|
Post by christophersax on Oct 22, 2012 21:09:51 GMT -5
2 Ideas
1 Factions deserve a purpose cuz as of right now, there is none. What if factions could level up and as they level up, they get certain perks like.... faster XP gain, increased mob drops, increased ore drops, or even just being sent items like x amount of diamonds and UU matter. Not to each person, but to like the faction's "bank"
Maybe in order to make a faction, you need to build a faction hall that includes a member board, an item bank, and have at minimum 5 people starting a faction charter. idk how much of this is possible, but then again, I'm just tossing around ideas.
|
|
|
Post by Gn3sda on Oct 22, 2012 22:28:36 GMT -5
Not bad. Only problem is factions (the plugin) has none of these abilities. I need to do it all will a script, and I need to figure out how to interface with factions. Keep the ideas rolling (trust me Ill figure out my end)
|
|
|
Post by TailTide on Oct 23, 2012 11:32:44 GMT -5
I like the idea of requiring a minimum number of members to qualify for any bonuses. I think 3 would be good, 5 seems a bit high for the current number of regular users the server has.
One of the other ideas you came up with but didn't mention Chris is making certain items only available to factions, or only available to the top faction.
|
|
|
Post by christophersax on Oct 23, 2012 13:16:11 GMT -5
well... idk that it needs to be accesible to ONLY faction members, but definitely craftable for faction members.
|
|
|
Post by christophersax on Oct 23, 2012 13:55:48 GMT -5
since you are telling me to just come up with ideas, I'm going to design a couple of faction levels here.
Faction Genesis Requirements 1: 3 people are required to make a faction A faction will not be considered or allowed unless 3 people have signed a faction charter 2: A regioned Faction Hall (FH) must be built to include the following: a. A Faction Board WITH a current list of members b. A Faction Bank where faction members can access materials c. A Pixel Art Faction Flag (Flags must be registered and cannot be duplicated by another faction) 3: Faction Name (must be registered and cannot be duplicated. 4: A faction thread here on the forums.
Level 1 Upon Meeting all the aforementioned requirements, Faction Members will be rewarded with a /sethome faction name to be used to get to and from the faction hall.
Level 2 Each member in the Faction receives access to a /kit speed where they are rewarded with a quickness potion (basic, not the advanced or extended ones)
Level 3 Experience gained from killing monsters is increased by 5%
Level 4 Each time you earn money, X% is generated and deposited directly into your account
Level 5 Faction Leader only. Can /TP the aid of any of their faction members free.
I thought about having a special reward for the top factions, but I though it would be better balanced if there was a max level that any faction could achieve so it became a matter of community rather than power. The means of how each faction would progress is something I did not cover as I am not sure how to code it, but John said he could handle it. SO, my idea is like this. Each faction has experience that is required to go from level to level. They would earn experience by doing everything they normally would do in game like mining precious materials, raiding, killing monsters (Afraid of grinder here...) earning money, etc. Once they met the requirement, the faction would automatically level up to the next level. Upon that event, a congratulatory message would pop up in the faction member's chat.
This does a few other things. New people to our servers want to make factions but they have no purpose. This gives them purpose. This makes EVERYONE WANT to be in a faction OR make their own. Also, it makes them have to work for it at least a little bit. Also, by building a FH, it creates an interesting focal point for potential kingdoms or territories. Also, I wanted to implement the forums in a way because forum traffic is good. That's why I thought it would be good to make have at minimum a forum thread for their faction be required to make the faction.
If this design could be achieved, I think it would make our server stand out even more. We could ALWAYS add more faction levels. Maybe max level for a faction would be a world anchor? Or maybe limited access to VIP items. Ideas could be endless. This is not set in stone and is merely a discussion open to those willing to participate.
I'm TRYING to figure out how to incorporate EE into the faction system, but I don't think it's going to happen. At least, it should be EXTREMELY difficult to achieve.
|
|
|
Post by Gn3sda on Oct 23, 2012 14:01:26 GMT -5
I like the idea of requiring a minimum number of members to qualify for any bonuses. I think 3 would be good, 5 seems a bit high for the current number of regular users the server has. One of the other ideas you came up with but didn't mention Chris is making certain items only available to factions, or only available to the top faction. Can you give me an example of an item for faction use only? And I don't think you need to worry about min number of players in a faction. I will only be rewarding the most powerful faction, so naturally more players will stand a better chance (since faction power is Σ player power.)
|
|
|
Post by christophersax on Oct 23, 2012 14:04:51 GMT -5
Idk that rewaarding the MOST powerful faction will be the best rout because it will be EXTREMELY difficult to overcome that faction as the gap increases. In lamence terms, once the top Faction gets whatever reward, they will just go hulk mode and increase the gap. HOWEVER I think there should be rewards for the FIRST faction to get to an given max level. THAT would make an interesting play.
|
|
|
Post by Gn3sda on Oct 23, 2012 14:15:55 GMT -5
Chris you have some intense Ideas but I need to be able to automate them... try to think of ideas that have a way to measure them (like perks proportional to faction power). If a faction is getting too powerful, kill its players! Having a bunch of players is a two edged sword; If all goes well you are the most powerful. If some players are hunted down their power can go negative making worse than if they were not part of the faction to being with.
|
|
|
Post by christophersax on Oct 23, 2012 14:23:48 GMT -5
There IS a mechanic we aren't using called player power..... I didn't know what it did but.... what if your faction power was an average of your members' power? I don't know how to tie that into levels, however.
