More things to actually DO?

Share your ideas about the future of the game with other players and wizards.

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zaec
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Post by zaec »

once again the issue is being discussed.
In my opinion there are many solutions that have been in the spotlight many times in the history of Icesus:
player towns, mansions, player channelers, miners, armourers, weaponsmiths, miners, lumberjacks, masons etc... etc.

Almost averything non-hostile is welcome, but just as long as it actually rewards the player as exping and killing for money does when talking about character advancement and improvement by playing the game.

I don't think that people who like to play icesus alot are satisfied with features like fishing that isn't actually enough profitable to be considered as an actual long-time career. Except you just idle around or chat around, but I don't think that's the idea here in this discussion. Even though fishing is a good feature =)

For me, the most exciting and motivating events in my gaming career are those where you can actually interact with another players in the means of trade, exploring or war. Human players are nearly immune to the inevitable boredom that overwhelms the player even though he really, really tries to roleplay or put his soul into the discussion with the channeler that he has done thousands of times before, without anything new coming up.

Profitable interaction with other players just seems to be very inspiring, even in the long run. Especially when compared to features where you operate alone or with npc's, regardless how well they have been coded. You just can't beat the human player in that.
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arkady
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Then how do we reward human interaction

Post by arkady »

I think the best model we have right now for rewarding human interaction is the booths and sales, but of course you have to be able to get the eq you sell. Maybe we could tie the trade command to some exp gain based on the value of the items traded, like in trade wars :)

I also think that maybe we should go after some new quests for ereldon trageted to people under level 15. besides the portal quests. I wonder how many quests could be tied to the old lady with a broken leg or how much stuff that farmer really needs, I mean just add some quest items and viola tons of stuff to do that does not mean the slaughter of the mold man village by a mold man monk for the umpteenth time :)

The crypts miniquest is a great example 9K exp or 15mithril there should a bunch of those and maybe a wiz could add more of those, they can't be the most difficult things to code I suppose.

When I think of quests I think that they should build off of one and other and provide storyline for the charactors maybe you deal with part of the rat problem, that would take at least three seperate quests to go through. but I think that within the current frame work we could use the three basic quest types and tie them to more of the named monsters in the created zones, for titles and to promote exploration of the map. Some dude in atherton wants the gypsy fire tender taken care of if you know what I mean. psst, he will slip you a ...

just wondering did the taskmaster have guard the convoy type jobs, and why was the taskmaster removed.
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solar
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taskmaster

Post by solar »

As far as I know, taskmaster was removed because it was both spammy and buggy(, and kinda useless).
Internet tough guy

Icesus is not just my life - it's the lack of it.
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moraq
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Post by moraq »

Few years back there used to be a guy in the adventurer's guild (or was it taskmaster's building don't remember) that gave out some kind of small missions (taskmaster?). The only time I tried one of his missions, it was to escort somekind of caravan (or something) and the evil mobs didn't want it there, so I had to hack'n'slash. If I'm correct he also had other kinds of missions for player to complete. I believe there was one where you had to heal some wounded warriors in a battle or something.

~Mora
apex
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Post by apex »

an idea about the "one-time" event thing mentioned before by Bellanaer (I think.. to late to scroll back now...)- If done the right way, spontaneous "one-time" events could be easy enough to have in existance, with "one-time" coding as well- Code a system allowing players (or wizzies) to start an event.

Example: Guild-event sort of idea. Guild leader gets power to call an event every x period of time (or when 75% of unidle players in guild choose, etc. etc.)- and suddenly there is a hord of evil (NPC) shadowdancers attacking Vaerlon gates.. gives something for templar to do.

Or a wizard says "hey I could use a laugh" hits a key, and ereldon is bombarded by hundreds of three headed giraffes with an appetite for players....

(ok ridiculous.. but hopefully you get the idea). Yes, a system like this might take a bit to code, but it would add variety and spontaneuity to the game- without having to code something new every time someone wishes to do it.

not all events need to be Kill kill kill! related either- just a thought...

another thought:
While allowing players to play integral parts in the game is dangerous- (power hungry people, etc...), the more people that are actively SHAPING the game- and not just playing it- the more variety and flexibility that will be available in the game. (more fun!!!)

I was REALLY hyped up on this player-run clan thing a while ago. When Maruxus went wizard I almost thought it had a chance. I've asked this a few times recently- what ever happened to 'ole maruxus anyway?
rotax
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Post by rotax »

With the idea of clans; perhaps you dont get netherwold effects for killing opposing clan members, and even get xp? You might want to ban clan wars within city walls, but in the outworld it might be cool.

