be a great incentive to get people on and keep them on.


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 Post subject: Re: Off-Hours Incentives
PostPosted: Thu Mar 03, 2011 10:28 am 
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Mortal

Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
We could also have incentives for role-play with higher player numbers. Like, perhaps, increasing the frequency of the portal stones so it's easier to get around and interact.


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 Post subject: Re: Off-Hours Incentives
PostPosted: Thu Mar 03, 2011 10:48 am 
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Mortal

Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
This has the Pesownt INC. seal of approval.


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