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Conflicts, intrigues, warring - Incentives
Posted: 05 Oct 2013 18:48
by Kas
Greetings.
Currently, it seems to me that the bulk of the population has but one primary goal in the game - To grow bigger(and prefereable on scripts).
If people have grown to propotions unfit for dieing(fear of death despite the recovery), crippling warring and conflicts with others (or spark some) as some may suggest, what could work as a greater incentive to drag players out of their comfortzone and spark arrays of interesting/worthwhile encounters?
What would You risk your beloved combatxp on for achievements related to warring/conflicts/intrigues and politics?
Re: Conflicts, intrigues, warring - Incentives
Posted: 05 Oct 2013 20:11
by gorboth
This is one of the most important questions of the current era of Genesis. I wish I knew the answer.
G.
Re: Conflicts, intrigues, warring - Incentives
Posted: 05 Oct 2013 20:13
by Laurel
One word: Irk.
Re: Conflicts, intrigues, warring - Incentives
Posted: 05 Oct 2013 20:27
by Draugor
Laurel wrote:One word: Irk.
Indeed, beeing an asshole and not beeing able to spell RP seems to have started alot o politicing

Still say the game would be better of without
Re: Conflicts, intrigues, warring - Incentives
Posted: 05 Oct 2013 21:53
by Yanus
Dwarves are stubborn. So is Irk.
They are quite unforgetful. So is Irk.
They are tough to kill. So is Irk.
They are not very sophisticated. Nor is Irk.
They are persistent. So is Irk.
He doesn't have to RP. He simply IS a dwarf.
Live with it.
Re: Conflicts, intrigues, warring - Incentives
Posted: 06 Oct 2013 03:49
by Snowrose
one thing i see a lot in mmo end games is instead of linear progression when they hit "End game" they kinda start installing kinda a lateral progression concept, instead of just getting more powerful, they get access to exclusive areas, special quests that give random unique items. a special currency they can exchange for ..things.... custom housing, titles, emotes maybe the ability to store 1 or 2 non combat items, in essence instead of getting stronger they are just getting more...leet.
also they have the concept of "dailies" a quest you can only do ever 24 hours to get this currency.the idea behind dailies is you have a few quests you can do a day and your...done...go rp or something.. this prevents people from just grinding all day and all night.
what you could do is just cap xp per day if your a big myth, and give them a few quest able dailies only they can do. this gets them coming back every day but will limit how much they just hang out grinding in lowbie zones. offering special purchasable myth things, might also keep people interested.
Re: Conflicts, intrigues, warring - Incentives
Posted: 06 Oct 2013 11:02
by Makfly
Kas wrote:... what could work as a greater incentive to drag players out of their comfortzone and spark arrays of interesting/worthwhile encounters?
Only make stats below epic count in PvP.
It's very simple - but in a Free for All, Player vs Player game, with unlimited stat-gain, it is a neverending arms-race.
"
I have to gain more stats, because everyone else in my remember list is already Myth level". That is my personal situation.
Re: Conflicts, intrigues, warring - Incentives
Posted: 06 Oct 2013 11:42
by Arcon
Makfly wrote:Kas wrote:... what could work as a greater incentive to drag players out of their comfortzone and spark arrays of interesting/worthwhile encounters?
Only make stats below epic count in PvP.
It's very simple - but in a Free for All, Player vs Player game, with unlimited stat-gain, it is a neverending arms-race.
"
I have to gain more stats, because everyone else in my remember list is already Myth level". That is my personal situation.
*cough*statcap*cough *
but seriously, a cap is the only thing that would work. Now we have a neverending stat race. To stop it you need to give it a end but also add something else to gain. perks that dont give combat aid.
The krynn war could be a lot more advanced with fun perks for the winner.
Re: Conflicts, intrigues, warring - Incentives
Posted: 06 Oct 2013 13:02
by Laurel
Once again and for all:
THERE IS A STAT CAP IN THIS GAME
Just because YOU (all you whiners) don't have the nerve to reach it, doesn't mean it is not existant. Quite a few people already reached the soft roof.
Re: Conflicts, intrigues, warring - Incentives
Posted: 06 Oct 2013 13:10
by Kas
Also, that's the only thing Genesis currenty have (statgrinding).
Lateral progressions are missing entirely, meaningful warfare systems is too insignificant and nonexistent in major parts of the game, unknown mystieries also lacking.
It could be remedied with exploring following concepts:
1. Lateral progression, at a certain avglevel, let's say a derivative somewhere in the middlemyth range <insert avglevel here>, lateral progressions give the same yeld then better beyond this point, in terms of passive abilities, new specials, magical abilities etc.
2. Empowering the guild with claiming ownership of areas, or rooms - Mines/mills/farms/areas gives yeld and resources to someone's guildhall or city, giving better defence, armours, more store options and BONUS to members in forms like..5% xpbonus per kill, magical abilities etc as long as the places are helt/captured/sovereignity. To capture and held an area of significance, you need to go in guns blasing, kill the enemy guards and boss(belonging to neutral npc if not captured, else belonging to the guild owning it), then hold the area for x time before sovereignity kicks in, giving the guild some immunitytimer, a period of time it owns the place before it's open for assault.
Right now, there isn't much incentives of starting anything except complaining over killsteals and scripters in grinders.
