Player Run Events

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Player Run Events

Postby Ariander » Thu Oct 27, 2016 7:06 pm

This idea is intended to be a bit less "silly" than my earlier deer idea...

But I think it would interesting to offer - maybe at the village or realm level - unique items that leaders of villages/realms could use or designate for use to "event planners" and that would generally and generically enable players to run their own events and quests..

1) An object that can create a gate that allows you to pass if your inventory is empty (or similar checks) - this item would enable events (example: treasure hunts, races or item collection competitions that couldn't be cheated)
2) A random object dispenser (like a blind chest a player can reach in blind and pluck an item from (for prize pools and randomizing prize giveaways), but that would destroy the contents on attempts to steal and destroy it
3) A certificate/award/trophy item(s) using existing systems like paper, cloth, wood, frames etc - that can be text customized as prizes or gifts for varying events and contests
4) A "bury" and "dig" system - shovel and chest and designated area or some such to enable treasure hunt type events
5) race track/obstacle course style terraforming option that would create a unique track
6) a stage

I have a whole lot more ideas along these lines - but I figure the gist is above and simply summed up in the idea of creating non-imbalancing generic items that with a bit of creative thought and planning, can be used to create some fun and unique game-wide events that can be run by players.
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Re: Player Run Events

Postby sMartins » Thu Oct 27, 2016 7:10 pm

Ariander wrote:4) A "bury" and "dig" system - shovel and chest and designated area or some such to enable treasure hunt type events


This sounds really good... :D
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Re: Player Run Events

Postby Ysh » Thu Oct 27, 2016 7:29 pm

Ariander wrote:1) An object that can create a gate that allows you to pass if your inventory is empty (or similar checks) - this item would enable events (example: treasure hunts, races or item collection competitions that couldn't be cheated)

This would be useful for many thing aside from this one for creating ''secure'' area in general. But I am not sure how likely it is for security like these ones to be add. Developer has been resistant to idea like this in past, I think. You can implement some thing like this with existing mechanics using some scheme like:
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Entrance to Las Havens is a double gate. You come in though the first one which shuts behind your back. There are two chests in front of you. You have empty your inventory together with your equipment to one of them and fill your inventory with stones from the other one. Doorman will check the chests and confiscate any restricted items and confirm that your inventory is filled with rocks. You may then take allowed items back and proceed through the second gates. You're in.

Ariander wrote:2) A random object dispenser (like a blind chest a player can reach in blind and pluck an item from (for prize pools and randomizing prize giveaways), but that would destroy the contents on attempts to steal and destroy it

Seems fine. Without this you can use some thing like random.org and do it manual, but it can offer some convenient.
Ariander wrote:3) A certificate/award/trophy item(s) using existing systems like paper, cloth, wood, frames etc - that can be text customized as prizes or gifts for varying events and contests

For now you can use painting systems to create some trophy painting. Or some coins system to create some trophy like ''medals.''
Ariander wrote:4) A "bury" and "dig" system - shovel and chest and designated area or some such to enable treasure hunt type events

Ability to place secret stash is interesting ideas. Does not seem more strong than alt vault, so I think no issue of it.
Ariander wrote:5) race track/obstacle course style terraforming option that would create a unique track

What difference is between this and paving?
Ariander wrote:6) a stage

What it does? What is different than this one and raise some lands high up and paving it?
Ariander wrote:I have a whole lot more ideas along these lines - but I figure the gist is above and simply summed up in the idea of creating non-imbalancing generic items that with a bit of creative thought and planning, can be used to create some fun and unique game-wide events that can be run by players.

