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Yusou Bhoroi

Yusou Bhoroi

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5. New and reworked rewards tables
. They should follow a similar pattern to the drop mechanic but have less valuable rewards.

o More RELEVANT rewards
o DESIRABLE rewards specific to EACH minigame.
o DEGRADABLE and CONSUMABLE rewards that encourage players to return.
o Widely ACCESSSIBLE rewards between all players of any level, status or time commitment.
o TRADEABLE rewards to attract players more intent on making money.


Agreed, though there should also be some non-tradables, and some achievement-based unlocks, that have increasingly difficult/challenging requirements to unlock (even if these are restricted to cosmetics, or recolours of existing rewards - a different colour for each tier of difficulty), so that players can show off their skill (important for community building, and enticing people to try things out), as bossing has such things, and Minigames can be every bit as challenging as the toughest of bosses.

14-Aug-2018 23:24:26

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.

6. Auto Team Forming Tool


An interface to that helps players generate teams across servers anywhere in the game world without sitting in a minigame lobby hoping someone comes along. The interface can be opened from the adventures tab beneath minigames (could be used for bossing and raids too?)

Here, you can find other players interested in playing specific mini-games, bosses or raids. Select the status of either 'Interested', 'Ready' or 'Recruiting'. This will be available for all currently using the interface to see. Additionally you will be able to see others who have indicated their 'interest' or 'readiness' to play. From these names you can either invite individual players to join your team or "auto-form" a team. Or you can wait for someone to invite you. Filtering options could even be added to weed out lower levels and amateurs.

Again this would work across servers from anywhere in the game world.


The Grouping system was meant to achieve this, but it doesn't work (at least not for the majority of Minigame usage), for the simple reasons:

1) It doesn't allow you choice.
- You can't choose from a list of existing groups, and groups can't specify whether they are for play, AFK, new-player-friendly, or private. This is the key thing that makes it impossible for existing Minigame groups to use, without, and makes it unwieldy, and hostile to random players trying it out; it would be far better just to have a directory of existing Friends' Chats, even a basic one.

2) It's not easy to find, and you're not prompted to look for it, or use it, anywhere (not surprising, given how bad a system it is, for most things.. the majority of usage appears to be for the free teleports to places).

All it did, was create a period after release, where groups were in flux, due to trying to accommodate it, and cut off from new players, thus increased their atrophy rates (tipping some over into being unsustainable).

14-Aug-2018 23:24:52

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.

11. Gain XP in the minigame
. Seems to me we should be able to gain runecrafting xp while pushing around orbs in GoP or fishing xp in Stealing Creation.

For those worried that this would be too OP perhaps it could have a daily XP cap before rewarding reduced xp.



Frankly, there's not much worry that they're going to make them OP (though they should make it so that playing very well, gets very good xp, where that's applicable, as playing Minigame well, is a lot harder than skilling well, in almost all circumstances).

If you look at GOP, they could increase the xp from it by up to 130x the current xp given (so 260x the base xp rate), before it would rival (note: rival, not be better than - and this is only for people reasonably skilled at the game.. it'd need to be much higher for most players, likely more than double 130) the best skilling methods.

130x!

It's no wonder people don't think it's viable..
Give people at least a reason to not have every moment spent there feel like they're wasting valuable time that they could spend on progressing in the rest of the game (something that is hammered into players at virtually every opportunity).

Then, maybe, people may feel permitted to stick around when they enjoy the content; rewards would help that, and the xp rate could be lower than a 13,000% increase, to facilitate adding some great rewards - but the xp should be increased substantially, regardless.

15-Aug-2018 01:31:14 - Last edited on 15-Aug-2018 04:18:48 by Yusou Bhoroi

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.


Custom games would not have access to the drop mechanic due to boosting.


Agreed for some Minigames, but I don't think that's the best course of action to take with all of them, and I have some workarounds.