Clan members would apear in a different color then the purple-red that players appear in now maybe have 3 clans, and each clan has its own colors (like blue, orange, and brown, for example). That way you know when the other player is in an opposing clan. Also, having 3 clans will help prevent 1 clan from being the majority.

Just my thoughts.
uzriel
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Post by uzriel »

One thing i've been thinking about and would really like to see are coded events for all guilds, i mean in about the same way as shadowdancers has 10(?) different guild events, militia has 2 events, and .. that's about it?

I would like to see small repeating events for all guilds that would give some exp/money if you participated.. This wouldn't take to long to code, and when it's done it wouldn't need much maintenance..

I will give a few examples, but i'm sure someone else could come up with something better :) oh, and i would like these events to happen a couple of times each week. there should be atleast one event once every second-third day.

Rangers

1)
A large band of Orcs has established a small settlement in some part of the woods and has started to chop down a large amount of trees for various reasons. This can't be allowed to continue. exp/money will be given from kill/loot.

Templars / Shadowdancers

1)
Couldn't the guard duty be combined with the shadowdancer raid. The Templar order hears a rumor that the shadowdancers will raid the city between this and that hour and will have to defend the civilians. templar exp/money(?) will be given for each survivor and will be divided amongst the templars that joined the event (done by talking to some mob or so).. also this would give +rep in vaerlon. shadowdancer money/exp would be given for each kill/loot. also devotion would be given for participating.

Earth Priests

1)
One of the earth priests (npc) has made an experience go terribly wrong and undead are walking the guild building with a mind of their own. They have to be stopped before they get out. exp/money for kill/loot.


These are just a few examples, just to show the idea. So if anyone has any good suggestions, feel free to post them :)
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artic
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Post by artic »

Shadowdancers only have 6 events, that happen with intervalls of 2 weeks. like all six event happen in a very short amount of time, and than there is 2 weeks + some days to wayt until they happen again.

But the idea of multi-guild events and adding event to most (if not all) would be nice. However, it would still be quite boring, if all those events were just about killing.
uzriel
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Post by uzriel »

yeah, ofcourse. I would actually like to see more non-killing events.. but the ones i gave were just examples :)
rotax
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Post by rotax »

How about the airpriests have a healing race; see who can heal an npc (who has lots and lots of hp) to the max. This will include anyone who particitpates to have to regen at least a few times...
Of course, the npc would have to be healable (I know that by default they arent).
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moraq
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Post by moraq »

Hmm hmm, npc are healable too, they might have awfully big hpmax or something... but you can heal npc.
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cyrik
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Post by cyrik »

I'd like to see some use of guild leaders. There has been leaderships for a long time and still we're missing the whole point of being a leader.

For most guilds only use of being a leader is leader bonus in guild items, some guilds have gone to a better direction of really getting leaders to have more things to do, for example Gaesatis which each leader has his own speciality for doing good for the rest of the gaesati community.

Still many guilds lack the kind of leader which actually would lead the guild.

That clan idea might do the trick for making leaders more usable.

--
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raal
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Post by raal »

You could place a strange item in a regularly visited, yet hard to reach location. A radioactive rock that glows strangely, yet the player would think it was just a special, new item :twisted:

In another mud i used to play, they did something like this and a player unknowingly brought a spideregg back to town, and threw it away in the public square. It hatched, and thousands of little spiders swarmed the main town, everyone ran for it, very amusing. The next day the giant mother spider came by to inspect the loss of her babies.

Doesnt have to be a Kill everything that moves quest, or even something important/exp driven. I don't care if it even has a reward, as long as its involving and or amusing.
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artic
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Post by artic »

wow. That spider-egg would have been nice. Such 'choas' events are nice. You know, everyone knows that a specific place is always the same, and than for a couple of hours its chaos. 'Oh! thats wierd, why is ereldon over-run by goblins?'. I also like the idea, that players have the power to plant this chaos.
Other things id like to be implemented, that would make things more real and help me plant chaos would be:
* poisoning food and water sources (fountains, wells, winebottles, bread, meat, bandages!).
* labeling vials. (why is that useful? read next :))
* vial'ing Krurics soup.
* more cursed eq, such as the evil circlets, but with a wider variety of effects.

Also a nice thing to help the economy a bit would be if self-made potions were sellable in booths in smaller packs that the vial container. Like single vial container, 5xvial container, 10x vial container. (5x meaning it can contain up to 5 vials not 5 times the amount of what the vial container now can take.)
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