These sort of thing can be useful, but some thought should be use for making things that are not too specific.
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Re: Player Run Events

Postby Ariander » Thu Oct 27, 2016 8:16 pm

Difficult to quote out each section, so I'll just respond (@Ysh) to a few for now:

1) the secure gate/area

Your idea of how to use existing game mechanics is a good one and something I hadn't considered (and an example of what I was getting at in trying to create means to do some in-game things that don't require specific implementations or hand-holding by the devs) - however, I do think that the efficiency of a secure gate/area makes sense in this case due to the time/confusion and intrusiveness involved with the example you mentioned. Essentially simplistic, generic and efficient. Although in saying that, I'm completely acknowledging that I have zero idea of how complex, involved, annoying coding something like that would be. :)

4) racetrack "floor tile" -

In my mind its more about restricting movement to the "course" or prevention or "cheating" a preset course (for like a race or obstacle course that determines a winner by who gets through it/finish lines it first) I suppose though, it would be less about the "track" and more about entrance/exit and movement. I was thinking more in terms of specific tiles/terrain that allowed only certain types of movement/directions/passage. (Also potentially useful for creating mazes)

6) the stage - you make a good point - its more for aesthetics/mood than anything else and you're right, a paved, leveled land area could do the trick quite nicely. :)
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Re: Player Run Events

Postby Ysh » Thu Oct 27, 2016 9:01 pm

Ariander wrote:1) the secure gate/area

Your idea of how to use existing game mechanics is a good one and something I hadn't considered (and an example of what I was getting at in trying to create means to do some in-game things that don't require specific implementations or hand-holding by the devs) - however, I do think that the efficiency of a secure gate/area makes sense in this case due to the time/confusion and intrusiveness involved with the example you mentioned. Essentially simplistic, generic and efficient. Although in saying that, I'm completely acknowledging that I have zero idea of how complex, involved, annoying coding something like that would be. :)

I like to point out this is not my idea, but thirty7even's. But yes, this is cumbersome process. If you are familiar with visitor buff, this is I think some controversy feature. It seem to me that developer opinion is that any security feature is better to be provide by the player. They do not want the game to ''guarantee safety'' as this special gate would do. But obvious they make exception for this visitor buff, so who is knowing really. Of course, I do not speak for developer, so they can correct me if this is no accuracy. Personally I think I am still undecided.
Ariander wrote:4) racetrack "floor tile" -

In my mind its more about restricting movement to the "course" or prevention or "cheating" a preset course (for like a race or obstacle course that determines a winner by who gets through it/finish lines it first) I suppose though, it would be less about the "track" and more about entrance/exit and movement. I was thinking more in terms of specific tiles/terrain that allowed only certain types of movement/directions/passage. (Also potentially useful for creating mazes)

So you are ask for some one-way door type of functions? Could be interest. As far as finish line, I think maybe just having referee watch for who is winner is better than any solution game is making for this.
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Re: Player Run Events

Postby viznew » Fri Oct 28, 2016 1:24 pm

1st off would love to be able to have ways of running events

i got a few ideas from these

A certificate/award/trophy item(s) using existing systems like paper, cloth, wood, frames etc - that can be text customized as prizes or gifts for varying events and contests


race track/obstacle course style terraforming option that would create a unique track


race registry station (one player sits at table, and all players that racing go to table and take a ticket, once have ticket will guide you to the starting point with waypoint that was preset when race track set up ( check points chould be two flag racers have to pass throu to finish race) the player at table can set timer till start of race and and when race starts pre placed gates drop and dont block anything (chould be a new gate thats wide and when open leaves no footprint collision wise) and the table can show race winner and give the player with ticket access to a preset chest with prize and the ticket chould show horses name and players and track name?

also mabye at a different part of the race regisrty station can put bets up and others can take those bets on the race and be given betting slip in exchange for the items trying to bet

lol its alot mabye one day thou
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Re: Player Run Events

Postby Bowshot125 » Fri Oct 28, 2016 3:50 pm

Events attract players who get off to ruining them. You cant really have a good time in this game when it comes to pkers. Suprised back then on Jorb's stream nobody killed him for the keks. Would have really shown him some immersion.
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Re: Player Run Events

Postby Kaios » Fri Oct 28, 2016 3:53 pm

Bowshot125 wrote:Suprised back then on Jorb's stream nobody killed him for the keks. Would have really shown him some immersion.


Pretty sure someone did and he gave them a cape, not that I don't agree with u though
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Re: Player Run Events

Postby jorb » Mon Jan 02, 2017 10:04 am

I wasn't killed. Peeps helped me.

Not sure how to feel about OP.
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