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Author Topic: Monthly In-Game Contests  (Read 4084 times)
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« Reply #15 on: February 06, 2010, 01:04:44 AM »

We already have a capture-the-flag type game in the conch. If we were to have another I'd like to see every heavy sword in the game broken and a single unbreakable sword Excessus that has the same pickup / drop mechanics as the conch. Would you kill for an unbreakable heavy sword that yields double XP for damage done?

What's wrong with helping people from your town? In other threads, people have talked about the need for conflict/intertown cooperation. What's wrong with that?

In principle there's nothing wrong. Until you introduce unscrupulous types into the mix. Let me illustrate with two theoretical examples:

* The Golden Bandage - Healing XP bonus given to the town that heals the most HP. Except the townspeople get busy with stabbing-and-healing, farming the reward. Even with other-town mechanisms to curtail this activity it can still be farmed by importing out-of-town target dummies. Can you ever see the shipwreck getting this kind of group reward?

* The Magic Machete - Attack bonus given to the town that kills the most enemies. A few of The Raging Yorkmen get their native alts to soften up the unclean scum in Raktam and the rest of them run their York alts into town for an extended chopping session. When they actually get the reward the situation will just become worse as all the Yorkies now have improved attack skills. You've been on the receiving end of this kind of approach, do you really need me to elaborate?

Neither of these two are achievements. As I said, nothing wrong in principle. In practice, however, I'd prefer to see rewards given for actual achievement. And if possible, for non-combat achievements, with XP awards for all participants. Defining those achievements is the difficult part.

Your sarcasm aside (and I do appreciate specifics, thank you) what you indicate are mechanical problems vulnerable to alt abuse, not problems with the concept overall. The examples you give could easily be abused by individual friends or groups to win the quests anyhow.  For town-centric quests (and I do agree with Twist that they should be rarer than the individual quests), they'd just have to be better thought out.

I strongly feel that encouraging town competition and cooperation will get new players more involved, in ways other than having to get on the forums and get into the clan metagame. The buffs don't have to be combat-oriented - maybe a town wins a quest, you get more FAKs in the resource hut, the trader drops his prices - there are a lot of possibilities.

“I’m an Indian tonight, baby,” he announced. “C’mon, let’s let ’em have it.” Then he dumped a pickle jar of change on the floor, told her to get a machete, and went out to the garage.
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« Reply #16 on: February 06, 2010, 09:38:09 PM »

Aye. Like I said, nothing wrong with the idea of town-based (or clan-base) contests in principle. Just needs to be carefully thought through.

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« Reply #17 on: February 07, 2010, 07:16:25 AM »

Brilliant idea.

A while ago someone (me? I lose track) suggested the idea of the towns periodically being set upon by hordes of animals. For example, a plague of 100 giant spiders might attack Wiksik. Whoever kills the most without dying wins, gets the tattoo/trophy/special item. If the town could kill all of the spiders within 48 hours then they get a town reward. If this happened once a month then engagement in the game would certainly rise.


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