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WGRahl

Member Since 10 Dec 2013
Offline Last Active May 04 2015 16:29

#921111 New Global Events (nothing Earth-shattering here...)

Posted by WGRahl on 22 February 2015 - 18:43

Because it has been a few years since I posted this and you asked.  (And I'm a little bored atm)  I had a rather complicated GE idea that would involve everyone, benefit everyone and put everyone at risk and not just for a week.  HCS would need to find a better name but I call it the pressure value event.  Flood all the realms with low level critters like any GE and set up a pressure value gauge that goes both ways, more than one if the computers can handle it. 

 

The challenge to the players, kill "x" number of creatures (any, not just the easy GE creatures) an hour to hold back the hordes or something bad will happen.  Get the gauge to 5x or 10x etc and watch the rewards increase.  The rewards are up to the Cows imaginations: more frags/drops, longer buffs, monster XP bonus (+XP or *XP), bonus stam for all that qualify, extra chest show up in the realms, new creatures show up, relic bonuses, whatever.  I was thinking get the gauge in the red zone, perhaps 20x, and all creatures start producing 2x XP, but only as long as the meter stays in the red.   Do you think we could cumulatively kill 1 million creatures in an hour and maintain it?

 

But the gauge goes both ways (penalties): 

If we don't maintain at least a certain pressure level we get penalized (1,000 kills an hour, I don't know.)  ALL, not just the GE monsters, monsters start getting  bonus stats, immune to Epics and LE items, spell breaker, demoralize, sealed. 

 

Here a truly evil, if  we the players really, really suck and the meter goes a certain amount negative (less than 5,000 kills in a day, again, I don't know) the monsters start attacking the relics, in mass (all monsters in that realm), with stat bonuses.  If the monsters group take the relic they get more bonuses and some new lovely monster (SE, Titan) sits on it.   If the players/guild want the relic back they gotta take it.  It's gonna take multiple group hits to take it out. 

 

Some realms the monster manage to close the exit to that realm, regardless of player level so the players have to kill enough monsters in that realm to open the exit back up (unclog if you will)

 

Some realms go dark, bring out the invisible monsters.  Titans start generating extra lives if no one trims them down enough in an hour.   SE and Mercs start joining in the Arena and PvP ladders.  For that matter an SE lives too long (a week) and decides to try his hand at PvP and when you attack him and he lives he puts you on the BB.




#920998 What DON'T you like about PvP?

Posted by WGRahl on 21 February 2015 - 18:15

I don't like the fact that pvp is almost never true pvp... usually 1 party is well prepared while the other is offline or unbuffed.

I would like some type of pvp where I can go test my skills with other willing participants and battle a bunch over a shorter time frame.. once per hour is boring and a waste of buffs..

+1

 

Along with that is my other challenge.  I realize it is my challenge, but you asked.  I have a job and a life and log in once a day.  So for example, on the ladder the most hits I can return is 2, 3 if lucky.  When I come online and find I have been 100 stammed 7 to 10 times and have over 200K in repairs there is no way to recover those points.  And sure enough for those 2 hours my opponents are online and fully buffed unlike when I was offline and unbuffed.  So it becomes less PvP and more about pounding the snot out of person in a coma.  Especially when you realize the attackers are getting no gold, no PvP prestige and no PvP Rating.  The opponents are just beating you because it's fun. 

 

I wonder if the idea is to run players out so you so they can be king(s) of the empty fighting ring. 

 

What I like about PvP:  Keeps you on your toes.  Don't keep too much gold on hand and try to find good offline gear that maybe you could win with a little luck.

 

The only solution I can find is to limit buffs.  Any player (in a range) can beat any other player if the target is offline , unbuffed and the attacker has time to equip the perfect set and get a 1,000 stam in buffs.




#867047 Big Problem With Relics ??

Posted by WGRahl on 06 May 2014 - 00:18

HCS created the basic functionality that guilds can attack, defend and hold a Relic.   Each relic provides some sort of benefit.  Some Relics provide such a great benefit  that in that defense some guilds decide if a player invades their relic they will not only hit that invading player but they will hunt down their guild and make sure everyone suffers for daring to allow one of them to invade their turf.   Of course why not.  They are bigger and stronger and if the weaker gang/guild does not like it they should leave.   And so they do leave, the game.

 

Yes, the game allow it.  But let's not kid ourselves it sounds a lot like this:

 

Some corners and hoods are better for pushing drugs or prostitution than other corners.  The pushers, pimps and mafia will defend their turf.   Some hoods are better than others.  Some hoods provide such a great benefit  that in that defense some gangs decide if a person invades their turf  they will not only attack that invading person but they will hunt down their family and make sure everyone suffers for daring to allow one of them to invade their turf.   Of course why not.  They are bigger and stronger and if the weaker don't not like it they should leave.   And so they do leave, until all that is left is bullies and gangs fighting over turf.

 

Yes, it is a "virtual game", and we are allowed to attack each other in the game.  But you have to realize if you run off all the meeker less bully like players the game will die because no one wants to live in your trashed neighborhood.   You will end up being the biggest, badest, most awesome guild in a pile of trash. 

 

If you run off all the meeker players who will buy your Epics?  Who will read you FS Box messages?  Who will donate money to HCS for FSP?  

 

The alternatives. 

 

Someone attempts to take your relic and does not succeed.   A simple message can be sent that you really like this HCS relic and plan to defended it.   Then you buff you leaders and chuckle in guild chat how that ding bat has burned 2000 stam trying to take the relic.  

 

Or someone takes your relic.  60 seconds later, take it back.   The rules allow that also. 

 

Another option HCS could consider is diminishing returns.   The longer a relic is held the less bonuses it produces.  If you overwork a field the less fruit it will garner year over year. 




#867041 Ideas to motivate players to be online

Posted by WGRahl on 05 May 2014 - 23:24

This idea intrigued me.   But instead of players just being online, you gotta do something.

 

What about a global hunting pressure gauge.   Like a dashboard dial and the more monsters that die, in say the last 30 seconds, the higher the gauge cranks.  The higher the gauge cranks the more XP bonus all monsters provide.   It could top out and if HCS wanted it could even have a purge function where when the pressure is too great something happens and the gauge drops down to zero again.  

 

When the pressure gauge is maxed out the something does not have to be something good.   It is after all the explosion of a pressure gauge.  Maybe all active players equipment taking damage or all monsters getting a bonus to Armor.   I don't know and maybe HCS doesn't even tell us what happens if the gauge pressure is maxed out.  It could have a dozen random affects based upon the color of Hoofmaster's underwear. 

 

To keep this from being a rat festival,  Champions, Elites, SE, and Titans could have escalating value on how much pressure they add to the gauge.   Who knows, maybe on Sundays Demons are worth more.

 

I know HCS would have to work on tweaking it , but it has multiple application. 

 

There could be a PvP gauge or a buffing gauge.  




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