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Thread: Weekly T/P war

  1. #1
    Renatus
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    Default Weekly T/P war

    I can't take credit for this one, Cerby did most of the work, but between us we've advanced the idea on to something we're really happy with. This still has a little tweaking left, but it's at a decent standard.

    This is the detailed version, I'll post a short list of the main points after.

    Once a week (most likely on a saturday or sunday, not decided yet) we will have a Tainted vs Pure war, this will be much like Sabuk, but will have it's own (custom made) map and hopefully a brand new castle to boot. The castle will be smaller than Sabuk (I'm thinking more along the lines of Castle Gi), to force people to fight as a group, rather than having loads and loads of 2v1 kind of fights.

    The two sides will be led by Prov (he'll be Tainted as he's an evil sod) and Cerby (Pure, because he's like a puppy) for the first hour, for the second hour they'll join in on their normal characters (assuming they play, if not then they'd have to either drop out or do whatever).

    Their GM characters will be a fair bit higher than the average level players, but be wearing the kit that average players are after. Say 90% of people are 300-400, but a few are 420-450 and most people have half a kit of level 380-400 items, in that example Prov/Cerby would be level 500ish and wearing level 400 items. So they're a challenge, but you really want to kill them for their kit (could also have a handful of minor rares in their bags to increase people wanting to kill them), this will need messing with to get it as close to fair as possible.

    When the middle point is hit (after an hour), the GM's will either swap to their normal characters or do something else, in either case they'll appoint a "Champion" to take over for them, they will gain a spell for the following hour that will be a minor bless that will last for a minute or two (so they have to stay in the fight to keep people going), something like +agility/pr/mr/ac/amc/dc/sc/mc/acc, but would be divided up for the two sides. Meaning the person that is doing the most on the field (might be most kills, might be a Tao that's keeping people Puri'd, Cursed and Poisoned) gets this boost to give to everyone else.

    When the fight ends the winning side will control the castle and will gain some bonuses, which is where you lot come in, we need ideas for rewards. Sabuk will still be our main war, as we'll make the item required to do it much rarer than being able to do it weekly (it also limits it to one guild, rather than 30-40% of players), so anything you come up with, remember Sabuk has to be better.
    Last edited by Provectus; 12-08-09 at 02:38 PM.

  2. #2
    Renatus
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    Default Re: Weekly T/P war

    • Weekly fight between Tainted and Pure, each side led by one GM.
    • The GM's will be roughly 10-20% higher in levels than the players, but will be wearing items that said players are able to use (so if they die and drop, the players get the items).
    • Half way through the war, the GM's will log their normal characters (may not happen, depends on the fight) and appoint a Champion for each side to gain a spell that will increase stats (like BlessedArmour), will only last 2-3 minutes per cast though.
    • The winning side of the war will gain control of the castle for the week, the reward of this castle is up to you guys to decide, but remember that Sabuk will need a better reward.


    Hope that made it easier for people who don't like lots of details, if so I'll do this in future on my Prov length posts.

    Remember! If you have a question, read the first post and make sure it hasn't already been answered, I'm pretty sure this list is in the order of the first post (so if your question is regarding the rewards, that is the last point, so it'll be the last paragraph in the first post).
    Last edited by Renatus; 12-08-09 at 02:31 PM.

  3. #3
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    Default Re: Weekly T/P war

    I can't believe, in the same post, you not only called me evil, but also insulted the length of my posts.

    All looks good, I don't think you missed anything out that was discussed, but I'll edit this post (or yours, I am evil after all -_-) to include anything that we agreed on and you haven't posted.

    Edit: HA! I edited it! Just made your "Read next post for short version" more visible, don't hurt me. <3
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  4. #4
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    Default Re: Weekly T/P war

    That sounds awsome. I like the idea of a guild and a commander.(basicly)

    rewards could be gold, pets, exp, subak items(could only be worn by subak owners guild and would go back in forth to whoever had subak, items could be upgraded and wouldn't lose stats.)
    Silver-Level 0 Taoist AC 0-0 AMC 0-0 DC 0-0 MC 0-0 SC 0-0 L+0

  5. #5
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    Default Re: Weekly T/P war

    At the moment we are wanting to keep T/P different than sabuk so that sabuk is still there for Guilds to fight over. This would be a fun pvp event each week where the winning side gets some sort of bonus for the week.
    It seems like such a terrible shame that innocent civilians have to get hurt in wars, otherwise combat would be such a wonderfully healthy way to rid the human race of unneeded trash.


