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ScapeRune
Nov Member 2022

ScapeRune

Posts: 33,509 Sapphire Posts by user Forum Profile RuneMetrics Profile
The most engaging content in this game comes out when players come together, because players are unpredictable, in a way that no hard coded content could possibly match. Zulrah is a good example of that, because as engaging as it is, it's ultimately very predictable.

Trouble Brewing already covers player cooperation, and has potential to include actual PvP too. Not PvP combat, but it has sabotaging. Currently there's no use to sabotage besides griefing, but where player actually compete against each other, great things can happen. That is why I like Castle Wars so much, but skilling could potentially also see a piece of this action if done right.
Cabbage? CABBAGE!

16-Jan-2015 23:22:57 - Last edited on 16-Jan-2015 23:26:15 by ScapeRune

Norne
Jan
fmod Member
2012

Norne

Forum Moderator Posts: 76,250 Emerald Posts by user Forum Profile RuneMetrics Profile
Trouble brewing has five major flaws:

1) its quest content in a bag....which isn't always a problem except..

2) it requires numerous people to play and 3

3) the rewards suck, even the buyable ones are purely cosmetic

4) its reward system is stupidly designed. Placing water and nothing else gets you Pieces of Eight. Torching something gets you 0 even though it takes more time. Flowers are 5 at a time and the nut you get from the flowers is 3 poe's but requires 3-4 inventories of water probably. Ew

5) its location, which I guess could be part of 1, is ****. Its more useful for getting to jungle nad cave horrors then it is for anything else.
"When history witnesses a great change, Razgriz reveals itself... first, as a dark demon. As a demon, it uses its power to rain death upon the land, and then it dies. However, after a period of slumber, Razgriz returns, this time, as a great hero"

16-Jan-2015 23:26:42

ScapeRune
Nov Member 2022

ScapeRune

Posts: 33,509 Sapphire Posts by user Forum Profile RuneMetrics Profile
None of those have anything to do with the actual gameplay. Okay, maybe number 2, but that wouldn't be an issue if it were popular. I was basically going to say the exact same thing to your other post:
Norne said :
Unfortunately Trawlers absolutely junk gp per hour even if you kept all you fished and you cant effectively solo it. Even then its still pretty bad gp\hr. MTA is equally worthless because time spent is obscene to valuable items obtained. XP is decentish for one of 4 areas too, making that less then appealing. Trawlers xp is ****.

Rewards can be changed. Requirements to play can be changed. The actual concepts behind each of these things are really good though.
Cabbage? CABBAGE!

16-Jan-2015 23:33:20

Norne
Jan
fmod Member
2012

Norne

Forum Moderator Posts: 76,250 Emerald Posts by user Forum Profile RuneMetrics Profile
They are hindrances to getting it started. Great gameplay is still bad if its not functionally useful - which comes up in number 4. People aim for the best rewards which is just dumping **** loads of water in followed by I *think* the sweetgrub. The gameplay needs massive balancing there. "When history witnesses a great change, Razgriz reveals itself... first, as a dark demon. As a demon, it uses its power to rain death upon the land, and then it dies. However, after a period of slumber, Razgriz returns, this time, as a great hero"

16-Jan-2015 23:42:46

ScapeRune
Nov Member 2022

ScapeRune

Posts: 33,509 Sapphire Posts by user Forum Profile RuneMetrics Profile
Oh I misread 4, yes that would need adjusting. Tbh, if the reward was just based on your team's overall performance and performing actions within the minigame gave more XP, that could serve as enough incentive to actually play it and not loaf, and also to not just max your reward by filling buckets.
Cabbage? CABBAGE!

16-Jan-2015 23:45:49

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16-Jan-2015 23:48:39

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16-Jan-2015 23:49:25

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