Ending The Fight For Resources
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Dragon78114
MorbiusMonster
Slayer Noir
7 posters
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Ending The Fight For Resources
First topic message reminder :
In the Runespan, nodes last longer if more people are siphoning from them.
I like this. It means that rather than fighting over resources, people cooperate, trying to get eachother together to maximise everyone's XP yield. The atmosphere in the Runespan is far more friendly than that at, say, the Varrock Yews, and I think it's part of what makes the Runespan an enjoyable experience.
So, how could this concept be applied elsewhere?
Mining
Fishing
Hunter
Woodcutting
Anything else?
In the Runespan, nodes last longer if more people are siphoning from them.
I like this. It means that rather than fighting over resources, people cooperate, trying to get eachother together to maximise everyone's XP yield. The atmosphere in the Runespan is far more friendly than that at, say, the Varrock Yews, and I think it's part of what makes the Runespan an enjoyable experience.
So, how could this concept be applied elsewhere?
Mining
- Spoiler:
- -Rocks are replaced with veins. Mines become crescent shaped
-Veins give random ores when mined
-Different mines have different probabilities for their veins - for example, only mines with runite rocks currently in them would have a chance of giving rune ore in their veins
-Veins provide a small amount of experience per tick/swing of the axe, and experience upon successfully mining ore. This experience rate, while an improvement on the current, is the slowest experience gain but faster ore gain compared to my next idea
-Every so often, rocks will fall off creating "nodes" (they spawn a small distance away from the mineral veins). These grants much faster experience rate, but slower ore rate: i.e. the experience per tick/swing is much better, but the rate of ore is slower. The node-spawn rate is a chance when obtaining ore. The more people mining at a particular mine will increase the spawn rate due to more people potentially knocking them off
-Veins give either more XP or more ore when lots of people are mining them
-Cave distraction and diversion (similar to fire spirits) where you occasionally find a cave when mining mineral veins. These are instance based and only for you. Inside the cave will be chests, occasionally a giant of some description (fire spirit's loot table), or a water spring that you can wish at to gain a particular reward (such as bonus mining experience, or auto-banking for a small period of time, bonus experience rate, etc). Upon completing the little task inside, a micro-cutscene of the cave collapsing happens and you jump out back at the mine. (For realism's sake, it could always be "You feel a tremor, and jump out just in case." and so it's the same cave everytime, rather than one wall having lots of caves in it).
Fishing
- Spoiler:
- -Rather than fishing spots, all fishable coastlines/banks are now one long hitspot
-Players must prospect/bait the water to find a fishing spot
-The fishing spots are per world, and so you can work together to find them
-Bonus experience the more people that are fishing
-The spots go through phases. Active, Dispersing and Depleted. While dispersing, you can bait the water to attract them back
-You get bonus xp for being the first to locate a fishing spot and for baiting them; only one person needs to bait, but the bait is a consumable that someone must bring with them.
-The existing "bait" would be renamed "tackle".
Hunter
- Spoiler:
Um...
Woodcutting
- Spoiler:
-Ancient Trees?
Anything else?
- Spoiler:
- People could summon resources when they run out. You could have it so that it requires multiple people to recall an exhausted resource. Just as an addition to what we're toying with...
Last edited by Slayer Noir on Thu May 17, 2012 9:26 pm; edited 2 times in total
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
Are you sure you can't create an alternative that achieves the same?
Slayer Noir- Partisan
- Number of posts : 1248
Re: Ending The Fight For Resources
Soo Slayer, care to give me an input on all of my ideas, including crimminals hunting
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: Ending The Fight For Resources
Fox Hunting a few years ago was a very contraversial topic. I'm not sure Jagex would wanna include it.
As for Criminal Hunting. I dunno - I guess I always thought hunter was for animals. I think this has less potential than your other two ideas, Safaris and Parties.
