A conflict-centered idea!

by Rodngar

Back to Ideas.

Rodngar2007-10-20 03:51:47
Oh man, the nostalgia.

I didn't want to say it, but landmarks used to be fun. Really.

I'd really just like to see something -encourage- every type of combat. I won't deny that some aspects of my system draw on landmarking.
Rodngar2007-10-20 18:16:22
So, in an attempt to continue this idea, I've decided to sit down and ponder some potential rewards:
  1. Commodities - a mix of useful and 'useless' or less used. Especially commodities that lowbies would need, like metals for their upcoming masterweapons or gathering materials for their monk weapons.
  2. Extra power - this is already proposed, I don't like it from a personal point of view.
  3. A boost - If this 'thing' or 'objective' is an object that can stretch across planes, what about a cross-planar buff to experience, damage, influencing potential, or something else? What about a health or mana buff?
  4. The right to use a new area - This one strikes me as both lame and awesome. Imagine if there was a great bashing place that every organization had to fight over the right to reach? I think it's cool on one hand; you have to fight for it and it encourages conflict for a reward that isn't necessarily combat-based. On the other, though.. if some organizations don't participate, it may as well not be an exclusive area, really.

Obviously, these are all rough ideas. I'm really working on writing up a second version of this proposal to incorporate concepts suggested, but I need help on goals.
Xenthos2007-10-20 18:36:26
QUOTE(Rodngar @ Oct 20 2007, 02:16 PM) 451788
The right to use a new area - This one strikes me as both lame and awesome. Imagine if there was a great bashing place that every organization had to fight over the right to reach? I think it's cool on one hand; you have to fight for it and it encourages conflict for a reward that isn't necessarily combat-based. On the other, though.. if some organizations don't participate, it may as well not be an exclusive area, really.

See: The Catacombs.

Caused more frustration than fun.
Rodngar2007-10-21 01:36:39
I believe, then, that the right way to go off that list is commodities or a bonus. That way, power isn't devalued more than it currently is anyways - and the area idea apparently failed before.

The question now is a way to make sure people don't feel forced to do it. Time to go brainstorm.
Unknown2007-10-21 03:18:26
Isn't making an area with excessively forced pk characteristics going to make combat in the rest of the world even less interesting?

I think a lack of meaningful personal conflict is better solved at a game-wide level, rather than leaving the problem in place everywhere except a dozen rooms or so.
Rodngar2007-10-21 03:37:07
QUOTE(Avaer @ Oct 20 2007, 11:18 PM) 451964
Isn't making an area with excessively forced pk characteristics going to make combat in the rest of the world even less interesting?

I think a lack of meaningful personal conflict is better solved at a game-wide level, rather than leaving the problem in place everywhere except a dozen rooms or so.


So do I, but when the Administration isn't willing to solve it but instead focus on trying to put conflict elsewhere (Estarra's suggestion to me was 'find a way to spark pk in construct worlds!', for instance) in a little playpen.. I'd rather help build the playpen than sit back and wait until mommy and daddy put me in it.