Crowdforging Role Playing Support in PFO


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Goblin Squad Member

I would like to put in that I also find the "in character talking" sort of RP'ing fun, and totally legitimate. I want to see that in this game, and I also want to see other people becoming engrossed in their professions or roles.

Goblin Squad Member

If you were going to say where exactly does "playing a role" and "role playing" meet in the TT, I think your answer has to be alignment. That archaic map of Gary Gygax which is where the creation of a persona begins.

All of this might end up bringing us right back to where it always seems to end up with PFO discussions: crowdforging alignment. We have to crowdforge alignment correctly and that means making sure the alignment system is built to roleplay with.

Scarab Sages Goblin Squad Member

avari3 wrote:
If you were going to say where exactly does "playing a role" and "role playing" meet in the TT, I think your answer has to be alignment. That archaic map of Gary Gygax which is where the creation of a persona begins.

With all due respect to Messrs. Gygax and Arneson, alignment has nothing to do with role-playing. Alignment is just a very archaic way of generalizing values and goals into 9 groups.

Playing a role in the theatrical scene is about creating a backstory for your character, creating character traits and flaws, thinking about their goals, and acting out what they would do next.

You can do that with or without alignment, and alignment is a non issue to role-playing.

Goblin Squad Member

Stay on topic in this thread peeps: Should be Crowdforging a well-presented idea that matches some of the criteria Ryan posted.

I only suggest this as it might get everyone prepped on this in ernest (and the devs eye-balling) anything that sticks out early for future proposition.

/as you were ; carry on sergeant!

Goblinworks Executive Founder

Imbicatus wrote:


Playing a role in the theatrical scene is about creating a backstory for your character, creating character traits and flaws, thinking about their goals, and acting out what they would do next.

You can do that with or without alignment, and alignment is a non issue to role-playing.

What would help you create a backstory, create character traits and flaws, and all that?

Scarab Sages Goblin Squad Member

DeciusBrutus wrote:
Imbicatus wrote:


Playing a role in the theatrical scene is about creating a backstory for your character, creating character traits and flaws, thinking about their goals, and acting out what they would do next.

You can do that with or without alignment, and alignment is a non issue to role-playing.

What would help you create a backstory, create character traits and flaws, and all that?

Any number of things. Gurps uses a detailed tree of advantages and disadvantages. Fate uses aspects. D&D uses alignment.

Alignment is a tool. It's not the only tool, or even a necessary one.

Goblin Squad Member

Mbando wrote:
Proxima Sin wrote:


And that's where 80% of roleplay happens; suspending disbelief and using our imagination to star in our own movie. The RP Support in the title of this thread is just that: the other 20% which supports the 80% that players bring on their own.
I respectfully argue that you're wrong, and that you are repeating an impoverished concept of RP

I can see where my efforts at brevity might have left you with an incomplete picture of my idea.

My 80% is out in the game world doing stuff too, seeing new places, building alliances and resisting foes, granting opportunities and burning bridges (metaphorically and literally? hey, Ryan...)

What I mean by using imagination is this:

I am a hero clad in the finest steel armor with a deadly weapon at my side {you have Cheetos dust on your t-shirt} forging bravely into an unknown area {in your executive chair from IKEA} where others are too fraught with horror to tread {had to go to their little sister's birthday party}. The suspension of disbelief part and imagination part come in turning pixels and sound files into a richer experience that you can become emotionally invested in and be elated or or heart crushed at the twists and turns as you star in the never ending movie that rolls every time you log in.

A road I went to a town meeting about and later built isn't much of a character in that movie. As much as the blacksmith shop in town is, I guess. My opinion is that it's not much of a place that will bring characters together on a regular basis or change how they exist around each other in the world like a POI or incursion will.

CEO, Goblinworks

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Proxima Sin wrote:
@Mbando I imagine sitting at a computer what I would do to roleplay the road thing. Train some skills at the building in town. Walk out the gates. Click the spot where the road is going to go, select Build.

Classic example of a solution from a single-player game that doesn't work well in an MMO.

Let's say we built all the game systems to enable you to do this. Now we have two problems.