So my question about the two concepts I think you should pursue is this: How do they relate to existing solo methods - are they a replacement for them, an alternative way of doing them, or something completely different? What incentive do players have to use these over traditional solo methods?
As for Criminal Hunting. I dunno - I guess I always thought hunter was for animals. I think this has less potential than your other two ideas, Safaris and Parties.
So my question about the two concepts I think you should pursue is this: How do they relate to existing solo methods - are they a replacement for them, an alternative way of doing them, or something completely different? What incentive do players have to use these over traditional solo methods?
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
Well, it's a way to train huting but with friend, the faster they catche the animal the better experience htey get, and foxes was just an idea it can be anything really, it would be similar to falcon hunting, but it'd require agility as you run after the animal, and strenght to carry the gun/crossbow/bow, or you could hcase the animal and your friends set up a trap.
What I meant is that with this you could be able to train agility, due to the need to keep on par with the hound, you could corner the animal into a trap set up by your friends, or an ambush with your hounds, or you could corner the being into a trap, like a bear trap. Then you could flay the being and use it to craft things. This would give hunting and agility exp, agility for runing with the hound, and hunter for catching hte being, this would also give the potential for crafting experience.
ANd the safari thing would be about hunting animals, ut not killing htem, I mean capturing htem alive, or take a picture/make a sketch of them, this'd provide you hunter experience as you'd need to track the being, the deeper you need to track it, the more rare it would be, and it'd give you more experience. What I meant whith this, is that it'd be a more "peaceful" form of hunting, the objective would be to follow the creature to it's nest to capture an egg, or possibly the creature, this'd be done after watching the creature for some time, and gathering informatin, along with a sketch, this'd train both, hyunter and constitution as you'd learn the weakness of the monster, and theh unting exp would come from tracking down the creature, the harder to find the creature, the more experience, and hte more time you watch it, the more consitution exp.
What I meant is that with this you could be able to train agility, due to the need to keep on par with the hound, you could corner the animal into a trap set up by your friends, or an ambush with your hounds, or you could corner the being into a trap, like a bear trap. Then you could flay the being and use it to craft things. This would give hunting and agility exp, agility for runing with the hound, and hunter for catching hte being, this would also give the potential for crafting experience.
ANd the safari thing would be about hunting animals, ut not killing htem, I mean capturing htem alive, or take a picture/make a sketch of them, this'd provide you hunter experience as you'd need to track the being, the deeper you need to track it, the more rare it would be, and it'd give you more experience. What I meant whith this, is that it'd be a more "peaceful" form of hunting, the objective would be to follow the creature to it's nest to capture an egg, or possibly the creature, this'd be done after watching the creature for some time, and gathering informatin, along with a sketch, this'd train both, hyunter and constitution as you'd learn the weakness of the monster, and theh unting exp would come from tracking down the creature, the harder to find the creature, the more experience, and hte more time you watch it, the more consitution exp.
Last edited by Duskcurse on Mon May 21, 2012 10:16 am; edited 1 time in total
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: Ending The Fight For Resources
Slayer Noir wrote:Are you sure you can't create an alternative that achieves the same?
I guess I could try.
Re: Ending The Fight For Resources
Good luck 3mpty
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: Ending The Fight For Resources
Comments on my idea?
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: Ending The Fight For Resources
They're great ideas, Dusk, but I still don't really see how they're going to end the fight for resources.
I don't think it's meeting the design brief right now, but I'm starting having doubts over whether it ever will - perhaps hunter doesn't suffer from these problems because it's not rewarding enough to start with. Perhaps a separate "Hunter Revamp" suggestion is needed...
I don't think it's meeting the design brief right now, but I'm starting having doubts over whether it ever will - perhaps hunter doesn't suffer from these problems because it's not rewarding enough to start with. Perhaps a separate "Hunter Revamp" suggestion is needed...
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
I got a neat idea for a mining minigame/distraction, not sure it fits here as it's a resource-less way to train.
