Past 40 incentives
+4
Rugnarie
DM Sage
Vladimir
Felix
8 posters
Page 1 of 1
Past 40 incentives
Currently there is little incentive for a character to play past level 40 in terms of xp. I would like to implement something to give 40's more incentive to play here. Do you guys have any ideas that would work well? Whether its something you have seen else where or something you have thought up yourselves keep the following in mind.
What we don't want:
1. Something that will over power a long played level 40 character.
2. Something that is a necessity to have in order to PvP.
3. Anything that will throw balance far out of whack.
4. Something that will result in 40's only grinding all the time.
What we do want:
1. More level 40's around because they still have something to gain by doing so.
What we don't want:
1. Something that will over power a long played level 40 character.
2. Something that is a necessity to have in order to PvP.
3. Anything that will throw balance far out of whack.
4. Something that will result in 40's only grinding all the time.
What we do want:
1. More level 40's around because they still have something to gain by doing so.
Felix- Admin
- Posts : 1253
Join date : 2011-02-28
Re: Past 40 incentives
the only thing that comes to mind and that meet your criterias are vanity stuff.
Vladimir- Posts : 110
Join date : 2011-05-17
Re: Past 40 incentives
Just brainstorming here, and some of these suggestions come close to infringing on your "don't want" list and others require some module building...
1. Epic Plot Line run by DM: Who doesn't like a great story? Better yet, who doesn't like participating in a great story? I've only been around the sever for two months, but I've not seen much as far as a DM led plot lines or campaigns. A series of ongoing quests, focusing on the higher epic level characters is sure to keep people's interest.
2. Custom Homes: Perhaps players can purchase a custom home for their character. Who wouldn't want their wizard to have a tower? Maybe the soon to be retired bard wants a tavern to call his/her own? Set a gold value (should be extremely expensive) on a per room/area basis. Players can also purchase NPC guards to protect their home. They have a custom key that lets them enter. You think Cleaven/Axefell raids are fun? What happens when in-game nemesis start attacking each other's home bases?
3. Ability Score Increases: Currently, you are able to increase one of your ability scores by 1 point every four levels. Perhaps every 160,000 EXP after 780,000 (what's needed to reach 40) lets you increase an ability score by 1. This can be done in-game by a DM very easily. You can put a cap on this of maybe 4 points. I don't think 4 additional points to add to an ability score will make that character overpowered or offset the balance in-game.
4. Road to Ascension: If you are going to retire your character at some point, do so in style. Create four custom items that are hidden in game (chest). Players will have to travel the world searching for them. They only spawn once per reset. After your character has collected all four items and you have hit a certain XP point (perhaps 1,500,000), you can be ported by a DM to a epic dungeon that allows you to attempt to ascend your character to godhood. This particular dungeon would have to be ridiculously difficult with some type of deity you need to kill at the end to ascend. You would need to wait for a few other players to acquire the items/XP as well, as you certainly couldn't solo the dungeon. Upon killing the boss, the ascension happens (if you don't want to script something special, a screenshot to a DM should suffice). At that point, your character is retired as a God. Perhaps there can be a temple built in game honoring these new deities. Let's face it, as a level 40 character you are already a demi-god.
1. Epic Plot Line run by DM: Who doesn't like a great story? Better yet, who doesn't like participating in a great story? I've only been around the sever for two months, but I've not seen much as far as a DM led plot lines or campaigns. A series of ongoing quests, focusing on the higher epic level characters is sure to keep people's interest.
2. Custom Homes: Perhaps players can purchase a custom home for their character. Who wouldn't want their wizard to have a tower? Maybe the soon to be retired bard wants a tavern to call his/her own? Set a gold value (should be extremely expensive) on a per room/area basis. Players can also purchase NPC guards to protect their home. They have a custom key that lets them enter. You think Cleaven/Axefell raids are fun? What happens when in-game nemesis start attacking each other's home bases?
