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CerysWed 13-Jan-21 08:03 PM
Member since 12th Aug 2020
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#74436, "Suggestion: PVE ‘bounty’ system for cabals"


          

__Synopsis:__

Provide a reward for killing PVE enemies with your cabalmates that benefits the cabal or members in some way. This will provide additional cabal content outside of raids.

__Why:__

Raids are awesome, but there are times where you can’t feasibly raid. In the ‘end-game’ of CF, you can go look for items or preps, but if the mob(s) don’t have those and there isn’t anyone to PK… what do you do? Sit in your cabal, RP, or log-off. Additionally some cabals (Herald) don’t find themselves raiding often. It also should lead to more interesting raids. If you know an enemy cabal is out killing a dragon, you can raid against odds you normally wouldn’t since they’re too far to respond.

The sleek system provides a good example of a PVE system that works, and it might be able to be adopted to suit this system. (Maybe?) While thoughts on the ‘new’ sleek system are mixed, people do interact with it and the Veil system, which indicates that people aren’t wholly opposed to PVE content, provided it has some benefit. This will also provide PVE oriented builds (healers,some bards, etc) an entirely new arena to shine in. Lastly, it will provide Imms another metric to judge their followers with (especially newbies). So what if you can’t PK that 18 year vet? Go kill some monsters and gain glory for the cabal.

__(Half-Baked) Suggestion:__

Provide hints (similar to the sleek system) or a weekly bounty list of enemies to kill for Cabal Points (™). The name for and type of reward can be anything - perhaps it is an item that thieves can steal. It could be another form of experience too. It could be similar to current cabal items that you have to carry back. The result of the reward is variable too, and dependent on how much work the Imms want to put in + balance concerns, so I won’t speculate on that. I have jokingly called this a mix between the Hogwarts house point system and bounty hunting - and I really think it would be fun.

Benefits of a hint system: Forced people to leave their cabal to all sorts of locations - even some less than favorable ones.

Downsides of a hint system: Random, could feel unfair if there’s a hint to send Ragers to the Planar Sanctum or something like that.

Upsides of a ‘bounty list’ system: Provide all cabals the knowledge of which enemies would a reward. (Changes every few days or weekly). This would lead to more PK as other cabals could scout/camp/engage on your cabal.

Downside of a ‘bounty list’ system: Rewards would be trickier to balance with this model - if a cabal gets an enemy they can ‘farm’ easily, it would feel unfair to other cabals.


__General issues/considerations:__

- Could end up with a ‘rich get richer’ system where top cabals aid other cabals and low population cabals cannot keep up.

- Scaling is a key consideration - amount of reward dropped/awarded by each enemy: how much should they give, does group size matter, does fighting contested (like in raids) effect rewards? What about timing? If you complete a hint within xx timeframe, do you get a better reward?

- I’m sure people will find a way to cheese the #### out of this or do something stupid and rule-breaky.

  

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CallowyinThu 29-Apr-21 10:14 AM
Member since 27th Apr 2021
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#74525, "How about exploration bonus for groups that take down s..."
In response to Reply #0


          

I think there are some very low-code-intensive ways varieties of this could be implemented. The end-goal here being, of course, something to do after you've already gotten enemy cabal's item, no one is around, and there you are. Yes, you could get some buddies and go try to find X item. But why not more?

There are several big bads in the game. Many are missing their awesome items already. What incentive do I have to risk getting weaponbroke, impaled, or god knows what? So maybe we don't need to code a cabal-opposition calculation into mobs, but something simpler...

What do players really want besides EQ? Luscious edgepoint exploration XP!

So, what if, across all ranks, using a system of bonus calculation based on area rank, and eligibility based on player rank, the imms seed many of the world's favorite "bosses" with exploration XP for killing them one time before you hit a certain rank? With a group bonus!

I love the idea of needing a group to get some xploration XP - instead of just grinding through troll forest, let's make sure we take on the big bad troll at the end, too. He may not have his special item, but we get an exploration xp bonus. Much harder to "mine" this than just walking around the same area you've memorized from other characters.

  

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