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Your View: 4.5.1 Event Map Preemptive Thoughts

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Did you like the old 'bounty board' monster hunting events?

I had greatly enjoyed the monster hunting events, however I personally would like to see more RP into the bounties themselves. Instead of just saying on the forums there is a rare creature, monster, or evil thing at so and so location. It'd be cool to have a simple reasoning or cause for the bounty. To provide some sort of reasoning to go there besides the money. Instead of saying there is a horde of Vodniks in Shrecks Swamp. You could add flavor text saying, vodniks have been attack the area surrounding Shrecks' Swamp, making the route impossible to pass for traders and travellers. A small flavor text like that in a post could make the actual reasoning for taking a bounty more immersive 

What is your opinion on PvE in events?

As long as there is some reasoning for it, and as said above not just killing a ton of mobs then in the end saying "We did it." Atleast have Rp and only use it in necessity. For larger events.

What do you think of allowing some events, such as dungeons and fights, to be repeatable to allow different groups to experience the same event?

I like this idea of adding replay-ability to a dungeon or event area. Instead of using it once and scrapping it. It could be cool to see maybe a few IC years after an old ruin filled with spiders had been destroyed, a small group of bandits took over the ruin now that it is safer and are tolling people along hte road nearby. Or a Dark mage took it over now using it as his lair. It'd make the world feel more dynamic and changing if old ruins and event areas were reused. As well, make old ruins not just simple set pieces used for one event to hold no more meaning afterwards.

 

What is your opinion on large event storylines? How can they be improved?

I personally feel like the server could use some sort of general storyline that we could follow. Many people do not want to partake in nation events or wars that many people resort to because of the lack of a general story. And I feel like it could spark new interest if we had a one. The two things I would like in a preferred server wide storyline would first be lore. This could be old lore that we as a server only touched upon lightly that could even be server changing. New and abundant knowledge that we can learn with each event and keep us interested in. I personally would much rather learn something about the server such as, how the aenguls actually came to be, what the void is, or ICly learning about an ancient culture like with Rivel. Than gaining some amazing god book, staff, sword what have you.

 The second thing an ideal Serverwide event would have is it being Dynamic. Kind of what the harbingers tried doing towards their end with not being as scripted in attacking settlements and having the option of the settlement being destroyed or saved. I personally dislike scripted events where beginning to end is all planned with premade emotes. Perhaps in some occassions if it fits the scenaro, though if we have an antag for example, they should be a constant threat, where each event there is a feeling of change, be it Gaining something (Lore, artifacts, defeating something) or losing (Losing a city, important character dying). 

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How many players do you think can work in an event?

10~

Did you like the old 'bounty board' monster hunting events?

Yes.

What is your opinion on PvE in events?

Need a mix of these and roleplay ones.

What do you think of allowing some events, such as dungeons and fights, to be repeatable to allow different groups to experience the same event?

Yes.

What is your opinion on large event storylines? How can they be improved?

They are good. 

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How many players do you think can work in an event? This one depends entirely on how many staff there are to service the players, and how large in scope the event is.

 

Did you like the old 'bounty board' monster hunting events? Yeah, those were cool.

 

What is your opinion on PvE in events? It's okay. 

 

What do you think of allowing some events, such as dungeons and fights, to be repeatable to allow different groups to experience the same event? This sounds like it could make events a lot fairer and more accessible.

 

What is your opinion on large event storylines? How can they be improved? Do away with scripted storylines, and instead make concessions for the dynamic and impactful in-character roleplay that made Aegis so great. The players are perfectly capable of driving a story for themselves, provided they are not curtailed by rules and mineman mechanics.

 

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1 hour ago, KarmaDelta said:

Is it true that 5.0 will be an elven map?

What do you mean "elven map"

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How many players do you think can work in an event?

 

If it's an expedition, one that not everyone will survive you can stand to bloat the numbers. A lot of our North Anthos events started with 20-40 people and real decisions to obstacles dwindled those down to 10 or so. The problem with higher numbers in an expansion is keeping track of all of them. Theoretically it doesn't matter the size so long as you have staff to guide them.

 

Did you like the old 'bounty board' monster hunting events?

Of course! Some of my favorite events. Granted as a past Marked Man I got spoiled a bit. (Both us going to staff, staff testing it out on us and is creating our own events). I would go as far to say you should make a temp app for non-ET to be trained to play as an event monster. 

 

What is your opinion on PvE in events?

 

So long as it's not just PVE I like it. Example: you barricade yourself and group in a chapel, the hordes of undead bashing against its walls. A breach is made in the east wall & you must push to close it or face death. 

 

I think the staff should play around with region perms. Having the ability to manipulate your surroundings in PVE makes a difference.

 

What do you think of allowing some events, such as dungeons and fights, to be repeatable to allow different groups to experience the same event?

