Player Triggered Spawning


Pathfinder Online

Goblin Squad Member

Being's thread about player made dungeons got me thinking about what similar functions I would like to see in an MMO. As, what I call, a plot manager (I often run player-made story arcs), I've had lots of practice at finding ways to make such events dangerous for the players involved (other players, the need for participants to go to already dangerous locations, etc.). However, the most useful thing would be if I were able to trigger my own mob spawns. Only then could I place the critters where I need them, when I need them, and ensure that they are the kind in keeping with whatever the particular story required, just like you can if you're the game master in a paper & pencil game. Part of how I'm laying this out is to keep the action in the world, rather than in an instanced dungeon, which tends to limit player interaction - something PFO is trying to promote.

Possible Mechanic:

PFO has said it will have some elements of micro-transaction possible. A player triggered spawn feature might not be something others are willing to pay for (I would), but what if there were other in-game ways to gain enough "points" to purchase things from the game store. You might earn them for game actions or perhaps it's simply by spending your in-game coin. GW2 has it's gem store, so perhaps something similar would work.

Your UI could access your game store purchases window with a list of the spawns you've purchased, and by clicking on the one you want to use, you get a targeting reticle. You click the ground, and poof (well, perhaps there's a delay so you aren't in the middle of it).

The cost of the spawn could be played with to make it prohibitive enough that these aren't happening all over the place. Purchasing a really challenging spawn might be something a whole settlement would need to chip in on.

Possible Rules to Curb Abuse:

First, the mobs created wouldn't have any loot. They're there to provide a challenge, not an income.

Second, since we gain skills the Eve way, there's no way of using these as experience cheats either (that I know of).

You can only launch these in either a free hex (no occupancy, including harvesting camps and the like) or one you are a member of. No dropping the ogre tribe on your enemy's settlement before you invade, just to soften them up.

If No Perks, Why Would Anyone Want This?:

First, as a plot manager, it would be dreamy to be able to actually produce enemies that represent a real danger without having to go to the same old nasty places or asking other players to play the roles that might be required. After all, those players are using their own characters and might have no interest in playing the heavy. To be able to provide not only a danger, but a specific danger that reinforces the existing story would be marvelous.

Second, it might be a nice way for people to test themselves. A settlement might want to test their defenses. A commander might want to test his troops. For those wanting to help new players, it could be a way of providing some training for what lies father from town without having to go that far out with unseasoned adventurers. Now, having a spawn happen on cue might be less role-playish, but then, you don't have to tell your people it's coming, either. The best test of readiness is when you didn't know it's a drill.

Like most posts on the board, this is just a thought, but given how much I enjoy creating stories to enhance other players' game time, this would be a very snappy tool have in my plot manager arsenal.

Goblin Squad Member

'Ogre-magi-mon, I choose you!!' *Poof!* 'Oh god, not you again....'

Sorry Hobs, I couldnt resist. The image popped into my mind and needed exorcising :D

Im all in favor of more community and PGC tools. A possible problem that comes to mind though is using the monster spawns to harass non-camp gatherers or provide mindless troops to disrupt attacks on settlements. With enough players doing it, it could potentially get very disruptive.

Maybe instead of having it totally in the players hands, its something thats arranged with GW for specific spawns during a player-driven story event?

Goblin Squad Member

That could work as well, though then you have players crying that GW is bias by doing this for one player and not another. We had that problem with the Seer program in Ultima Online years ago. As helpful as they could be, you always had people complaining that the Seers and their accompanying GMs were playing favorites.

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