3. Ability Score Increases: Currently, you are able to increase one of your ability scores by 1 point every four levels. Perhaps every 160,000 EXP after 780,000 (what's needed to reach 40) lets you increase an ability score by 1. This can be done in-game by a DM very easily. You can put a cap on this of maybe 4 points. I don't think 4 additional points to add to an ability score will make that character overpowered or offset the balance in-game.
4. Road to Ascension: If you are going to retire your character at some point, do so in style. Create four custom items that are hidden in game (chest). Players will have to travel the world searching for them. They only spawn once per reset. After your character has collected all four items and you have hit a certain XP point (perhaps 1,500,000), you can be ported by a DM to a epic dungeon that allows you to attempt to ascend your character to godhood. This particular dungeon would have to be ridiculously difficult with some type of deity you need to kill at the end to ascend. You would need to wait for a few other players to acquire the items/XP as well, as you certainly couldn't solo the dungeon. Upon killing the boss, the ascension happens (if you don't want to script something special, a screenshot to a DM should suffice). At that point, your character is retired as a God. Perhaps there can be a temple built in game honoring these new deities. Let's face it, as a level 40 character you are already a demi-god.
Last edited by OldSage on Wed Aug 03, 2011 7:13 am; edited 1 time in total
DM Sage- Posts : 29
Join date : 2011-07-14
Re: Past 40 incentives
I like the fourth idea....Out of many self-appointed titles, God was never among them
Rugnarie- Posts : 333
Join date : 2011-03-28
Re: Past 40 incentives
Good ideas. I really do like them all. Currently just as the player base has shrunk because of the season so has the staff. I would like to implement versions of all the ideas you have listed below and I feel that #3 would go the furthest in keeping some level 40 characters around. The tricky part is offering some sort of gain without encroaching on the don't wants list above. I think it can be done its just a fine line.
Felix- Admin
- Posts : 1253
Join date : 2011-02-28
-terenee-- Posts : 280
Join date : 2011-06-25
Age : 40
Location : Somewhere else
Re: Past 40 incentives
Felix wrote:Good ideas. I really do like them all. Currently just as the player base has shrunk because of the season so has the staff. I would like to implement versions of all the ideas you have listed below and I feel that #3 would go the furthest in keeping some level 40 characters around. The tricky part is offering some sort of gain without encroaching on the don't wants list above. I think it can be done its just a fine line.
I think #3 is is the easiest to implement and can be done immediately. Again, I do not believe 4 extra ability points creates a major balance issue.
#1 is also very easy to implement, if you have the staff in place to do so. I've seen several PW with a capped out player base fighting to log in so that they could participate in deep storyline and ongoing quest. Maybe adding to the team is an option? It probably wouldn't hurt to add a Plot DM or two.
#4 would be an absolute blast. Again, it will take some time to build the "final" dungeon. The four items are extremely simple and can be done almost immediately. With a DM porting the player(s) no custom scripting needs to be done to check for the items.
DM Sage- Posts : 29
Join date : 2011-07-14
Re: Past 40 incentives
for #4 you could make it so that when you approach the priest in the Ranzington church with all 4 of the required regeants he performs a ritual that teleports you to the bridge between the two planes of mortals and gods. Something like that
#3 sounds like it would deffinetly give players the incentive to reach their Greater Epic 40's.
I thought perhaps you might add some dungeons that are soley for level 40 characters, and I know it sounds like a lot of building. But it would be very fun to explore new areas, and if they are built as solid and as mysterious as condors it would take a long time to discover them. They could be reached through conversations with NPC's but only once you have hit level 40. You could also place these NPC's in less travelled areas. Also, I think it might be beneficial to add some new items to these dungeons, be it they will no doubt be some of the most difficult places in the game to tread. New gear always attracts wanderlusting adventurers.
No doubt in my mind does this sound very time consuming, but the community could assist not only with ideas, but possibly by submitting areas that they have built/scripted for your approval. Changes would be made as neccessary but it could save you time on your part.
