DeletedUser
Howdy folks,
My friends and I have been discussing the West for some time now, and we all agree that the game itself lacks a certain .... goal. Being an experienced role player and sometime game designer, I feel that the creators of this game gave a lot of thought to the vibe of the game, which I enjoy. But the end stages of the game seem less appealing. I noticed that some of our ideas to solve this, were already present on the forum. But, there was one I haven't noticed yet (and yes, I could be wrong )
Town Missions
Similar to the town shoot out idea, the aim of adding such a feature would allow the members of a town to bond more, and to enjoy something together. The idea would be to start out on a mission with a predetermined minimum of people, all from the same town. The mission would consist of several stages or chapters, and would aim to make people depend on each other for fun and advancement, combining needed skills and items to make a mission succeed. Maybe an example of a possible design would illustrate better what I mean:
Event 1: all members of a town with 10 members receive a notice for a mission/quest/story * (I pick story as an example). Everyone who wants to join in, can subscribe to it. The maximum number would depend on the mission, varying from 2 to 20 members or some such.
example: the first Story would be to investigate rumors of a ghost in a collapsed copper mine. The members of the town go off to investigate it. this mission allows for 4-6 people to go.
Effect: activity increases, as people hope for a nice mission. If participation is limited, they will jockey to partake in the quest.
Event 2:
Four people accept the quest. Once they accept, they will receive a message where they can click to start the quest. They must go to their town, and go to the saloon. Once the minimum of people have pressed "start", the mission starts. So in other words, that could be with 4, 5 or 6 people.
Effect: more forum activity, as people discuss who to send, and a little bit more politics, as groups form within groups.
Event 3:
The players travel to the copper mine: first part of the story, where they must cross a big lake to get to the other side and the ghost mine.
Skills to pass the first stage must include a shared skill of 40 swimming, 40 health, and a strength of 30. For example eh
Event 4:
Once they reach the other side of the lake, the adventurers must hide from a group of bandits.
Needed skills: hiding pool of 40, combined mobility of 30.
Event 5:
Fighting in the mines with rogue pioneers come to steal the town's copper, who caused the rumors of ghosts to scare away people.
Needed skills: health 50, aiming 50, shooting 40
If the group completes all stages, they get a reward. In this case, maybe something like a permanent income for the town of 10 gold per day.
While on the quest, the players cannot do anything else for a predetermined amount of time, for example 12 or 24 hours.
Rewards can vary from quest specific items to special bonuses for the town, or temporary items (gold bullits, anyone?).
How would this work for InnoGames?
Obviously, creating these quests is a lot of work. But... what they could do, is to sell these stories to us, the players, as a sort of premium points. And people can turn in complete quest stories for premium points as well. So I could write stories in different stages, and hand them over to a mod. The mod checks for balance, sends it off to the programmer, and a quest is born. Given ample participation from the community, there could be hundreds of quests within a couple of months. And if they're good, they wuld keep people playing for ages.
So, in short, why would this work?
-continued playing pleasure for non-dueling classes (adventurers and builders), as they are necessary to complete quests
-inceased team play
-increased income for InnoGames
-increase in playing fun, as these quests would add a new dimension that will stay interesting beyond maxing the town and dueling the **** out of other people.
Long post, I know. Hope y'all like the ideas.
*they could even be different types: missions for more violent stuff, like robbing banks, bounty hunting and so on, stories for more historical events, and quests for more spiritual stories. With the game set in the Wild West, there should be enough inspiration to keep people revved for years.
My friends and I have been discussing the West for some time now, and we all agree that the game itself lacks a certain .... goal. Being an experienced role player and sometime game designer, I feel that the creators of this game gave a lot of thought to the vibe of the game, which I enjoy. But the end stages of the game seem less appealing. I noticed that some of our ideas to solve this, were already present on the forum. But, there was one I haven't noticed yet (and yes, I could be wrong )
Town Missions
Similar to the town shoot out idea, the aim of adding such a feature would allow the members of a town to bond more, and to enjoy something together. The idea would be to start out on a mission with a predetermined minimum of people, all from the same town. The mission would consist of several stages or chapters, and would aim to make people depend on each other for fun and advancement, combining needed skills and items to make a mission succeed. Maybe an example of a possible design would illustrate better what I mean:
Event 1: all members of a town with 10 members receive a notice for a mission/quest/story * (I pick story as an example). Everyone who wants to join in, can subscribe to it. The maximum number would depend on the mission, varying from 2 to 20 members or some such.
example: the first Story would be to investigate rumors of a ghost in a collapsed copper mine. The members of the town go off to investigate it. this mission allows for 4-6 people to go.
Effect: activity increases, as people hope for a nice mission. If participation is limited, they will jockey to partake in the quest.
Event 2:
Four people accept the quest. Once they accept, they will receive a message where they can click to start the quest. They must go to their town, and go to the saloon. Once the minimum of people have pressed "start", the mission starts. So in other words, that could be with 4, 5 or 6 people.
Effect: more forum activity, as people discuss who to send, and a little bit more politics, as groups form within groups.
Event 3:
The players travel to the copper mine: first part of the story, where they must cross a big lake to get to the other side and the ghost mine.
Skills to pass the first stage must include a shared skill of 40 swimming, 40 health, and a strength of 30. For example eh
Event 4:
Once they reach the other side of the lake, the adventurers must hide from a group of bandits.
Needed skills: hiding pool of 40, combined mobility of 30.
Event 5:
Fighting in the mines with rogue pioneers come to steal the town's copper, who caused the rumors of ghosts to scare away people.
Needed skills: health 50, aiming 50, shooting 40
If the group completes all stages, they get a reward. In this case, maybe something like a permanent income for the town of 10 gold per day.
While on the quest, the players cannot do anything else for a predetermined amount of time, for example 12 or 24 hours.
Rewards can vary from quest specific items to special bonuses for the town, or temporary items (gold bullits, anyone?).
How would this work for InnoGames?
Obviously, creating these quests is a lot of work. But... what they could do, is to sell these stories to us, the players, as a sort of premium points. And people can turn in complete quest stories for premium points as well. So I could write stories in different stages, and hand them over to a mod. The mod checks for balance, sends it off to the programmer, and a quest is born. Given ample participation from the community, there could be hundreds of quests within a couple of months. And if they're good, they wuld keep people playing for ages.
So, in short, why would this work?
-continued playing pleasure for non-dueling classes (adventurers and builders), as they are necessary to complete quests
-inceased team play
-increased income for InnoGames
-increase in playing fun, as these quests would add a new dimension that will stay interesting beyond maxing the town and dueling the **** out of other people.
Long post, I know. Hope y'all like the ideas.
*they could even be different types: missions for more violent stuff, like robbing banks, bounty hunting and so on, stories for more historical events, and quests for more spiritual stories. With the game set in the Wild West, there should be enough inspiration to keep people revved for years.