One: Pave the Earth. People use this system to run roads everywhere. Who cares what the upkeep costs are? For some people they can crap the upkeep costs. For others they are happy to see the road decay (it has to take some time) and then they'll just built it again. The world looks stupid. Roads don't "mean anything" (they just go wherever). People make giant road dicks. People use roads to write insulting messages. etc. etc. etc.

Two: A handful of people get all the fun. The person who builds the first "road" that is situated in the right place for a road is the only person who ever gets to build that road. As soon as all the roads are built, nobody gets to build roads anymore. A handful of people will specialize in road building and they'll build all the roads they can. Everyone else thinks "roads are dumb, I'll never build one, what's the point?"

This is why we need to think about systems you can do MANY TIMES and that can be done in PARALLEL by MANY PEOPLE.

RyanD

Goblin Squad Member

Imbicatus wrote:
DeciusBrutus wrote:
Imbicatus wrote:


Playing a role in the theatrical scene is about creating a backstory for your character, creating character traits and flaws, thinking about their goals, and acting out what they would do next.

You can do that with or without alignment, and alignment is a non issue to role-playing.

What would help you create a backstory, create character traits and flaws, and all that?

Any number of things. Gurps uses a detailed tree of advantages and disadvantages. Fate uses aspects. D&D uses alignment.

Alignment is a tool. It's not the only tool, or even a necessary one.

Actually it is the only tool in Table top Pathfinder. It's the only system in the rulebook for playing the persona aspects of your character. Everything else is made up by the player. Alignment is the only measurement of character persona actually on the character sheet.

Goblin Squad Member

Arguably their stats are also a tool for identifying their persona, but only to a more minor degree. A person roleplaying an 8 INT character should behave differently than an 18 INT character.

Goblin Squad Member

Ryan Dancey wrote:


Two: A handful of people get all the fun. The person who builds the first "road" that is situated in the right place for a road is the only person who ever gets to build that road. As soon as all the roads are built, nobody gets to build roads anymore. A handful of people will specialize in road building and they'll build all the roads they can. Everyone else thinks "roads are dumb, I'll never build one, what's the point?"

This is why we need to think about systems you can do MANY TIMES and that can be done in PARALLEL by MANY PEOPLE.

RyanD

Could solutions to these issues be:

1) A decay mechanic, where road-building crews must go out from time to time and rebuild roads?

2) Making road-building a synergistic effort, with say multiple Aristocratic and Expert skills involved, as well as a variety of materials, so that you need a good-sized coordinated group effort to build a hex-worth of road?

Goblin Squad Member

Ryan Dancey wrote:
This is why we need to think about systems you can do MANY TIMES and that can be done in PARALLEL by MANY PEOPLE.

If roads are a negative example of such a system, I am curious if we can describe positive attributes of the desired systems. These attributes would be present regardless of the physical details of said system.

It seems to me that the desired systems:
1) Would never produce unique results (In the case of a road in a specific place, there can only be one road in that exact place, especially as a road is continuous over an area rather than a specific location. Destroying the road in one place could be corrected by repairing the road, not building a new one.)
2) Could be both made and destroyed only by united character action (i. e., an individual character could neither make or unmake the objective of the system. An outpost is a good example. This does not violate attribute 1 in that if it is destroyed, another different outpost, by possibly a different chartered company, could be built in its place rather than simply repairing the existing one.)
3) Would not be exclusive (in that all characters could make use of the system, not for example, being restricted to a particular role or group of characters.)
4) Could not be created or destroyed with out cost to groups of characters (i. e., no group could do it for free or without risk)
5) Could have several instances of the system in existence at the same time (i. e., you can't build just one outpost for all PFO)
6) Must provide a measurable benefit to those who use the system (I think that this means that graphic emotes don't fit)

Can you think of any others?

Goblinworks Executive Founder

Imbicatus wrote:
DeciusBrutus wrote:
Imbicatus wrote:


Playing a role in the theatrical scene is about creating a backstory for your character, creating character traits and flaws, thinking about their goals, and acting out what they would do next.

You can do that with or without alignment, and alignment is a non issue to role-playing.

What would help you create a backstory, create character traits and flaws, and all that?

Any number of things. Gurps uses a detailed tree of advantages and disadvantages. Fate uses aspects. D&D uses alignment.