One thought is adding some locked subraces. By collecting certain regeants throughout the game much like what Sage said, you could transform your character into one of these locked subraces, bringing them back down to level 4 as if just arriving. Also the locked subraces does not neccessarily mean they will gain prestigous skills or abilities, but it could be simple things like skins that you cannot take normally. I am certain this would be very cool RP wise. I know Vlad wanted that goblin skin for Grovel.
#3 sounds like it would deffinetly give players the incentive to reach their Greater Epic 40's.
I thought perhaps you might add some dungeons that are soley for level 40 characters, and I know it sounds like a lot of building. But it would be very fun to explore new areas, and if they are built as solid and as mysterious as condors it would take a long time to discover them. They could be reached through conversations with NPC's but only once you have hit level 40. You could also place these NPC's in less travelled areas. Also, I think it might be beneficial to add some new items to these dungeons, be it they will no doubt be some of the most difficult places in the game to tread. New gear always attracts wanderlusting adventurers.
No doubt in my mind does this sound very time consuming, but the community could assist not only with ideas, but possibly by submitting areas that they have built/scripted for your approval. Changes would be made as neccessary but it could save you time on your part.
One thought is adding some locked subraces. By collecting certain regeants throughout the game much like what Sage said, you could transform your character into one of these locked subraces, bringing them back down to level 4 as if just arriving. Also the locked subraces does not neccessarily mean they will gain prestigous skills or abilities, but it could be simple things like skins that you cannot take normally. I am certain this would be very cool RP wise. I know Vlad wanted that goblin skin for Grovel.
sl1ckw1lly- Posts : 48
Join date : 2011-05-20
Re: Past 40 incentives
Iron Hold was eventually meant to be that level 40 dungeon. The master wasn't supposed to be the end.
Rann Cora- Admin
- Posts : 271
Join date : 2011-06-13
Re: Past 40 incentives
Yeah but im thinking more along the lines of walking up to some nobody NPC and BAM he knows who you are. He offers to open a port hole to some planar world where you will have grave challenges where few have gone and even fewer return. Maybe exp gain is super high there, but dieing takes x3 the normal cost. Good gains, High losses with epic loot that can not be bought, but only obtainable from there. And you have to be level 40 to get the conversation to pop up. Would be as if no one knew who it was, you would actually have to look for the guy and maybe he spawns in different places every reset, or he travels.
sl1ckw1lly- Posts : 48
Join date : 2011-05-20
Re: Past 40 incentives
There is actually already something like this in the mod. I wont say what. However the place you go once ported has not been made yet so its just a small area where you can rest and then head back once per reset. Iron Hold has an awesome beginning part but the end isn't done. Rann tell the Wolfs that they should finish their baby for us Really though if you could PM me their email I want to see if they have any rough drafts laying around and we can have someone else finish it.
Felix- Admin
- Posts : 1253
Join date : 2011-02-28
Re: Past 40 incentives
Another thought comes in mind, versus running into a room and bombing everything. Make it tactful, This mob does 100 damage a hit melee damage but has low SR and low saves. This other mob has low damage but his SR is maxed. Certain mobs for certain people. The respawns are fast, so you are in a constant move forward situation with checkpoints. Like okay clear the first 3 rooms and we can rest here safely. You will have to limit casting heals and offensive, have everyone situated with buffs properly. Have the right people for the job. Make it intense and fast paced always moving forward and stopping only breifly and only when you have to. Bam 10 levels down into the dungeon you find one chest with one item in it, but its powerful and everyone wants it but everyone has to roll.
You could even give a few mobs an aura of silence with high AB but low saves. So you have to keep him in one spot while the casters bomb him.
