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Great Orb Project rework D&D

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Deltaslug

Deltaslug

Posts: 32,671 Sapphire Posts by user Forum Profile RuneMetrics Profile
Yet another suggestion for a minigame reworked into a D&D

Story: The Runecrafting Guild isn't getting help from adventurers. Luckily, Wizards Acantha and Vief have ... 'learned' ... that they don't need either color to 'win'. Enough orbs simply need to be brought into the altar for their readings to achieve a sort of runic critical mass. Hence their needs for research have changed the way the Great Orb Project conducts its research.

New Gameplay:

Many of the existing mechanics remain in place. Only major changes:

- removal of team competition. at least 1 player is needed to participate. multiple players can be present, however there is no need to worry about having a higher score than the other team.

- removal of barrier wands.

- each player (or team) has to achieve their own point goal. each orb = 1 point. each altar will have a number of points (this will depend on the number of orbs that spawn)

- "failure" is now simply failing to reach your allotted point goal. if you don't get in, no tokens and no xp.

- activity meter is removed. if you don't play, you don't get paid.

- GoP will take a page from Guthixian Caches where one event will award XP, recurring playthrus will simply award Runecrafting Guild Tokens.

- a new "easy" and "hard" mode. Easy mode = lower point requirement. Hard mode = higher point requirement. Easy mode awards less XP, hard mode awards more XP.

11-Dec-2021 23:57:02

Deltaslug

Deltaslug

Posts: 32,671 Sapphire Posts by user Forum Profile RuneMetrics Profile
Example
Air Altar
Easy mode requires 20 points (orbs)
Hard mode requires 30 points (orbs)

Completing objective awards
100 tokens (easy), 150 tokens (hard)
Small bxp star (easy), 1.5x Small bxp star (hard)

Points over total awards 1-1.5% extra tokens and .1% increase in XP

"Perfect" game modified would be
+200 tokens and additional small or med bxp star

12-Dec-2021 00:01:42

A  Cole
Nov Member 2003

A  Cole

Posts: 14,682 Opal Posts by user Forum Profile RuneMetrics Profile
I am 100% AGAINST the Great Orb Project becoming a D&D!


However, I am in
full support
of there being a
single-player mode
as you described that can help draw people to the multi-player game.

The main issue the minigame has at the moment is that it's almost impossible to find other players to play the game at the same time as you want to play it. The second issue is that it's not easy to learn the game when other players are not willing to teach it.

Allowing the single-player mode will allow players to practise the game without consistently losing games against experienced players.


~A~

12-Dec-2021 15:02:11

Vengeance of
Mar Member 2018

Vengeance of

Posts: 2,372 Mithril Posts by user Forum Profile RuneMetrics Profile
A  Cole said :

However, I am in
full support
of there being a
single-player mode
as you described that can help draw people to the multi-player game.

The main issue the minigame has at the moment is that it's almost impossible to find other players to play the game at the same time as you want to play it. The second issue is that it's not easy to learn the game when other players are not willing to teach it.

Allowing the single-player mode will allow players to practise the game without consistently losing games against experienced players.


I 100% agree with all of this. Having a single-player mode will make finding multiplayer matches easier; after all, if other players are hanging around GOP, it shouldn't be too hard to tempt them into a multiplayer game. Single-player matches would probably have to give fewer tokens to compensate, but that's more than a fair trade-off.

12-Dec-2021 21:09:17 - Last edited on 12-Dec-2021 21:13:31 by Vengeance of

Kings Abbot

Kings Abbot

Posts: 10,747 Opal Posts by user Forum Profile RuneMetrics Profile
Vengeance of said :
A  Cole said :

However, I am in
full support
of there being a
single-player mode
as you described that can help draw people to the multi-player game.

The main issue the minigame has at the moment is that it's almost impossible to find other players to play the game at the same time as you want to play it. The second issue is that it's not easy to learn the game when other players are not willing to teach it.

Allowing the single-player mode will allow players to practise the game without consistently losing games against experienced players.


I 100% agree with all of this. Having a single-player mode will make finding multiplayer matches easier; after all, if other players are hanging around GOP, it shouldn't be too hard to tempt them into a multiplayer game. Single-player matches would probably have to give fewer tokens to compensate, but that's more than a fair trade-off.


Me too. I've been trying for a while to get the achievement of visiting all the altars through GOP without success.
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13-Dec-2021 16:47:13 - Last edited on 13-Dec-2021 16:47:22 by Kings Abbot

Seasons Past

Seasons Past

Posts: 559 Steel Posts by user Forum Profile RuneMetrics Profile
I concur with what most users have commented here.

While I oppose converting The Great Orb Project into a D&D, I support the addition of a single-player mode (while preserving a multiplayer option) as well as the removal of direct competition and barrier wands.

Instead of a minimum point goal/total, what if the number of Runecrafting Guild tokens earned was a flat amount per orb?

For example, each orb scored could count as 10 tokens in single-player mode. This would mean that if you attract 12 orbs of your color to a given altar, you would earn 12 (number of orbs) x 10 (number of tokens per orb) tokens, for a total of 120 tokens for that round.

In multiplayer mode, the number of orbs could be counted for the team collectively, although this would have to scale with the number of players for balancing reasons.

Let’s say that your team secures 25 orbs for one altar. Your team consists of two players (you and one other person). The total number of tokens awarded for that round would be 25 x 10, or 250. This number would then be divided by the number of players on the team. In this case, the divisor would be 2, as there are two players on the team. This would bring the new total to 125 tokens awarded to each player for that round.

Note that the numbers used in this example are placeholders, but I tried to pick values that would be realistic.

Another note is that the same or similar mechanics to those I described above could be applied to Runecrafting experience earned during the minigame.
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13-Mar-2022 22:51:01

Mel 624
Dec Member 2021

Mel 624

Posts: 744 Steel Posts by user Forum Profile RuneMetrics Profile
Calculating points entirely based on what the team collectively scores might open up the possibility of people leeching points off their team without really participating. Adding individual participation to how your personal reward is calculated may help prevent leeching. Maybe some sort of minimum participation threshold scaled to player count to also prevent players losing out from all the points monopolized by the most skilled players. I'm not quite sure what that equation would look like but people trying to rig minigames to get points without actually playing them as intended is a big problem that needs to be addressed if a rework is going to be successful.

To address what Delta said in another thread without derailing it, a big part of why I feel GoP shouldn't be converted to a solo D&D is that minigames aren't supposed to just be for the sake of rewards. They're something that's ideally going to be played for fun even once a player no longer has use for the rewards. While that can be achieved in solo format, the multiplayer aspect and its social benefits of encouraging group engagement would be lost and that's something I feel is very much worth preserving in reworking old minigames. We need to put an end to the mentality that something isn't worth doing if it's not optimal or doesn't offer a reward you have use for and just make something fun and accessible to players who enjoy it for its own sake. Even back when it was easy to find people to play with I didn't much care about the rewards and only really played for fun. Minigames were a great way to build a sense of community between players and a nice way to take a break from stuff like skilling and questing.

A single player option for minigames like GoP would make the games playable and hopefully make it easier to find enough people to play as a group.
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