Can you provide specific possibilities, preferably but not neccesarilly following the guidelines Ryan set out?

Goblinworks Executive Founder

The only way I see roads becoming roleplaying points is if wars are fought over them.

How could roads be implemented such that it is reasonable to risk war over them in some manner?

Goblin Squad Member

DeciusBrutus wrote:


How could roads be implemented such that it is reasonable to risk war over them in some manner?

Make them so mechanically useful that not using them is seriously debilitating.

Consider if the only place you can run a cart for transporting goods is down a road. You can take one off of a road, but they move at such a snail pace that it takes an unreasonable amount of time to get anywhere at all. Make settlement goods weigh such an extravagant amount that you either use carts or you have hundreds of people constantly running back and forth to facilitate the movement of goods.

If a settlement is to be successful, they must control nearby roads. Not controlling those roads means no incoming resources from your holdings. It means no merchants are able to transport their goods to your settlement.

This makes the first step in any settlement war a fight over those road networks. If you can seize control of your enemies roads, you can put a stranglehold over their ability to manufacture and repair their settlement. The lack of upkeep goods starts to tank their DI, making retaking control of those roads a vital war goal. The defending settlement can still try and run their goods through the wilderness, but they will be sitting ducks while doing so.

From an educated layman’s point of view, this wouldn't be out of the realm of possibility for implementation. Check current terrain type, if equal to [Stone Road], set movement rate to 100. If equal to [Dirt Road], set movement to 50. Else set movement to 5. Obviously with more, you know, actual coding and development. But the base logic isn't so complicated as to be prohibitive.

Goblin Squad Member

Anything that makes the game world feel more real, in the context of settlement building and warfare , will help with playing the role of adventurers in the River Kingdom. The roads and everything else we will build need to feel like we are going thru what people would do to construct them. The road building is just step one, after it is built you now can use fast travel, and merchant wagons can come to your settlement. A realistic approach to trade will offer lots of roleplaying, money and goods should only be where you put them and you shouldn't be able to carry what we have gotten use to being able to haul around in our 5 backpacks. How does someone even put on 5 backpacks?

So from the stand point of making the world feel real to help in a general sense the feeling of roleplaying , we need to look at what is wrong with most mmos, you shouldn't be able to carry all that stuff, and money doesn't just show up in any bank in the world. The roads and hauling stuff around can be a major source of gameplay, and the all the bandits say , that's right, but they will need a mule too. How about we not give players the hauling capacity of a wagon and use actual wagons , it will make lots more targets for pvp if you cant run away carrying 5 breastplates and 8 longswords , and 2000 gold coins.

Goblinworks Executive Founder

That's two discussions over how roads can be made instrumentally important TO the warfare mechanics; I was asking for suggestions over how to make road placement important enough that wars would be fought over the construction and maintenace of roads.

Personally, I think that allowing tolls on roads (at some DI cost?) would be sufficient. It's against one of the river freedoms, which should be enough of a reason for a number of roleplayers to join the war, and it can be lucrative, which is a reason to want to do it.

Likewise I think slaver and necromantic labor can provide powerful incentives to engage in rewarding policies that provide roleplaying content.

CEO, Goblinworks

Harad Navar wrote:
If roads are a negative example of such a system, I am curious if we can describe positive attributes of the desired systems.

The problem isn't "roads". The problem is one character building a road.

So the ideal system would be one where it required a large number of people to build the road and potentially a large number of people to maintain it. (Although I have to say that I find "maintenance" work in MMOs to be incredibly soul killing. Sometimes a necessary mechanic but rarely very fun.)

The example I used earlier works like this. A lot of people have to traverse a path before it becomes a dirt track. Once it becomes a dirt track, then another group of people can engage in upgrading it to a paved road. Once it is upgraded to a paved road, it might require some maintenance. If people stop maintaining it, the pavement degrades back to a dirt track. If people stop following the dirt track, the trail fades away and we're back to status quo ante.

Re: your list

1 & 3: Exclusive and unique content is the purview of single-player games, not MMOs. Even the IDEA that you can do something exclusively or make something unique implies a design failure.

2: To the extent possible that's how we want to build our game - player action creates and destroys.

4: Everything has to have a cost otherwise there will be an infinite supply and the world will suck.

