Idézet: Miklos - 2010.11.13. 10:19:31 Thank you for this topic, it is indeed promising. Now that is is quite well formed, I would like to add my thoughts. The mechanics are all great, my observations are purely technical.
1.) About AP as a cost. My experience during the Zarknod event was that the most precise players calculated and compared the event reward to that they should have received if they spent the APs on hunting instead. There were many arguments over this, and at the end, we had to balance the ability bonus reward so it was exactly equal to if they would have hunted (including every possible bonus). So if we would like to use APs as a way to activate this, it would be the safest way to award the same SE and XP for each activation as we would for hunting.
I don't disagree with this entirely - however - if the reward is a strong enough series of relics, how is the use of AP in a battle such as this any different than labour in the Auction house? I don't suggest APs for this event at all - it was the single biggest nightmare surrounding the Zankwad event - and this should be a DIFFERENT event anyways - not Zankwad 2.0
2.) About DP as a cost. DP is less of a resource than AP, some players can't even use it all up. But with energy harness, it is becoming a resource too, so if we use it as a way to activate the event, we have to reward SE and XP, at least to those who have EH skill.
EH is buggy now anyways, and I don't think (m)any count on it as a legitimate way to accumulate SE. As for the XP, meh, easy enough to add a nominal amount to each hit and that balances. Again though, if the relics are worth the cost, then there won't be complaints.
3.) About not taking damage during the attacking the monster: this is an interesting idea, however hit points, regeneration rate, ways to heal were always part of the game and a natural limit to number of activations. I would prefer to keep this, this way we don't have to limit number of activations per day. However, pets would get xp and morale from the fights, like during the Zarknod event.
The reason for this is to ensure that everyone can participate to some degree. If all the good dueling items go to good duelers, all that happens is the strong get stronger, and the weak get (comparatively) weaker. Maybe not activations per day, but allowed damage per day - that way if someone hits 5000 in one shot, they only use up 1 DP. If someone takes 50 hits to get that same 5000 damage, then yes, they had to work harder - but they are in line for the same reward. That seems fair.
4.) The number of mega-enemies, their hp, damage etc.
Number. There was the idea of having more than one enemy, and players can choose which to attack depending on the reward they wish. Yes, this has the danger of no monsters dieing due to players splitting their dps. It is much simpler if we have only one enemy, but at the end, players can choose from various rewards.
HP. This is a tough question. It is pretty difficult to calculate in advance the dps of the players, how many will be active etc. It is possible that the creature dies in 2 days, or it doesn't in the entire event time and players get nothing. Also don't forget that low level players can deal only a small proportion of high ones. A high level player can deal 10,000 dmg, while a low level can deal 50. A possible solution to this that there are indeed several monsters: each for every 10 level. Players of level 1-10 attack the tier 1 enemy, players of level 11-20 attack the tier 2 enemy, etc. If a group finishes off their opponent, they can attack the next higher level enemy. If there is none, they can attack the ones below. This way everyone fight a creature of their own league, and the monsters damage is in ratio to the players.
I'm certainly fine with a creature for every 5 levels even - you get locked into a creature when the event starts, regardless if you level up. And yes, I like attacking up - but not attacking down. Doing this would somewhat mitigate my counter-point from #3 - although not completely, as the character development differences do still exist, and need to be accommodated - not accentuated.
5.) Alternate (non-fighting) way to participate for soul-energy by building a cage. This is also a nice idea (although I do not believe that there are many pure builder main characters who never fight). There should be one big cage which anyone can build. The building would simply show on the clan panel, and could be built with manaconstrucion or for SE.
If we are worried about this slowing down building of clans, we can make an alternate building way, which can be activated once per day by each player.
To heck with the Clans - during Zankwad, everyone had their Soul Well reduced by half - and nobody really cared. Ultimately, and I keep saying this, if the reward is worth the expense - then you won't have complaints. If I invest 500,000 in building the cage, but get a relic that will allow me to invest 750,000 back in - then it's good for the Clan to promote participation. If it's largely a break-even (like Zankwad was), then participation won't be as strong. Not sure why you would put as a building in each Clan though - because it's a Clan cage - got a global task. ManaCon is also too strong for an event like this, and needs to get mitigated somewhat, since there's no cost to use it, yet massive gains. Those players who don't have ManaCon will be completely left behind. In fact - if you don't want to hurt the Clans, say this cage can ONLY use SE - no ManaCon at all.
6.) Rewards. As you said, there should be reward tiers, based on your performance. The tough job here is compare performance to level. Both dps and building potential are very dependant on level. For this reason, it would be much more simpler to give rewards based on the number of activations. How to work this for the building part - if someone does a manaconstruction with 100% mana, that would count as 1 activation. Building for as much SE as to raise luck by 1 point would count as 3 activation.
There should be rewards for killing, and rewards for building. I will compile a list of these later.
If we use the level system, then this problem largely goes away. As we saw with Zankwad, Activations have their own inherent problems. I activated about 95% of the time. Many others were successful only 50% of the time. As for the ManaCon & Luck points, this is a HORRIBLE idea (sorry), as we all have different values for out next Luck level, and I've blitzed a pile of SE into Magic and ManaCon50 to help my Clan with about 70k per activation. Someone with ManaCon1 and a few thousand SP that contributes 1000 to the build is NOT the same contribution as I make.
7.) i agree with Stekkos that there should be no penalty during this event.
Why not? I think the -AT +DF is quite viable.
8.) Story. Thank you for your great work, Kethios, I will make a few adjustments to ensure it is in harmony with the current world history.
And my story idea is chopped liver. Thanks for that.
9.) Implementation. Currently, we work on patching up the original servers latest developments. This will take some time, as well as starting a new map event. As an estimation, I can say that we can implement the above in January if all goes well.