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  6. #6
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    Default Re: Weekly T/P war

    Could you not make it so that one side gets a increase in exp? think HR just did this recently with good/evil caves, tho am not a fan of faster lvling tbh

    Maybe this principle could be used for better drop rates for the winning side?
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  7. #7
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    Default Re: Weekly T/P war

    We could do, but I doubt I'm alone in thinking we want something original/unique, rather than just copying what HR has used. Better drops is a possibility (assuming it's possible), but again I'm not fond of the idea of something so basic, I'd much prefer giving them something like "Everyone of that side can borrow a SkillNecklace for an hour, at which point it vanishes from your account". Or giving people a daily stat boost for an hour or so. Or letting them use a Pro/Para for an hour during the week.
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  8. #8
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    Default Re: Weekly T/P war

    Quote Originally Posted by Cerberus View Post
    At the moment we are wanting to keep T/P different than sabuk so that sabuk is still there for Guilds to fight over. This would be a fun pvp event each week where the winning side gets some sort of bonus for the week.
    ner ner ne ner ner I know where the basic idea came from :P i was working on a similar idea and was planning on basing a server round it (but that all kinda got pushed aside when i took over Extreme >.<)


    for the rewards on the idea i had i was going to give the winning faction access to a Mine which would allow them to mine ore which could either be sold for considerable amounts of cash to the shop or be used to craft the better armours in the game (lol i bet you know where i ripped that idea off from :P )

    If you used that idea and incorporated the Invasion token upgrade kit idea Hollywood had (find the invasion tokens hand them in get a basic kit, then trade in more tokens and the kit for upgraded kit etc) you could have various armours for levels 50-500 (maybe a different bit of kit could be made/upgraded every 10 levels so at level 50 you could make your armour, level 51 you could make your rings, 53 your braceles, 54 your helmet, 55 boots, 56Neckie, 57 Weapon. then at 60 you can make your next armour, 51 your next rings and so on.

    it would give you masses amount of kit to create and a reason for the players to win the fight, and something to always work for and if you had a cost involved for each upgrade you would keep taking cash out of the game which would keep the economy alive too.
    Last edited by Lone; 12-08-09 at 05:06 PM.

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  9. #9
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    Default Re: Weekly T/P war

    WoW ftw, but we don't want to separate people to that degree. Give them a rivalry and a reason to fight now and then, but in general we'd much rather still let people of opposing sides group up and stick together when they want to (unlike WoW).

    I've had (stolen and altered) a rather extensive idea in regards to crafting a kit, also nicked from the server I GM'd where they had crafted RB kit. But that's all set up, however you have just given me a little add on to that idea which I like very much (basically the items you can already craft, would require drops from the cave that a side owns, meaning the items can't be made without owning the cave or buying it from the people that own it). Good plan, batman!

    I'm not sure though, either having something that both sides can use (the name of it is irrelevant, but it can be as simple as 'thread'), orrr having two specific caves and only the side that owns the T/P Castle has theirs open for that week, giving them a unique cave with unique drops? I think the same cave would be better, otherwise we're pushing on the T/P quest caves (require questing to unlock).
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  10. #10
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    Default Re: Weekly T/P war

    Ren will be so proud of me, I came up with an idea all on my own (didn't steal it, shockingly).

    We change the T/P war thing, previously it was going to be basically a copy of SW, but with a new map and some other minor things, but I was thinking about the downside of SW - I bet you'll agree when I say it's the length of the war. When someone shows up, yeah the 60-90 (2h is too long by far) minute fight is awesome, but normally there's a fight, then nothing for 20 minutes, then another fight, then nothing, a 40 minute wait, then a last push at the end, for the defenders it can get REALLY boring.

    Soooooo, unique idea time, server first for me. :P We have two castles, not exactly far apart but big enough that you can have a decent fight between it, I'm thinking roughly 20-30 x 20-30 squares.
    The two castles will have gates (rt's/Telerings won't work on this map), EVERYONE starts outside of their castles, so everyone will be in the middle somewhere, you can't enter your castle to defend it until the opposition has banged your gates down, so you'll be stuck in the middle for a while.
    Then it will be a small castle with an inner palace (think of the palace in the top left corner of bw, that size is PERFECT - We'll use a revamped version of that) that will work the same as SW, once you've killed everyone from the defending side INSIDE the palace you take it over and win the war.
    Meaning the first side to take both palaces wins, we'll have a cap of say 2 hours on the war, so if people are being sad and standing in their palace refusing to move, then you don't have to wait for forever to get it done.
    If one side wins they'll get a beefy prize to last them through the week, if neither side wins we'll either give them both something minor or nothing at all, the side that loses gets nothing that week.

    Now I'm stuck with the draw thing, if we give nothing at all, it means people feel inclined to go and attack in the hope of winning, which means less camping of the palace waiting for the time to run out, ie more fun and less boredom. I'm also throwing the idea of no pots in the palace out to the floor, to really make it interesting - Thoughts on the pots (this is a random idea, so if no-one likes it, of course it won't happen) and everything else are much appreciated.
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