5: Expect that if a thing can be done, it will be done many, many times.

6: Not necessarily. Some people will make art for art's sake. Some game systems exist just to be fun.

Goblin Squad Member

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Well green hats, it looks like sitting in a chair is now a thing. It's a ridiculous phrase to give a special meaning to, but that perfectly exemplifies what the expression is talking about in the first place.

Somebody wants to talk about roleplay and we get these fantastically (in the original way, fantasy, can't seriously be true) drawn out explications about the necessity of sitting in a chair and how to cram road construction into the jar of things vital to satisfying rp.

Sitting in a chair - the act of going tunnel vision on a small (esp. preconceived) idea about the subject missing much broader and probably better aspects.

I have a strong feeling with over two years of crowdforging ahead this won't be the last time it crops up, so it becomes a thing like Green Hats. If someone goes off on how some miniscule pet corner of PO doesn't measure up to EVE or what other fantasy MMOs did, we can say, "Oh, he's really sitting in a chair now." The executives in this post really sat in chairs about the TV shows they cancelled and probably cost themselves entertaining and profitable content. Or more subtly, "Hey buddy, have a seat."

If someone has a perpetual habit of going down that road (see what I did there?), I'll say "Janice from Accounting walks around with a velvet chair cushion."

Or, "Man, that guy is full of /sit."

Goblin Squad Member

What do you think, if we could go out in the fields and pick flowers , and then it was possible to hang them on the city walls, would the walls become covered with flowers, just cause we can? Suppose it gave your settlement a morale bonus while fighting if you had 50% or more flower coverage, would we then spend countless hours picking flowers ?

Anyway , I like the idea of doing things that would effect a settlement morale factor , it could be all kinds of different things you would do and the bonus would increase the more it was done. The idea of a morale rating for a kingdom or army is not new to strategic wargaming , we would need a way to make it work beyond just building a dance hall or whatever.

Goblin Squad Member

You could have a banner skill. The more guys you have with banners the higher your morale.

Goblin Squad Member

For explorers there could be a rare animal that spawns once a day and you hunt it and bring back the trophy for a daily bonus to your settlement morale, or maybe one per hex so you can go out in the wilderness hexes too.

Goblin Squad Member

Notmyrealname wrote:
For explorers there could be a rare animal that spawns once a day and you hunt it and bring back the trophy for a daily bonus to your settlement morale, or maybe one per hex so you can go out in the wilderness hexes too.
Unfortunately, the difficulty here is Ryan's telling us that
Ryan Dancey wrote:
...we need to think about systems you can do MANY TIMES and that can be done in PARALLEL by MANY PEOPLE.

Oh-so very many ideas don't fit those parameters.

Goblin Squad Member

I'm still trying to grapple with how building roads is an enhancement to role playing? If we said it was community building, then I would agree, but not role playing.

That is unless there is a charter company of engineers of the CWA.

Goblin Squad Member

Jazzlvraz wrote:
Notmyrealname wrote:
For explorers there could be a rare animal that spawns once a day and you hunt it and bring back the trophy for a daily bonus to your settlement morale, or maybe one per hex so you can go out in the wilderness hexes too.
Unfortunately, the difficulty here is Ryan's telling us that
Ryan Dancey wrote:
...we need to think about systems you can do MANY TIMES and that can be done in PARALLEL by MANY PEOPLE.
Oh-so very many ideas don't fit those parameters.

Well , how about we make it a huge nasty monster that takes 5 people to kill? And if it has to be hunted , several groups could be looking, you don't know when or where it will spawn. You could make it a pack leader with a pack of smaller ones that roam around and needs to be found. Just because everyone cant bring home the trophy every day doesn't mean we cant make the concept work. It wouldn't be one monster per game world it would be one per hex so that's a lot of groups that could hunt every day. It doesn't even have to be a mob, make it 10 bandit players heads that you put on poles out front, or 10 bandit hunters heads.

Goblin Squad Member

Notmyrealname wrote:


Well , how about we make it a huge nasty monster that takes 5 people to kill? And if it has to be hunted , several groups could be looking, you don't know when or where it will spawn. You could make it a pack leader with a pack of smaller ones that roam around and needs to be found. Just because everyone cant bring home the trophy every day doesn't mean we cant make the concept work. It wouldn't be one monster per game world it would be one per hex so that's a lot of groups that could hunt every day. It doesn't even have to be a mob, make it 10 bandit players heads that you put on poles out front, or 10 bandit hunters heads.