You could even give a few mobs an aura of silence with high AB but low saves. So you have to keep him in one spot while the casters bomb him.
sl1ckw1lly- Posts : 48
Join date : 2011-05-20
Re: Past 40 incentives
that orb landing thing?
use that.doesnt look finished but it could be a good incentive.moth had the right idea.
use that.doesnt look finished but it could be a good incentive.moth had the right idea.
Vladimir- Posts : 110
Join date : 2011-05-17
Re: Past 40 incentives
There is a notion that adding more static content would somehow "solve" the altitis problem, that I find, frankly, silly. The fact of the matter is that throwing more static content out there is only delaying the inevitable. Sure, perhaps we can add something massive and new every three months or so, but everyone will then chew through it in three days, tops. And after that we're only right back where we started.
Which is not to say that adding new static content is bad or even pointless. Indeed, I do feel that new content is necessary to keep things fresh. But trying to solve a dynamic issue with a static solution seems much akin to trying to repair a bicycle with a shoe.
I do believe there are a number of possible solutions, though:
1) Add boundless content. We could, for example, grant an unlimited number of bonuses for experience points beyond level 40. This solution strikes me as rather silly, though, as it'd be nigh impossible to maintain or balance. Not very good.
2) Increase penalties drastically. If characters lose five levels every time they die, then it will become necessary to play the same characters for longer periods of time (or indeed, effectively indefinitely). Many servers do take this approach, and it works rather well; but it'd be unlikely to receive a warm reception here. So again, not very good.
3) Add persistent content that's rated either on time or a competitive basis. If a character receives perks based on the number of McGuffins retrieved in a renewable number of hours, then it becomes necessary to maintain that character indefinitely in order to maximize perks. This could work, if handled well. Though if handled poorly, or if the intent seems too transparent, then the result would be more aggravating than fun.
4) Add truly random content. In theory, randomized quests and dungeons could keep characters busy for an indefinite amount of time. In practice, though, randomly-generated content would likely quickly grow stale.
5) Allow roleplay to effect changes. This is the approach that pretty much every roleplay server ever has taken, and is lovely as 1) there's no limit to creativity, and 2) it encourages roleplay. This is, IMO, the best solution, though it does require a good deal of work from both the players and DMs.
Which is not to say that adding new static content is bad or even pointless. Indeed, I do feel that new content is necessary to keep things fresh. But trying to solve a dynamic issue with a static solution seems much akin to trying to repair a bicycle with a shoe.
I do believe there are a number of possible solutions, though:
1) Add boundless content. We could, for example, grant an unlimited number of bonuses for experience points beyond level 40. This solution strikes me as rather silly, though, as it'd be nigh impossible to maintain or balance. Not very good.
2) Increase penalties drastically. If characters lose five levels every time they die, then it will become necessary to play the same characters for longer periods of time (or indeed, effectively indefinitely). Many servers do take this approach, and it works rather well; but it'd be unlikely to receive a warm reception here. So again, not very good.
3) Add persistent content that's rated either on time or a competitive basis. If a character receives perks based on the number of McGuffins retrieved in a renewable number of hours, then it becomes necessary to maintain that character indefinitely in order to maximize perks. This could work, if handled well. Though if handled poorly, or if the intent seems too transparent, then the result would be more aggravating than fun.
4) Add truly random content. In theory, randomized quests and dungeons could keep characters busy for an indefinite amount of time. In practice, though, randomly-generated content would likely quickly grow stale.
5) Allow roleplay to effect changes. This is the approach that pretty much every roleplay server ever has taken, and is lovely as 1) there's no limit to creativity, and 2) it encourages roleplay. This is, IMO, the best solution, though it does require a good deal of work from both the players and DMs.
