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Yusou Bhoroi

Yusou Bhoroi

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~ Materials for craftable, degradable Mage armour, similar to the smithed armour coming with the M&S rework.
(and/or: ) Degradable patches, that can be added to existing Mage set pieces, in order to upgrade their stats, slightly. (done as patches, so that future tier releases don't cause them to become obsolete).
~ At least one of the components, if not the full item, for any new Mage wep/arm added above the current top tier (socring high in Gop, is the same as doing high enrage kills, on the top bosses, in terms of the level of skill required, so there's no reason why it shouldn't have access to such things, once the PvP element has been reduced as a reward determinator :- winning will get you a few extra rolls, but it won't allow you to access a higher drop table).




Cosmetics:

~ RCing robes (standard)
~ Recolours for Master RC robes, with each table having a different colour assigned to it.
~ Orb Pets, which are unlocked after a set number of achievements are obtained (scores in different team set-ups, like Solo, Duo, Trio), and each orb being for achieving them on that colour.
~ Orb pets of the other 2 colours (purple and violet - currently seen in the Mage Training Arena), for certain targets in different play-modes (one of the most popular is Ploord - where you cannot enter the circle created by the ring of stones round the altar, cannot run, and cannot repell).
~ Some sort of strange item, or trading-sequence item.
~ Overrides for the Attractor and Repeller wands.
~ A Barrier Generator, for outside Gop.
(the last two could aslo be non-cosmetics, in that if they had function, such as pulling things towards you, pushing them away, and creating an impassible barrier, they could all be useful, and fun).


There are quite a few other reward ideas, but most of the older ones suggested, have ended up getting poached for use in other content.

16-Oct-2018 01:11:56 - Last edited on 03-Nov-2018 18:54:29 by Yusou Bhoroi

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
Things that can be changed:


• The number of Altars accessible (currently any that reqiure quests, are not playable, it'd be nice if they could be).

• The PvP element (the most enduring attraction for long-term Goppers, is the PvO element, and that should be enough to entertain, and challenge people, while keeping it fair. The small bonus for winning altars/rounds, is a nice way to keep PvP, without making it something that makes too much difference. The majority of player rivalry/interaction, comes from beating others' top scores in different playmodes, and in overtaking others on tables of lifetime average scores).

• The recent changes to the Earth Altar (anything that wasn't purely graphical - the object placements have caused issues with trapping orbs, and changing gameplay).

• The amount of xp awarded while playing :- Currently, you get a 2x multiplier for Rcing xp, during the game, but this is miniscule. Even reasonably experienced players will be hard pressed to get more than 3k/hr, in competitive games (this could be multiplied by 40 times, without even beating the most AFK RCing methods, and could be multiplied >120 times, without coming close to the best XP methods, which require a *lot* less effort, and skill, in order to carry out).

• The current reward system can go, as can the Spotlight/Thaler access, as all they do is directly reward AFKing, which is disruptive to the extent that it can entirely prevent any play, in GOP).

• You can make it possible to 1v1, and even 1v0, with the proposed revision - 1v1 is fine, you just score lower (but decent soloers can easily outscore unskilled teams, so it's not too big a barrier, other than for the top rewards). 1v0 is also fine, as it allows access, but you'll miss out on getting the win-bonusses, and will score lower than in a team.

16-Oct-2018 01:14:08

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
• The current essence allocation *could* be changed to one that only considers each team's performance, without comparing them to eachother, that way people are rewarded based on effort, and it ensures the PvP element is restricted to the more easily controlled bonus rolls on drop tables.






Things that should stay the same:
• The wand mechanics, altar maps, spawn locations, number of orbs, and anything not related to PvP - just don't add anything new to the mix, as it works really well as PvO, without any extras in those things.
(Graphical changes are fine, as long as no new objects are added, and any graphical changes to existing objects don't change their mechanics - the mini-posts on Mind are a good example of something that it may be easy to miss, yet have a massive impact on gameplay, and are integral to that altar; they block orbs in one diagonal axis, but not in the other - and they are all in different directional orientations).

That's basically it, as that's the core game, from a PvO perspective.

16-Oct-2018 01:14:25

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
On top of these things, a Highscores, for each Altar, would be really nice. (ideally, there'd be one for each team configuration, and each playstyle, with lifetime averages kept for all of them - as the community groups have done, but I realise that's asking too much, even in the context of a complete overhaul, as suggested in these posts).


The Drop-tables will balance fairly well for F2P, too, given that most of the F2P items will be in the lower tables, and it'll be impossible to even access the higher tables in F2P, due to having fewer altars.


The bonus for winning altars/rounds may need to be reduced a little, as the full 13% for winning all, may lead to some manipulation (though it wouldn't give *much* of an advantage, given you have to be skilled to score high, and access the top tables, and you will get *some* of that bonus by playing competitively, so it isn't a 13% difference between win all, and lose some); it's more of a small bonus for playing in a larger group, rather than solo.
What's more, the people who lose, can still get good access to rewards, when they play well, so there will be less incentive for fixed games, in the first place (even before you take into acount the minimal gain for doing so, and the fact you have to perform just as well, anyway, in order to access top droptables).




Although not entirely necessary, there could be a mechanic whereby anyone who dc's, will get access to the drop-tables unlocked by the score at the point of their dc' (up to the last completed altar), with the number of rolls also determined by that score.

It's difficult to balance being fair to dc'ers, while preventing people from rq'ing on teams, without it costing them anything, but I think that this could be a reasonable solution, if any measures are required.

16-Oct-2018 01:14:41

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
Adding a practice mode, with unlimited time for altars, and either no rewards, or just access to the lowest drop-table, would be great, too, as it would allow people to practice certain maneuvers, in a stress-free environment (without other players, or a timer - it can be difficult to set orbs up in the positions you want, and then practice, in the time it takes for an altar to complete); what's more, it would give an ideal environment for older players to help teach newer ones all the complex mechanics.

16-Oct-2018 04:06:37

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
*@ The current World Records, to gauge what those players should be aiming for, if they are to prove less skill is required in Gop:

Solo (1 player on a team) - 58 26 44 23 53 52 | 35 57
Duo (2 players on a team) - 78 36 64 34 75 72 | 45 78

Scores only count if:
• No one other than the single player, for Solo, or pair of players, for Duo, touches the orbs.
• If being strict, then scores also don't count unless the person/pair can achieve them both when playing green, and when playing yellow, as there are differences between thier sizes, and spawn patterns.
• No more than 3 orbs are in play (it doesn't matter if you only use 3, if there are more than 3 present, as it gives you more options, so does not count as valid).

Return to post xp-multiplier post.

18-Oct-2018 18:07:41 - Last edited on 30-Nov-2018 00:16:44 by Yusou Bhoroi

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