I think that's already in the works, as part of the general system for drops and crafting. We'll need to kill mobs in groups to get drops for crafting, and the most rare ones will be from escalations that need multiple groups to handle. From the blog:

"Ultimately, the best items in the game will be the results of a long process: they were made out of a mixture of rare, high-quality components that made their way through the hands of several highly skilled professionals as they were gathered, refined, and assembled into a finished item. A maximum-quality sword isn't a rare drop from a raid boss, it's the hard work of at least half a dozen professionals with unsurpassed skill that brought elements of increasing refinement from the wilderness into your hand."

Goblin Squad Member

I would like to see roads being the responsibility of a settlement. make it hard to do. No issue with that. Require repair to decay that a settlement needs to have. I mean right there that introduces the ability to disrupt trade and easy travel of a settlement. Say you go to war. Now everytime your road crews go out they run into bandits who kill them. so now you have to send out guards so they can do their job or you let the road decay and you lose the bonuses. Or heck it could just be a pride thing.

I would like to see things like atonement for paladins. So given the new info require paladins to have a CORE alignment of LG as well as their active alignment being LG. Lets say i go on a rampage and I drop to +3000 on the good axis. Now because my core alignment was LG and i dropped below +7000 on the good scale the system marks me. So i go and i work my butt off and it takes me months to get back to +7000.

I still have that system mark. in order to get my paladin abilities back i have to have a cleric cast atonement one me while in a LG holy place. This represents not only the paladin making amends and reproving themselves but the cleric is acting as the connection to the gods. They are certifying that the paladin has changed their ways and are asking the gods on my behalf to allow me to take up the mantle of Paladin. This also requires interaction with other players. what if you cannot convince a cleric to cast atonement for you? Perhaps he wants you to bring him six evil dragon teeth as proof of your courage....well tough luck you got to do it. if you didnt want to you shouldnt have made the mistake. Also atonement should be a higher level ability (level 5 like in the tt).

I understand this seems like a pain since if i went fighter i wouldnt really have to worry about things like maintaining 7000+ in law and good and i would be balanced against a paladin (since a paladin would NOT be any more powerful than other roles). I also think that paladins should have a high reputation requirement. However i think that the paladin class is a class with built in RP that cannot be ignored. If you are in the game world and you are a paladin it should mean something. other players should know that. They are the shining light, and they should be required to act that way.

Do i think evil bad guys will try to cause a paladin to lose their powers by causing them to attack unprovoked targets? yes. Do i expect evil folks to mock a paladin knowing full well that the paladin wont be able to do something about it unless attacked first? yes.

That is also why i dont think that people will just be a paladin on a whim.

CEO, Goblinworks

Notmyrealname wrote:
Well , how about we make it a huge nasty monster that takes 5 people to kill?

Assume our peak concurrency will be 20% of the accounts. After six or seven months, we'd like to have about 20-30k accounts. Let's say 20k just for argument's sake.

So during the busiest time of the day, we'll have 4,000 people logged in. The average concurrency will be about 10%, so at any time we'll have 2,000 people logged in.

Let's assume that by this point we have 50 hexes (this is hypothetical. Don't mark this as a promise. It could be less, it could be more.)

Let's assume 30% of those hexes are mostly empty. Say they have 10% of the logged in characters. Let's assume 30% are moderately busy. Say they have 30% of the logged in characters. Assume the remaining 40% of the Hexes have the remaining 60% of the characters.

Low density: 15 hexes, 200 to 400 characters / 13 to 26 characters per Hex

Medium density: 15 hexes, 600 to 1,200 characters / 40 to 80 characters per Hex

High density: 20 Hexes, 1,200 to 2,400 characters / 60 to 120 characters per Hex

Assume you can walk across a hex in 10 minutes (hypothetically). So if you're at the center of a hex, you are no more than 5 minutes from any point.

Question: A rare, extremely valuable monster spawns. How many characters arrive to try to kill it?