J. Persinne- Posts : 591
Join date : 2011-03-10
Re: Past 40 incentives
we have DMs?
static content is the way to go imo.its the most work but its also the only way to keep things fresh and interesting.as J says it will require additions to be made every 2-3 months or so but to me it is the only thing worth coming back for.having rpdms around would help.
but to proclaim rpdms as a solution is just another way to say there is no time or will to add more to this lovely mod.
to me incentive means more adventuring.
to me that means more goals to reach.
that means more areas to conquer and more char progression (better gear, better stats).
my 2 cents.
static content is the way to go imo.its the most work but its also the only way to keep things fresh and interesting.as J says it will require additions to be made every 2-3 months or so but to me it is the only thing worth coming back for.having rpdms around would help.
but to proclaim rpdms as a solution is just another way to say there is no time or will to add more to this lovely mod.
to me incentive means more adventuring.
to me that means more goals to reach.
that means more areas to conquer and more char progression (better gear, better stats).
my 2 cents.
Vladimir- Posts : 110
Join date : 2011-05-17
Re: Past 40 incentives
I believe it needs to be a combination of the two; RP/story elements and static content.
Creating a “main story arc” for the server is essential (more so than the simple Axefell vs. Cleaven). Players need to feel like their actions impact the in-game world and that the storyline is progressing. Otherwise, the entire gaming experience feels static. Running a good plotline takes some effort from the entire community. Major quests need to be scheduled and the DM team needs to effectively communicate that schedule to the player base. Secondary quests and “side stories” can be done randomly but should help develop and expand upon the ongoing plotline. When this is done correctly, everyone benefits. Players begin to develop their own stories and a “buzz” is created in-game. It’s a phenomenal way to promote and encourage RP.
With that being said, the static content cannot be ignored. A good portion of any player’s gaming experience is spent exploring the world, soloing, and to some extent, grinding XP. New content gives players something to look forward to. Bonuses to ability scores and custom gear provide rewards to those individuals that play the game competitively and are looking to be recognized for their efforts. When there is no more pay off, players lose interest.
Creating a “main story arc” for the server is essential (more so than the simple Axefell vs. Cleaven). Players need to feel like their actions impact the in-game world and that the storyline is progressing. Otherwise, the entire gaming experience feels static. Running a good plotline takes some effort from the entire community. Major quests need to be scheduled and the DM team needs to effectively communicate that schedule to the player base. Secondary quests and “side stories” can be done randomly but should help develop and expand upon the ongoing plotline. When this is done correctly, everyone benefits. Players begin to develop their own stories and a “buzz” is created in-game. It’s a phenomenal way to promote and encourage RP.
With that being said, the static content cannot be ignored. A good portion of any player’s gaming experience is spent exploring the world, soloing, and to some extent, grinding XP. New content gives players something to look forward to. Bonuses to ability scores and custom gear provide rewards to those individuals that play the game competitively and are looking to be recognized for their efforts. When there is no more pay off, players lose interest.
DM Sage- Posts : 29
Join date : 2011-07-14
Re: Past 40 incentives
Really good stuff everyone. I don't see why we shouldn't aim to use all of the above to facilitate our goal. This with the caveat that we avoid the don't want list.
J what if we did number 1 and 2 together?
I really like using the talents idea for this. Could we post it here and perhaps get community feedback and add to it?
In addition to gaining a some small bonuses at levels beyond 40 we could have the xp loss on death doubled or even tripled from a PvE death when over level 40.
3. I am not very clear on how exactly it would work well.
4. Have you ever seen a server do randomly generated areas? Seems like it would be awesome if it is possible.
5. I am all for.
J what if we did number 1 and 2 together?
I really like using the talents idea for this. Could we post it here and perhaps get community feedback and add to it?
In addition to gaining a some small bonuses at levels beyond 40 we could have the xp loss on death doubled or even tripled from a PvE death when over level 40.
3. I am not very clear on how exactly it would work well.
4. Have you ever seen a server do randomly generated areas? Seems like it would be awesome if it is possible.
5. I am all for.
Felix- Admin
- Posts : 1253
Join date : 2011-02-28
Re: Past 40 incentives
one of the premium mods have random generated dungeons.forgot the name but it can be done.
Vladimir- Posts : 110
Join date : 2011-05-17
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum