Jump to content

EVENT IDEA


  • Please log in to reply
17 replies to this topic

Poll: Like the IDea? (3 member(s) have cast votes)

Like the IDea?

  1. Yes (7 votes [100.00%])

    Percentage of vote: 100.00%

  2. No (0 votes [0.00%])

    Percentage of vote: 0.00%

Vote Guests cannot vote

#1 fs_tyrnok

fs_tyrnok
  • Guests

Posted 21 July 2008 - 05:10

Hey.. i know that alot of these are ignored, because everyone sees "EVENT!!" and automatically says "OOOH NOOOO!! PRICES GO DOWN!! BAAAD!!!"

BUT i propose a different kind of event.. not just the usual legendaries.. NO.. this could be something unique, but may require alot to setup.. but could create alot of fun and excitement for EVERYONE..

THE IDEA:

Create a creature of which a horde of them could be unleashed on the lower levels..drops certain items(gear, or perhaps the easier alternative would be potions?), then every 24 hours or so, this horde of creatures becomes stronger, and moves up in levels, appears in that level's areas, then after another 24 hours or so, same thing.. gets stronger, moves to next area, etc..

I'd suggest perhaps different potions or something.. or maybe even gear sets? Doesn't matter to me... but it sounds like more fun that the same old events where the same legendaries appear, prices go down, people complain.. etc... and with players up in the high lvl 400 range, this event could easily last for awhile.. and would offer more than just "Splatter monsters" all the time..

Ideas? Opinions?

#2 fs_angiefc

fs_angiefc
  • Guests

Posted 21 July 2008 - 05:13

interesting concept. I think if it were fleshed out a bit more I could give more than just an indifferent remark to it.

#3 fs_tyrnok

fs_tyrnok
  • Guests

Posted 21 July 2008 - 05:14

Well.. its a base idea... players are open to add to the idea.. take away from the idea...

help come up with SOMETHING

#4 fs_me94555221

fs_me94555221
  • Guests

Posted 21 July 2008 - 06:27

as long as they make fi1000 not work on these creatures, i'm all for it. :)

#5 fs_bloodyrush

fs_bloodyrush
  • Guests

Posted 21 July 2008 - 06:43

this sounds great, this can change alot in equipment stratigies seeing there would a new line of armorment. also it would b nice to c tht not every1 in ur lvl is wearin the same equipment. i do hope this is a posible change tht HC can make 4 the bttr of the game intrest.

#6 fs_coyotik

fs_coyotik
  • Guests

Posted 21 July 2008 - 08:38

Create a creature of which a horde of them could be unleashed on the lower levels..drops certain items(gear, or perhaps the easier alternative would be potions?), then every 24 hours or so, this horde of creatures becomes stronger, and moves up in levels, appears in that level's areas, then after another 24 hours or so, same thing.. gets stronger, moves to next area, etc..


"that level's areas" is not enough. High level players can go everywhere they want to, so they would be able to 1-hit-kill the creatures for the whole duration :).

It would be nice, however, to limit the players to creatures close to their levels, i.e. when your level is 350, you can only see and hunt LE creatures of level 300+...

#7 Prezze

Prezze

    Veteran

  • New Members
  • PipPipPip
  • 771 posts

Posted 21 July 2008 - 10:57

It's a good concept but needs a minor adjustement like Coyotik mentionned.

If you start in a low level area with this, it means that a higher level can also go and hunt there. So the higher your level is the more creatures you can hunt (remember the last event where there were 7 days of legendaries poppin up, higher levels could hunt everyday there daily stamina on these legendaries)

Either like Coyotik mentioned put a level cap on it. Or just limit the amount of these special creatures a player can kill.

For example during the entire event (from low lvl area to high lvl area) a player can only kill 1000 creatures

#8 fs_coyotik

fs_coyotik
  • Guests

Posted 21 July 2008 - 11:11

For example during the entire event (from low lvl area to high lvl area) a player can only kill 1000 creatures


What about having the drop rate affected by amount of drops from that creep... basically ensuring that each player can drop something like 1 set... i.e. droprate for first piece 50%, for second 25%... -> for 10th 0.00nothing :).

Or, as an alternative, make any further LEs quest-based. What if the legendary creeps would drop non-tradable potions with interesting buffs - AND there would be a quest that would reward players with different set items based on amount of creatures killed?

I must admit that this is a bit too left-wing equality policy, ensuring that every player can only get so much... but on the other hand, the game needs something to compensate for the pyramid-design.