Goblinworks Executive Founder

Ryan Dancey wrote:
Notmyrealname wrote:
Well , how about we make it a huge nasty monster that takes 5 people to kill?

Assume our peak concurrency will be 20% of the accounts. After six or seven months, we'd like to have about 20-30k accounts. Let's say 20k just for argument's sake.

So during the busiest time of the day, we'll have 4,000 people logged in. The average concurrency will be about 10%, so at any time we'll have 2,000 people logged in.

Let's assume that by this point we have 50 hexes (this is hypothetical. Don't mark this as a promise. It could be less, it could be more.)

Let's assume 30% of those hexes are mostly empty. Say they have 10% of the logged in characters. Let's assume 30% are moderately busy. Say they have 30% of the logged in characters. Assume the remaining 40% of the Hexes have the remaining 60% of the characters.

Low density: 15 hexes, 200 to 400 characters / 13 to 26 characters per Hex

Medium density: 15 hexes, 600 to 1,200 characters / 40 to 80 characters per Hex

High density: 20 Hexes, 1,200 to 2,400 characters / 60 to 120 characters per Hex

Assume you can walk across a hex in 10 minutes (hypothetically). So if you're at the center of a hex, you are no more than 5 minutes from any point.

Question: A rare, extremely valuable monster spawns. How many characters arrive to try to kill it?

Non-ironic answer: Out of 20k accounts, estimate that 5% of them are hardcore players with multiple characters and real-world alert systems, that those players average 2 characters, and only 1/2 of them are actually available at a random time (leaving 84 hours a week where meatspace concerns cannot be interrupted). Of a rough average of 420 characters in the hex in question and surrounding hexes, about 15% of them are likely to be in the 5% of hardcore players (figuring that they spend about three times as much time as the typical online player).

About 2300 characters try to arrive, and only about 350 of them are controlled by players who don't take the game very seriously. Two of the first characters to arrive (before there are enough gathered to beat the monster) actively try to prevent any group not affiliated with them from looting the creature, probably suffering reputation and alignment penalties for doing so. Distant characters might launch raids and assaults against their rivals' holdings in an effort to either split their attention and delay their field teams (if the rare resource is valuable enough). In any case, the typical player sees the situation taken over by the players who take the game very seriously, and have developed doctrine for exactly what to do when these things happen.

Goblin Squad Member

Answer: more than 5 ^_^

Goblin Squad Member

Ryan Dancey wrote:
Harad Navar wrote:
If roads are a negative example of such a system, I am curious if we can describe positive attributes of the desired systems.
So the ideal system would be one where it required a large number of people to build the road and potentially a large number of people to maintain it. (Although I have to say that I find "maintenance" work in MMOs to be incredibly soul killing. Sometimes a necessary mechanic but rarely very fun.)

If building construction is going to use some mechanic where characters sign up to work on building crews when they aren't doing something else (which I believe is the case), then they can sign up for maintenance crews as well as building crews. If the character can sign up for one or the other, then balancing building .vs. maintenance becomes a settlement-wide balancing act. Maintenance and upkeep also serves as a damper on settlement construction.

Goblin Squad Member

What I see happening here is Ryan described what he's looking for in a role playing-supporting system, and well-intentioned people are giving activities.

A lot of these recent posts could all get worked into something of a chartered company Champion system. That hundreds of people interact with, in parallel.

Goblin Squad Member

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If I were to choose to roleplay a cleric, it would be very nice to actually be able to do some clerical type stuff that would aid my community or hinder my enemy's. For instance:

- Proselytizing or preaching might have an effect upon local NPCs, altering their alignment to more closely match my god's, or getting them to join my "congregation" in order to bring more money to my church and settlement (voluntary tithes?).

- A "preaching" activity might also have a morale effect upon the settlement. If a cleric matches the settlement's alignment, perhaps there could be bonuses to the DI or workers' productivity. If the alignment differs vastly, perhaps allowing dissenting sermons produces the opposite effect.

Goblin Squad Member

Ryan Dancey wrote:
Notmyrealname wrote:
Well , how about we make it a huge nasty monster that takes 5 people to kill?

Assume our peak concurrency will be 20% of the accounts. After six or seven months, we'd like to have about 20-30k accounts. Let's say 20k just for argument's sake.

