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 Post subject: Incentivizing PvE
PostPosted: Mon Feb 02, 2015 10:31 pm 
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Mortal

Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
I want to start this thread to discuss the potential rewards that someone could get by accomplishing difficult PvE.

I think Finney was the one who brought up 'gear tokens?'
Exchange them at the adventurers guild to get 5 random pieces of loot.
Not a bad idea.

I think that it would be nice to gain loyalty tokens for accomplishing each.
Or, we could go with 'loyalty fragments.' Exchange 5 Loyalty fragments and get a loyalty token.
You have a list of pve locations. [syntax: 'month' or 'monthlies']
It would show you the pve areas that you've cleared/completed since the monthly reboot.
Every reboot, the pve system resets.
We could say that Killing Radi Kenga and his golems/elementals gets you five LF (loyalty fragments)
Killing the folks in cain techt or the end of the Orc hive gets you one LF each.
An additional LF is given to the party leader (incentivizing being the one leading the group. I'd prefer it calculate 'number of rooms lead' via the follow command. But that's a bit of a stretch.)
Each PvE or boss can be given a value. A representation of the LF's given to each party member that is present when the boss of a pve area dies.


I think this would be enough to convince vets to take more and more players to different areas.
People would pay for a guide because they want the LF's. They would learn along the way.

Discuss and let's try to stay on topic.


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 Post subject: Re: Incentivizing PvE
PostPosted: Mon Feb 02, 2015 11:24 pm 
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Joined: Wed Nov 05, 2014 9:19 am
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[FLAME REMOVED]


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 Post subject: Re: Incentivizing PvE
PostPosted: Tue Feb 03, 2015 8:36 am 
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Lumiere wrote:
I think that there should be an incentive for PvE that incentives people to make pairs of gnomes, in which at least one of them is a sorceror.


Also known as the "Wert option". I like it!


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 Post subject: Re: Incentivizing PvE
PostPosted: Tue Feb 03, 2015 10:20 pm 
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Joined: Wed Nov 05, 2014 9:19 am
Posts: 309
[CRITICISM REMOVED]

You know, that wasn't really a flame.

It may have been off-topic, tongue and cheek and critical, but I didn't really say anything about anyone. I just made fun of a game change in a non-vulgar and non-personal way.

Sensitive, much?

... So, anyway.

PvE rewards.

Yeah.


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 Post subject: Re: Incentivizing PvE
PostPosted: Wed Feb 04, 2015 7:56 am 
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Joined: Sat Jun 21, 2014 8:41 am
Posts: 308
The part I quoted was funny. :wink:


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 Post subject: Re: Incentivizing PvE
PostPosted: Thu Feb 05, 2015 8:30 am 
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Mortal

Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
So nobody is going to try and push this idea? Or...
I guess I should have made it a poll.

Monthly Loyalty fragments. Yay or nay?


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 Post subject: Re: Incentivizing PvE
PostPosted: Thu Feb 05, 2015 8:43 am 
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Joined: Fri Apr 17, 2009 9:50 pm
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We could skip a lot of the nonsense, remove the scarcity limits on all gear and coin, and just allow returning players to start at level 35.

The game would see more activity and PvE experimentation.

Fragments, tokens... if the SK of 2001 could see what the SK of now is talking about, I imagine it would have a lot of things to say. SK cannot become an MMO. Using MMO models won't work.


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 Post subject: Re: Incentivizing PvE
PostPosted: Thu Feb 05, 2015 10:51 am 
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Mortal

Joined: Fri Jun 07, 2013 7:11 pm
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Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
How is this an mmo concept? This is an RPG concept.
A lot of PVE requires solid groups. Nobody wants to join these groups because they have nothing to gain from that particular PvE.
I'm trying to come up with something so that everyone can benifit from these trips, making them much more frequent.

Right now, loyalty tokens for leadership/mentoring and phat loot are our only motivators.
(Also bragging rights, I guess. But that is a personal motivator, not a code-based motivator)

Fragments would increase travel across Pyrathia. And I think it's important if the different areas want to be utilized. Knowledge is already lost, as it is. Let's not let the few vets we have left die off too.


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 Post subject: Re: Incentivizing PvE
PostPosted: Thu Feb 05, 2015 10:53 am 
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Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
Also, the 'leveling sucks for returners' concept has been solved by the bonus exp for LT's.

Gear scarcity? "Sk is swimming in loot right now."


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 Post subject: Re: Incentivizing PvE
PostPosted: Thu Feb 05, 2015 12:00 pm 
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Trosis wrote:
Also, the 'leveling sucks for returners' concept has been solved by the bonus exp for LT's.

Gear scarcity? "Sk is swimming in loot right now."


+20% xp doesn't make levelling less of a boring endeavor. Especially not with the dumb familiarity code active.

SK isn't swimming in loot either. SK is swimming in garbage that's basically a waste of vnums and builder time. There's a reason the people saying the game is swimming in loot are...gasp..imms who don't play the game.

I don't see Nashira playing a character and running around in his awesome tanso-AC adamantite w/ travelling endurance enchants, or his cool helmet with detect magic script, do you?

It's even funnier, because now with the way enchant works, you can't even take a pretty set of sub par eq and enchant it to be good, like you used to. Literally 90% of the items in the game are worthless and I feel sorry for all the builders who had their time wasted by that change. Armor that comes without saves is only good for MR barbs, which means any mithril/energy/cloth (basically, not heavy armor) that comes with any innates other than saves or MR or ap is garbage you shouldn't even look twice at. Most gear comes with MP or lolattributes.


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