#9 Prezze

Prezze

    Veteran

  • New Members
  • PipPipPip
  • 771 posts

Posted 21 July 2008 - 11:45

What about having the drop rate affected by amount of drops from that creep... basically ensuring that each player can drop something like 1 set... i.e. droprate for first piece 50%, for second 25%... -> for 10th 0.00nothing :).

Not sure about this one actually, making it this way would mean that the items dropped are really valuable. Maybe to valuable. I'm not sure if you remember the first mancrusha appearance, but prices of 1k fsp for a set are insane. If it's so that each player can only get a limited amount of drops, HCS would actually decide whether or not the drops are worthless or expensive. It also rules out the find item buff/potions (which I don't mind but alot of people will be opposed to this.

Or, as an alternative, make any further LEs quest-based. What if the legendary creeps would drop non-tradable potions with interesting buffs - AND there would be a quest that would reward players with different set items based on amount of creatures killed?

Quest-based = good idea
About the drops you can even take it further, why not creating a legendary set that is bound to your character. But obtainable by completing quests, so that everyone can have the same chance of obtaining it. It also would remove overfarming of the legendary. It would remove the countless posts in the forum that the items are worthless or too hard to sell.
For people who just weren't able to complete a set, give them the opportunity to purchase it for example in a special shop, but make the prices really high so that people will rather try to do the quests instead of buying the items at that shop.

#10 DarthViper

DarthViper

    Veteran

  • Members
  • PipPipPip
  • 2,425 posts

Posted 21 July 2008 - 14:26

I see the potential in this idea, but the only problem I have is if someone can't get online during the 1-2 hours that the stuff they want to hunt is around, and if the event lasted long enough so this would hardly be a problem, then these items would overflood the AH.

Did you know that there are likely over 2000 rouge black holes in our galaxy alone. Each of them can reach very high speeds, even in space terms, are each capable of destroying anything in their path, and are invisible. Well, goodnight!


#11 fs_coyotik

fs_coyotik
  • Guests

Posted 21 July 2008 - 15:07


What about having the drop rate affected by amount of drops from that creep... basically ensuring that each player can drop something like 1 set... i.e. droprate for first piece 50%, for second 25%... -> for 10th 0.00nothing :).

Not sure about this one actually, making it this way would mean that the items dropped are really valuable. Maybe to valuable. I'm not sure if you remember the first mancrusha appearance, but prices of 1k fsp for a set are insane.


No, I'm not that old :), I remember macrusha at about 200. But back then FSP were way more plentiful (with the multiaccount rampages and various exploits... I don't think anybody would pay such prices these days even for top-of-the-line equipment.

Don't forget that guildlocking made the actual NEED of items much smaller. Even big guilds need just 2-3 sets of each kind only... I am in fact very surprised about the insane amounts people are willing to pay for i.e. Ursa helmet (which is an item limited similary to what I proposed, although via a different mechanism) - the set itself isn't really that good for creeps.. the price could be possibly somewhat justified by the exclusive attack value, but I still wouldn't spend more than 50 on it :).

If it's so that each player can only get a limited amount of drops, HCS would actually decide whether or not the drops are worthless or expensive. It also rules out the find item buff/potions (which I don't mind but alot of people will be opposed to this.


Depends on the numbers. I of course provided a very rought shot, but in fact it could be solved in another way - keep the droprate as it is now, but as soon as you drop x items, reduce it to zero :).

About the drops you can even take it further, why not creating a legendary set that is bound to your character.


Hmm, I wouldn't be too interested in those. I'd want things at least guild-bound. I.e. make it shared within the guild, but bound to whichever guild the original owner is in?

But obtainable by completing quests, so that everyone can have the same chance of obtaining it. It also would remove overfarming of the legendary. It would remove the countless posts in the forum that the items are worthless or too hard to sell.


That's the core of my idea - limit the amount of LE gear of one type that anyone can farm, so that folks who managed to amass 30k of stam more or less just by starting earlier than others will not have a tremendous advantage here.

Yep, they'll hate me (some of them) - but the more intelligent ones will realize that it's for the good of the game ...

#12 fs_tawniteamo

fs_tawniteamo
  • Guests

Posted 21 July 2008 - 21:38

once again, coyotik=genius. LOVE that idea.

#13 Prezze

Prezze

    Veteran

  • New Members
  • PipPipPip
  • 771 posts

Posted 22 July 2008 - 03:52

Depends on the numbers. I of course provided a very rought shot, but in fact it could be solved in another way - keep the droprate as it is now, but as soon as you drop x items, reduce it to zero :).