So during the busiest time of the day, we'll have 4,000 people logged in. The average concurrency will be about 10%, so at any time we'll have 2,000 people logged in.

Let's assume that by this point we have 50 hexes (this is hypothetical. Don't mark this as a promise. It could be less, it could be more.)

Let's assume 30% of those hexes are mostly empty. Say they have 10% of the logged in characters. Let's assume 30% are moderately busy. Say they have 30% of the logged in characters. Assume the remaining 40% of the Hexes have the remaining 60% of the characters.

Low density: 15 hexes, 200 to 400 characters / 13 to 26 characters per Hex

Medium density: 15 hexes, 600 to 1,200 characters / 40 to 80 characters per Hex

High density: 20 Hexes, 1,200 to 2,400 characters / 60 to 120 characters per Hex

Assume you can walk across a hex in 10 minutes (hypothetically). So if you're at the center of a hex, you are no more than 5 minutes from any point.

Question: A rare, extremely valuable monster spawns. How many characters arrive to try to kill it?

Did I say takes 5 people to kill? I must have left out the 0, takes 50 players to kill, jk. If there are lots of groups you will get PvPed after you engage the monster and all die and the next group gets the trophy ,unless they get ambushed after they engage and all die too. It could end up being a battle royal, kind of like a capture the (mobile) flag. Give the monster lots of hp so it takes awhile to kill it.

Not related to that does anyone see the value in a 'truce flag' so you can talk to players you are at war with? Edit, I meant 'Parley Flag'

Goblin Squad Member

Parley flags seem a good idea.

Goblin Squad Member

Being wrote:
Parley flags seem a good idea.

Some of us might want to be friendly before we kill, or maybe hurl a few insults, "Is that your weapon, or did a little girl give you her toy to play with?"

Goblin Squad Member

Notmyrealname wrote:

Did I say takes 5 people to kill? I must have left out the 0, takes 50 players to kill, jk. If there are lots of groups you will get PvPed after you engage the monster and all die and the next group gets the trophy ,unless they get ambushed after they engage and all die too. It could end up being a battle royal, kind of like a capture the (mobile) flag. Give the monster lots of hp so it takes awhile to kill it.

So we are basically converting a typical prime PvE opportunity in a PvP struggle that non-hardcore players shouldn't even bother with? I would expect this some of the time, but it would be terrible to be a constant thing.

As for arriving to kill it, depending on the frequency of "rare" and the randomness of the spawn, it could be something that massive groups form to wait for. I would favor highly random times and locations, such as that areas cannot be reliably locked down prior to spawn.

Scarab Sages Goblin Squad Member

Lifedragn wrote:
Notmyrealname wrote:

Did I say takes 5 people to kill? I must have left out the 0, takes 50 players to kill, jk. If there are lots of groups you will get PvPed after you engage the monster and all die and the next group gets the trophy ,unless they get ambushed after they engage and all die too. It could end up being a battle royal, kind of like a capture the (mobile) flag. Give the monster lots of hp so it takes awhile to kill it.

So we are basically converting a typical prime PvE opportunity in a PvP struggle that non-hardcore players shouldn't even bother with? I would expect this some of the time, but it would be terrible to be a constant thing.

As for arriving to kill it, depending on the frequency of "rare" and the randomness of the spawn, it could be something that massive groups form to wait for. I would favor highly random times and locations, such as that areas cannot be reliably locked down prior to spawn.

This is actually what happened when I was playing SWTOR. During the Rakghoul plague event there were PVE giant monster spawing in Tatooine in Outlaws Den (The FFA PVP zone). A big group of Reps were fighting an infected Bantha, and then we were ambushed by some imps while still fighting the bantha. We had to disengage the bantha, take out the interlopers,a nd then go back to fighting the bantha. It was an intense fight, and my favorite moment in that game.

Goblinworks Executive Founder

There's a strong argument for having big PvE content that requires lots of characters to beat. It just shouldn't be rare, only hard to get to and defeat.

Goblin Squad Member

Roads should also go through and connect settlements. You'd need premission from those folks I'd imagine, to build in their areas...

So can a settlement leader suspend the KoS mechanic for workers of opposed alignments? Or certain flags?