Re: Ending The Fight For Resources
Give it it's own thread then. Could be a nice little footsoldier for our suggestion army
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
They really need to add tanning to the game.
It's like cleaning herbs. Players should get some experience for performing a service to the players who are just buying their skills.
Maybe the tanner charges you to use his kit, but this is like 60% cheaper because you're doing the work yourself.
It's like cleaning herbs. Players should get some experience for performing a service to the players who are just buying their skills.
Maybe the tanner charges you to use his kit, but this is like 60% cheaper because you're doing the work yourself.
Re: Ending The Fight For Resources
-massive possibility orgasm-
I have to contribute!
I have to contribute!
- Spoiler:
Hunter
-Traps can be set by multiple people, up to 3, and whoever helps set the trap will get some of the loot and xp.
-Certain creatures would be in a larger abundance the more people were there(e.g. Chinchompa's, because they wanna blow the everliving shit out of you because they can)
-A lot of cookies!
Woodcutting
-Mutliple people chopping a tree would cause the tree to develop a protective "shield" against the chopping, thus making it last longer.
-Small pieces of the trunk of a magic tree could fall down to be supercharged with magical capabilities, acting just like the nodes in the runespan. The logs obtained from these nodes would vary from normal to Magic, not including Blisterwood or Bloodwood.
-Even more cookies!
blank- Proselyte
- Number of posts : 461
Age : 29
Re: Ending The Fight For Resources
Hmm. I've thought about it long and hard and I still think Hunter needs it's own revamp thread - there's so much more that needs to be done with it, largely because it's just not rewarding enough as it is, and thus doesn't really have the same sort of competition over resources.
Do you guys agree with that, or would you rather it stayed on this thread?
And Jero - can I add to your idea and say that rather than the tree spontaneously gaining a shield, the large amount of cutting causes a tree spirit to appear and create the shield?
Do you guys agree with that, or would you rather it stayed on this thread?
And Jero - can I add to your idea and say that rather than the tree spontaneously gaining a shield, the large amount of cutting causes a tree spirit to appear and create the shield?
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
Well, it's not exactly a shield. There's a tree in Australia, I think it was, that developed a shield-like thing to deter some harmful insects, and the other trees in a certain mile's radius started developing the same anti-bad-bug-thingies as well, so trees communicate. That's what I meant by that ^^ Although hey, runescape is magic for a reason
blank- Proselyte
- Number of posts : 461
Age : 29
Re: Ending The Fight For Resources
The trees probably have some sort of stress response that turns on a gene to produce a natural pesticide or thickens their bark so the insects can't penetrate it, releasing some form of plant hormones or pheromones to trigger the response in nearby trees.
However, I think it might be beyond the realms of biological possibility for this shield to stop the tree being felled while yielding more branches.
And when something you're suggesting is beyond what science allows... you throw in magic! Works every time
However, I think it might be beyond the realms of biological possibility for this shield to stop the tree being felled while yielding more branches.
And when something you're suggesting is beyond what science allows... you throw in magic! Works every time
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
Or the tree could become an ent
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: Ending The Fight For Resources
They could always make evil trees much more common and not exclusively one-per-world.
Re: Ending The Fight For Resources
Still, there's the limit of 2 trees per day.
blank- Proselyte
- Number of posts : 461
Age : 29
Re: Ending The Fight For Resources
For sure limit the rewards to twice a day, but the lopping experience could accessible more.
Re: Ending The Fight For Resources
Thieving: talking to the targets will decrease their awareness. Teams of players can take turns talking to the target so that the rest of the team may pickpocket more easily. Perhaps even have thieving experience awarded to the lure, but make it so that the target will punch them as well and exclaim "there are no heroes among thieves".
To avoid damaging people legitimately talking to a thieve's targets, perhaps at a "Sweet Talk" option.
To avoid damaging people legitimately talking to a thieve's targets, perhaps at a "Sweet Talk" option.
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