Tying in with your droptable idea, that I'll address here as well:

Basically, a droptable idea, with drops being available to anyone with the levels, is a reasonable start, but it doesn't prevent someone from getting access to some items, while AFKing (it makes it harder , but it doesn't make it impossible , and thus it can easily be overcome by fielding more accounts at once, and putting in minimal effort).

A way to combat this, would be to have several drop tables, each requiring a certain number of points to be gained in a match/round, in order to access (each drop table could have 2 unlock levels - one that unlocks access to it for that round, and a much higher level, than unlocks it permanently; that is just an option, it may be best to only have the temporary access option, unless the targets really are challenging - perhaps you could unlock the ability to access it at a slightly lower score).

The basic idea is to ensure that effort must be put in, to access more desirable rewards, and a lot of effort and skill is required for access to the top tier of rewards, while AFKing won't get you any rewards.

Like I said, some minigames are fine with just the base system you suggested, but for some, it wouldn't have the desired effect, without further safeguards (what's more, the safeguards encourage further exploration of the content, beyond minimal-input grinding, in order to get rewards slowly (after all, rng will mean that some get lucky with that, which would be enough to encourage it happening).

15-Aug-2018 01:45:24

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
Doing this would also permit groups to access rewards in private games, as long as they are putting in effort (you could even increase the requirements to access droptables, by a tier, or two, in these private games, as a further safeguard), which allows people to be rewarded while playing with friends, or trying to go for high scores.

Not all Miningames can utilise this, without encouraging boosting - but ones where scoring more game points is something that requires skill, and effort (actually playing the game), then it's best to give communities as many options as possible.

15-Aug-2018 01:50:51 - Last edited on 15-Aug-2018 04:22:02 by Yusou Bhoroi

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
Your reward ideas (I know not all your own, but some are, and the rest you compiled) are great, but I'd be careful adding them till an update is confirmed, as they have an awful habit of appearing as rewards for other new content, or TH, and you're left with fewer relevant or relatable-to-Minigame rewards, when anything does get done, and thus quickly end up in the position where rewards turn stale, or unattractive.


They should definitely have the top tier weapons/armour at least require a component from Minigames (and not just any Minigame, each weapon/armour should have a different Miningame, but the components should be tradable - what's more, if a Minigame provides for one weapon in a combat style [e.g: wand/orb], it should provide for the other variant [staff], so that the market won't skew to discourage people buying it, which would happen if getting one type from a Minigame was easier than getting the other type from another Miningame), or at least make it so that a consumable is required for repairing weapons (not as an alternative, but actually required ), and with similar precautions taken to make sure each Minigame has its own , and they can't be circumvented*.

*That ensures that each Minigame is being played by someone , and people who like it have a reason to play it, instead of some getting left out.



The idea of 10% damage reduction from certain monsters is good, but they should scale future monsters to be near-impossible to do without having these things, so that there is actually a reason to have them, rather than it being more of a cost-effort-reward balance, where people can get away without ever getting them. If they are tradable, then it isn't forcing people to play things they don't want to (though there should be at least one required item, that is non-tradable, for each Minigame, so that people at least try them out, before deciding they don't like them - many change their perceptions, if they try).

15-Aug-2018 01:58:37 - Last edited on 15-Aug-2018 02:12:25 by Yusou Bhoroi

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
There really need to be more rune sinks, before they can add more rune-saving items, as many runes struggle to maintain prices, or are well below their shop-value, we should be careful not to undermine other content (like skilling for GP), when updating Miningames.


The Warpriest to F2P is good, though I think maybe the T75 version (upgrade, once you own a set, from FOG) should be gained from GWD, so as not to undermine that. You'd have to get the set from FOG, in order to make use of the upgrade.



(Hourglass has typo "worm items" )


The off-hand skilling items could include one that auto-disassembles items made whilst wearing.


A few of the items, like the Golden Feather, already exist in-game, as perks, or other items; while it can sometimes be ok to have more than one way to do something, devaluing other content, directly, isn't always the best way.