Goblin Squad Member

If there are no roads, where will bandits set up to ambush? Where will toll income be collected?

Goblin Squad Member

other common routes that people use. Choke points. I have no problem with bandits being required to have look outs and explore the map to find victims.

Goblin Squad Member

Problem with toll bridges is if you can't enforce it, it's worthless.
Can you see people spending the better part of their game time defending a toll bridge?

Goblin Squad Member

Being wrote:
If there are no roads, where will bandits set up to ambush? Where will toll income be collected?

There is still the quickest way between two towns, spots you have to go to get around terrain features, and that ilk. You think Bludd would let a little thing like not having roads stop him?

Goblin Squad Member

Proxima Sin wrote:
Being wrote:
If there are no roads, where will bandits set up to ambush? Where will toll income be collected?
There is still the quickest way between two towns, spots you have to go to get around terrain features, and that ilk. You think Bludd would let a little thing like not having roads stop him?

I think not having feet wouldn't put much of a damper on his passion. :)

Goblin Squad Member

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Some ideas..

- What I'd like to see is a Live Events Team where GM's can take the roles of NPC's to RP with players, spawn unusual mobs, cause scripted events to happen, etc. Note this doesn't need to be something that adds any sort of rewards that you wouldn't get through normal play...so it isn't going to be a draw for people based on reward...just something to make the world seem a little bit more alive in ways it normaly doesn't.

- Another thing could be "invasions" that occur outside the normal escalation cycle. So remove the idea of the One rare unusual mob that appears in one hex that everybody flocks to kill and replace it with hundreds or maybe thousands of mobs that spawn all across the lands that are outside the typical procedural generation system and need to be dealt with by the entire player base. This could be saved for rare occasions, say maybe Halloween (real world) becoming a night where the dead really come out to play in the game world.

- Another thing. How about giving players the ability to spawn into NPC monsters for a limited time? This would allow players the chance to maybe generate mini RP scenarios for other players. You could limit this to high reputation players so it wouldn't be as likely to be abused. Put a limit on how often it could be done a month, again limiting abuse and possibly even make it an RMT purchase so extra income for GW.

So, for example, a 5,000 Reputation player could pay to play an Orc or Troll or Ghoul for upto 4 hours per month. Don't make it anything overly powerfull

- Player created books/scrolls that exist within the game world. This would be a nice little RP tool. If players create thier own books/scrolls with a few pages of text created by them. Write little bits of lore, journals of thier exploits, diaries, etc. Allow these to be placed into book-cases or libraries in towns, etc. They need have no function other then things which simply can be read or given to other players in game.

- Company/settlement created titles for thier members. Again these need not neccesarly be tied to any specific function, but allow a company or settlement perhaps a dozen titles which it could specify what text strings be used for them and allow it to bestow them upon it's members as honorifics.

I apologize if any of these have already been suggested. I haven't read the entire thread.

Goblin Squad Member

Pax Khas wrote:

If I were to choose to roleplay a cleric, it would be very nice to actually be able to do some clerical type stuff that would aid my community or hinder my enemy's. For instance:

- Proselytizing or preaching might have an effect upon local NPCs, altering their alignment to more closely match my god's, or getting them to join my "congregation" in order to bring more money to my church and settlement (voluntary tithes?).

- A "preaching" activity might also have a morale effect upon the settlement. If a cleric matches the settlement's alignment, perhaps there could be bonuses to the DI or workers' productivity. If the alignment differs vastly, perhaps allowing dissenting sermons produces the opposite effect.

I'd love something like this--a way to enact your faith. So just as you can lose reputation for murdering NPCs, if there was a way to minister to the needs of the people it would be a great way to play my role (not a rep grind, but maybe a kind of PvE play).

Goblin Squad Member

I would also like to know what is GW's view on GM events and direct GM involvement in game play that gives players something to do.

Goblin Squad Member

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If the presence of a druid being druidic enhanced resource production, perhaps the presence of a cleric being clerical would affect the DI or morale of a settlement or PoI?

Goblin Squad Member

Notmyrealname wrote:
I would also like to know what is GW's view on GM events and direct GM involvement in game play that gives players something to do.

We know that they have something in mind that involves the Alpha level and above contributors involving critters like goblinses.

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