 

Of course. Of course. Of course. Events on a good day serve 10-20 peeps. All that work for a one time use is a huge waste and a missed opportunity. The more people who get to experience it the bigger impact it has.

 

What is your opinion on large event storylines? How can they be improved?

 

Exposition is passed over too much. Like once the Undead were back they just seemed to raid and not much else. Strong storylines have branching storylines unrelated to the main progress of the event. They are used to draw in more people. 

 

Example:

 

group 1 starts storyline & is now 3 events down the line.

 

group 2 missed those three events but think it's awesome. Staff introduce the storyline through side-quests/events that help lead more people to the main storyline.

 

Also pacing and timing. Tell people the dates of main storyline events. Perhaps run those events 3-5 times over a week? Don't take too much time between events & RP regularly. That's the glory of re-running events. The more you RP it the more it means. 

 

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8 minutes ago, Wykem said:

What do you mean "elven map"

 

A map that is uses Elven history lore heavily.

Like Athera was with the failed Dwarven events.

 

From what I heard, it went:

Dwarves, Elves, Orcs, Humans

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Just now, KarmaDelta said:

 

A map that is uses Elven history lore heavily.

Like Athera was with the failed Dwarven events.

 

From what I heard, it went:

Dwarves, Elves, Orcs, Humans

Ahh I see, perhaps that could be cool, but the elves are the most divided race. I wonder how that would turn out

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Any chance there could be random assortment of spawning mobs, with lore behind them? Like; special spiders, special skeletons, etc. Give them interesting loot, or just the regular loot, which gives people a reason to go there outside of an event to enjoy it.

 

Otherwise, I trust you guys to make awesome events! (just remember to disable the above if you do go with it during the event)

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13 minutes ago, Adasinio said:

Any chance there could be random assortment of spawning mobs, with lore behind them? Like; special spiders, special skeletons, etc. Give them interesting loot, or just the regular loot, which gives people a reason to go there outside of an event to enjoy it.

 

Otherwise, I trust you guys to make awesome events! (just remember to disable the above if you do go with it during the event)

 

Ditto this. Rare, unique to that land, mobs would be just dandy. You could go as far to make these mobs drop an event currency that could be exchanged for loot. Rarely spawning outside of events means they can be farmed by hardcore LOTCers and inside events to boost participation/anticipation.

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We've actually started to use a plugin, book of souls, to allow for spawning of modified mobs. It's something we intend to use a lot of!

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1 hour ago, Booklight12 said:

 

Did you like the old 'bounty board' monster hunting events?

I had greatly enjoyed the monster hunting events, however I personally would like to see more RP into the bounties themselves. Instead of just saying on the forums there is a rare creature, monster, or evil thing at so and so location. It'd be cool to have a simple reasoning or cause for the bounty. To provide some sort of reasoning to go there besides the money. Instead of saying there is a horde of Vodniks in Shrecks Swamp. You could add flavor text saying, vodniks have been attack the area surrounding Shrecks' Swamp, making the route impossible to pass for traders and travellers. A small flavor text like that in a post could make the actual reasoning for taking a bounty more immersive 

 

Originally I tried to get ET members to have monsters build up to get to the bounty board stage. Normally precursor events to a decent sized group as "Someone pissed in its nest now its mad blah blah"

If you do bounties again, make them meaningful and consistent. My biggest fault was not getting enough ET's interested to continue with them and do more than one, organise it hella good so it actually has an impact unlike my failed attempts at it.

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Guest

Come Spring Break I will be working harder towards making an efficient system to both catalog monster events and allow for more randomized encounters around the map. 

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Can we get a fifth sibling to the four brothers who turned out to be a girl and was cast into the sea for it, and went on to produce the Naga? I think Naga might be a neat group of foes for this event map, considering it is already island-based.  

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How many players do you think can work in an event?

In my opinion no more than ten. Ten is evening pushing the limits. I feel large scale events are extremely hard to control, and conduct. But if done correctly they can be extremely fun for the players involved. I do love wide spread events. But have to be done with good organization to be executed well.

 

Did you like the old 'bounty board' monster hunting events?

Yes, added a adventure feel. Would love to see them reappear.

 

What is your opinion on PvE in events?

Personally, I love PvE events. One example was when I was living with the dwarves. We had a 'dungeon' type event where we fought mass hordes of spiders. 

 

What do you think of allowing some events, such as dungeons and fights, to be repeatable to allow different groups to experience the same event?

I do not agree with this. I believe repeating events should be disregarded. Threw role-play having talks of the same event coming threw will throw the unique feel of events out the window.

 

What is your opinion on large event storylines? How can they be improved?

Large event storylines are very cool. Like I said about the large scale players, it must be conducted right. As being improved, I believe they are fine where they stand.

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