People will like this one more instead of reducing the droprate after each drop. But the question is what is a good x. Also you have to take note of the droprate of the creature(s), this all needs to be balanced quite good. If you can get only 5 drops for instance, you use fi 1000 and in 20 kills you have 5 drops = a boring event.


Hmm, I wouldn't be too interested in those. I'd want things at least guild-bound. I.e. make it shared within the guild, but bound to whichever guild the original owner is in?

Not to sure about guildbound.
Guildbound as in player A gets a drop, it gets bound to the guild (isn't that tagging in a way). Basicly instead of making it guildbound why not make it bound to the player, but usable in the guild through tagging like other items. The player then still has got the choice if the item is worth keeping or not.

A side idea
-------------
Guildbound items would be a nice add-on, if there ever would come guildquests. Quests where you need to fullfill stuff in different realms throughout the game with multiple people. As a reward for these quests you can get for instance a pvp-arena set that is bound to your guild.

#14 fs_tyrnok

fs_tyrnok
  • Guests

Posted 22 July 2008 - 08:07

WOO!

glad to see this has gotten some attention and some more ideas added to it...

As I said before, it was a base idea, completely open to more to make it a well planned idea we could present to HCS...

and I am pleased to see the ideas you've all come up with.. I definately like the idea of a level cap so that higher lvl players cant go farmin lower lvl gear..

Thank you everyone so far for the ideas... and keep em comin!!

#15 fs_coyotik

fs_coyotik
  • Guests

Posted 22 July 2008 - 11:22


Depends on the numbers. I of course provided a very rought shot, but in fact it could be solved in another way - keep the droprate as it is now, but as soon as you drop x items, reduce it to zero :).

People will like this one more instead of reducing the droprate after each drop. But the question is what is a good x. Also you have to take note of the droprate of the creature(s), this all needs to be balanced quite good. If you can get only 5 drops for instance, you use fi 1000 and in 20 kills you have 5 drops = a boring event.


A boring event? Hmm, and what if the creatures are harder to find? Changing realms, for example, or randomly delayed respawns... plus, I would imagine that the creatures should be quite hard to kill... What about making them scale their stats to match the player level somehow? To make the hunt challenging, the creatures should be just about solo-able with the right gear....


Hmm, I wouldn't be too interested in those. I'd want things at least guild-bound. I.e. make it shared within the guild, but bound to whichever guild the original owner is in?

Not to sure about guildbound.
Guildbound as in player A gets a drop, it gets bound to the guild (isn't that tagging in a way). Basicly instead of making it guildbound why not make it bound to the player, but usable in the guild through tagging like other items. The player then still has got the choice if the item is worth keeping or not.


Oh, that's what I meant. Meaning that you can either keep it or share it with the guild or drop it, but not sell it outside the guild.

A side idea
-------------
Guildbound items would be a nice add-on, if there ever would come guildquests. Quests where you need to fullfill stuff in different realms throughout the game with multiple people. As a reward for these quests you can get for instance a pvp-arena set that is bound to your guild.


My bolding, because ^^^^ that is really a brilliant idea!

#16 Prezze

Prezze

    Veteran

  • New Members
  • PipPipPip
  • 771 posts

Posted 22 July 2008 - 11:49

A boring event? Hmm, and what if the creatures are harder to find? Changing realms, for example, or randomly delayed respawns... plus, I would imagine that the creatures should be quite hard to kill... What about making them scale their stats to match the player level somehow? To make the hunt challenging, the creatures should be just about solo-able with the right gear....


That would be a great idea, it also removes the idea of having to put in a lvl cap when hunting these creatures

Oh, that's what I meant. Meaning that you can either keep it or share it with the guild or drop it, but not sell it outside the guild.


like it then

#17 allenplay

allenplay

    Member

  • Members
  • PipPip
  • 320 posts

Posted 22 July 2008 - 23:24

Hmmm needs some tweaking. No FI 500+, and no drinking beer while killing.

#18 fs_tyrnok

fs_tyrnok
  • Guests

Posted 23 July 2008 - 14:58

well if the # of drops was limited i doubt players would be usin the FI potions lol

EDIT: Poll added.


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users

Font:
Arial | Calibri | Lucida Console | Verdana
 
Font Size:
9px | 10px | 11px | 12px | 10pt | 12pt
 
Color: