Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Wed Mar 03, 2010 10:14 pm 
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Joined: Sat May 24, 2008 11:20 pm
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Location: Edmonton, Alberta
Just an idea for a bonus, how about turning off login thieves? I know if I didn't have to worry about junk getting stolen for some of my younger alts, I would be tempted to play them quite a bit more.


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PostPosted: Wed Mar 03, 2010 10:17 pm 
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the_me wrote:
Just an idea for a bonus, how about turning off login thieves? I know if I didn't have to worry about junk getting stolen for some of my younger alts, I would be tempted to play them quite a bit more.
Now here is something worth considering.

Additionally, de-hoarding should also take place during these rewards (if the sum total of a player's items is worth more than, say 2000 levels, you start to get good stuff picked off).


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PostPosted: Wed Mar 03, 2010 10:18 pm 
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Joined: Mon Dec 01, 2008 2:01 pm
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SK Character: Retired Troll
Bah! Stop hating on the hoarders, Nightwing, and start ganking them for their loot.


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PostPosted: Thu Mar 04, 2010 2:06 am 
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Joined: Thu Feb 28, 2002 4:00 pm
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SK Character: Viltrax
To continue the math theme: the likelihood of any additional/alternative reward idea being put into the game is inversely proportional to the amount of coding required by Dulrik, with a slight addition of how hard it is. :)

Login thieves is code-only - I can't even contribute to such a change to make it more likely. Any other ideas? PMs are welcome.


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PostPosted: Thu Mar 04, 2010 2:13 am 
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Um, how about two portals at each portal stone going to a neighbor country making a kind of loop around the realms for the day (ooc day that is)? That could be convenient for just about everyone. PKers have quick access or can camp a stone for an enemy to waltz through, newbs/young chars can go exploring the country they want to that much quicker, sorcerers can still keep themselves busy making their specialized gates and whatnot.


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PostPosted: Thu Mar 04, 2010 6:47 am 
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Things that everyone likes that don't have adverse affects.

1. XP Bonuses/Increased Regen (They don't have to be Bonanza-caliber, but a boost is always nice)
2. A very weak pet sold in each nation (or Uxmal) that has a script to become stationary and be a gate target for a matter of hours or more.
3. No area goes above yellow familiarity.

Okay, that's all I can think of off the top of my head.



Of course, the best reward that everyone would love would be to remove CRS. We'd have people coming in droves if CRS removal was the reward.


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PostPosted: Thu Mar 04, 2010 7:09 am 
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Use successful super special awesome treats already deployed in games, for example:

The Economizer -- all spells cost 1% ME during reward period, all skills cost 1% PE, and so forth
4x-cut -- all characters enjoy the benefits of having many attacks per round
Material Girls -- all characters regain access to the outfit command which now gives you very nice items that scale with level, including an element of randomness, but makes you aware they won't last forever

The important emerging pattern is that the tangible rewards do not spread outside the reward period. That is to say, you don't get an Excalipur that you get to keep after the period.


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PostPosted: Thu Mar 04, 2010 9:22 am 
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Baldric wrote:
Bah! Stop hating on the hoarders, Nightwing, and start ganking them for their loot.


That's something a hoarder would say


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PostPosted: Thu Mar 04, 2010 11:23 am 
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I'm unclear on what constitutes a code change, then -- because I would have thought that the auto-rez script is a code change.

The biggest problem is that you're effectively compromising the integrity of the game's core for indiscriminate periods of time. If the reward period and types were a bit more definitive, it would be far more interesting and appreciable. Additionally, the reward should be something that has a more profound impact on lowbies, since it's very likely that the influx of players will not hit GM in 50 hours like the vets.

Make it something small and appreciated: while in the bonus, players can purchase a piece of jewelry that scripts level 15-30 heal / energizer / refresh on the tick (a la the Exile jewelry). Make it easily accessible to lowbies, and make it crumble after an IC week. Script the seller to introduce the item so that new players understand the conditions under which it is available.

This way, you encourage influx and provide a huge benefit to training characters without overly affecting the end-game.


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PostPosted: Thu Mar 04, 2010 11:39 am 
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When I saw this bonus, I knew someone was going to dislike it. I just thought that someone was going to be WiccanDiva.

Relax, max. This is no worse than original death. :P


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