Maybe... you get xamount of money into your faction's bank account. Idk if it should be used as currency, but this could be a way to monitor progress. Every 24 hours your faction gets $x proportionate to your member's average. When you get $Y dollars, you level up.
|
|
|
Post by Gn3sda on Oct 23, 2012 15:00:27 GMT -5
There IS a mechanic we aren't using called player power..... I didn't know what it did but.... what if your faction power was an average of your members' power? I don't know how to tie that into levels, however. Maybe... you get xamount of money into your faction's bank account. Idk if it should be used as currency, but this could be a way to monitor progress. Every 24 hours your faction gets $x proportionate to your member's average. When you get $Y dollars, you level up. That is more tangible. The faction bank is a two way street, the faction creator can take or put money into it. So if you want special faction perks you can be top-dog and earn it (gaining X per Y mins) or have your faction members pay into the bank. If you'd prefer money over perks you can withdraw. I don't want factions to be a primary way of making money however. It isn't going to be a ridiculous amount, but still who doesn't want free money?
|
|
|
Post by christophersax on Oct 23, 2012 15:17:42 GMT -5
maybe we have just found an additional way to make/earn money. Plus the leving system is just like the player leveling system
|
|
|
Post by Gn3sda on Oct 24, 2012 7:30:23 GMT -5
Honestly I'm struggling to do this with traditional faction power (their saves are kinda a mess)... but I accidentally discovered a pretty cool way to reward.
What if X amount was handed out every 15 minutes to the most powerful faction online at the time. Only powers of players online at the time will be counted. For example, Faction Y has 5 players all with a power of 10 each. Faction Z has 3 players all with a power of 10 each. Y has 1 player on currently and Z has 2, making Z the most powerful online at the time. (Tradition faction power says Y would always be the strongest, not the case with this method).
Reward will be a function of online players too. If you have 1 player online in your faction and your faction is the most powerful you get X put in your faction bank. If you have 3 players on and your faction is the most powerful, your bank will receive 3X.
Follow me? I think it will encourage teamwork, activity, and some PVP.
|
|
|
Post by christophersax on Oct 24, 2012 11:41:32 GMT -5
What it sounds like to me is a faction exploit. One faction will say just join so we have numbers! I don't think that should be the design for factions. The size of the faction should not dictate the power of the faction, rather the things that the members of the faction do. What if you had an elite faction of 3 that would literally just wander around and hack people's heads of. They would NEVER be the most powerful faction simply because they can only receive 3$X every 15 minutes as best. This is my problem with rewarding a single faction for being the most powerful. This reason specifically is the reason I intended to design levels. Now.... if you turned that system into a less passive thing, like awarding $X for each PVP kill.
I don't think simply attendance encourages teamwork. A faction could literally sit in the FH and just AFK all day and rack up $$$$$. That's not what I envision factions to do. They should build, kill, mine, farm, and engineer as a group.
|
|
|
Post by Gn3sda on Oct 24, 2012 13:37:02 GMT -5
Hmm I think you are confused (big time). Any sized faction could be the most powerful. 10 people are online from one faction and 1 from another. Faction power is the summation of player power. Powers range from -10 to 25. The one person could be stronger and a tighter "elite" group would certainly be better than one packed full of noobs with negative power. And by multiplying the reward, that ensures each player gets an equal cash reward. Kick on afk is a change I've been meaning to add. Since I'm the one coding it, that's how we are doing it I'll say it one more time, methods of rewards need to be quantitative values. I can't reward factions based on teamwork and engineering, those are subjective values. For now cash reward is all that is going to be given. I may bypass the faction bank all together and just give it to the online players (or a % goes to the bank who knows). If you want a faction HQ you should build it in your favorite town so it has a warp. (In fact any faction owner should contact me if they want one in chilville we can work something out.)Any more constructive ideas are welcome.
|
|
|
Post by christophersax on Oct 24, 2012 13:44:42 GMT -5
Ok. I can run with that, but my question is this. What is the motivation to participate in PVP? If you are already at 25/25 power, why risk going out?
It's not an argument, simply a gameplay question.
|
|