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Clockwork Workers

Quite a few typos in this post (looks like auto-correct was misinterpreting you).




That last Invention scroll... o:
Actually, a lot of them are called that.. O-o



It would be interesting if they had powerful items, with niche uses (combat included), that only existed in a limited number - <5 in the game, per item, that could only be obtained by being the highest scorer in a Miningame (holding the World Record).

They would be much prized items, and could have several governing mechanics (not all of these are necessarily intended for the same items):
• The top one has slightly better stats than the other 4.
• Possession of the items is re-evaluated every day (so the top scorer during the last 24 hours gets one).
• If an account is inactive for a Month, the item passes to the next person on the list.
• The item can be sold, but will degrade to dust after 1-12 hours use, after sale, and must be re-obtained.
• An account can only earn them once (though you can buy from a players who have earned, more than once)

15-Aug-2018 02:17:28 - Last edited on 15-Aug-2018 03:05:21 by Yusou Bhoroi

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
If they could make run energy decrease as much as it used to, then a lot of options would open for run-prolonging items (as well as it making Agility more useful, again); I believe they made a massive mistake, when they changed the recharge rates so drastically, it was a key element of the game, and gave it something unique.


You can already combine Spirit gems (you can either combine them, up to 1k charges, or forge them, to upgrade their tier, at a ratio).



A lot of Ability upgrades could be more powerful, if each upgraded use, used up a charge - and you get new charges from the Minigame.
The same thing could be used for spells like Shield Dome - consumable charges, that increase their uses.

More trade-offs can allow powerful boosts, and there are plenty of things they could utilise for these, such as items that are powerful, but you can only use one actionbar, while wielding (or have some slots made unusable, on each bar).

15-Aug-2018 03:21:26 - Last edited on 15-Aug-2018 03:28:15 by Yusou Bhoroi

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.

- A quick way to get to rc altars. Wicked hood teles, nature tablet, law tablet, etc. Clay, Talisman at poh. Promote actual runecrafting.


I don't agree with them undermining the current Gop rewards any more (indeed, I don't think the Robes, or Tabs should be available from Span, or Thaler shops).

They should also make the tabs teleport you to the same place the hood does (which is closer to the altars).

15-Aug-2018 03:59:56

Gwyndolynn

Gwyndolynn

Posts: 1,317 Mithril Posts by user Forum Profile RuneMetrics Profile
Yusou Bhoroi said :
So, in conclusion: very unlike he Great Orb Project's activity meter. I support the idea, though. : p


I’ll concede the point, lol. I suppose I was highlighting the concept and not the execution. And perhaps there isn’t a perfect ‘activity meter’ but it’ll be a start. Even better would be to give them a reason to want to play. Perhaps with the way I suggested implementing the drop mechanic, this would solve itself? You have to attain a high enough score to be eligible for a drop and surplus points further increases your chances. (Insert my boosting solutions).

Maybe it would be necessary to make Thaler award based on score? Eh, but no. I think the drop mechanic would be incentive enough. Yes? No? Maybe?

Yusou Bhoroi said :
Agreed, though there should also be some non-tradables, and some achievement-based unlocks, that have increasingly difficult/challenging requirements to unlock (even if these are restricted to cosmetics, or recolours of existing rewards - a different colour for each tier of difficulty), so that players can show off their skill (important for community building, and enticing people to try things out), as bossing has such things, and Minigames can be every bit as challenging as the toughest of bosses.


Very valid observation. It wasn’t my intention to have none but I think it important enough to revise that particular section to include achievement based rewards and untradeables. And seeing as how many players are motivated by achievements and status, this could further create competitions.
REIGN OF JUDGES:
Title of Liberty

Minigame Autopsy V3
Wilderness Autopsy V1

15-Aug-2018 16:16:07 - Last edited on 15-Aug-2018 16:20:51 by Gwyndolynn

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