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View Full Version : Bandits! Raiders! and theives!


Windw
05-05-2008, 17:43
This idea Works like: Imagine you are in an exporable area and A message in the chat screen says A band of Bandits, robbers, or theives have been last sighted at X

You could disregard this message or travel to the place to get the robbers to get some rewards. I understand there might be people masing over to the place to kill the bandits so in that case maybe the first party to attack them gets to atempt to kill them the first party to engage will cause a message trigger maybe like: X's party is attacking the bandits. After this no party can attack the bandits and steal the kills the reward may include gold, materials and maybe a few random items.

There could be "Unique" theives that give more than usual and are much harder to kill. these theives will have a name to indicate that these are unique. They will always drop a green maybe unique or just a green that was stolen from a boss or something.

Note: If this system is in another game i did not copy it or even heard about it

raspberry jam
05-05-2008, 20:03
Sounds fun :grin:

Nikhera
05-05-2008, 21:15
Note: If this system is in another game i did not copy it or even heard about it

Yes, there is something similar in Mabinogi. You get a message that's like, "Super powerful monster X was last spotted at X." And people try and take shots at it.

I like it though, that would probably go hand in hand with the "global events" Anet said they will implement, except more local. (lol.)

Windw
14-05-2008, 21:10
It would be fun, but maybe we could also turn off if you really want to ignore it....

Beta Sprite
14-05-2008, 21:23
I thought that this sort of thing was already going to be included.

The example I heard posted over and over is like this:

One of the ancient dragons flies into an area to attack a bridge. All nearby players are notified and given a chance to band together to fight him off.

If they are successful, they are rewarded for being part of the fight. If they fail, the bridge is destroyed, and small quests will become available, for example: 'defend the construction workers from bandit raids' or 'protect the caravan of supplies on its trip to the work site'.


On the OP: I like the idea of smaller events occurring, but too much of it could be tedious, or prone to being ganked by parties that are just waiting for an event notification. If it's done right, your idea could be great. If not, it could be rather annoying.

Ace Bear
15-05-2008, 01:26
Beta you are absolutely right. This is already in the game. The only thing that isn't in it is the first party that gets there is the first served. The big events would just turn into big camp fests. I am thinking it will also be in relation to the dynamic partying that has been mentioned.

Akirai Annuvil
15-05-2008, 01:29
You could disregard this message or travel to the place to get the robbers to get some rewards. I understand there might be people masing over to the place to kill the bandits so in that case maybe the first party to attack them gets to atempt to kill them the first
Or just spawn a lot of bandits (equal to or slightly less than the inhabitants of the zone) and make it a massive area based brawl.

Though like Beta said, something like this seems to be planned already.

Windw
15-05-2008, 05:18
I forgot about the dragon thing :laugh:

Ace Bear
16-05-2008, 05:37
There are a couple of problems that you get in a normal MMO. One is the kill-stealing, and the second is that players need to be reading from the same page so far as quests go, what step of the quest you're on - a lot of the games have some Quest Sharing which does help - but it's still often a problem trying to ensure that you're having the same content as your friends. There are times when you feel that you can't play that character because you're going to advance past that area, and you want to save those things so you can do them with your friends. So the Event System circumvents a lot of that stuff, for instance in an area you might have a dragon that shows up occasionally. It'll send a big event message to everybody in that zone saying that "Hey, the dragon is here!" You'll be able to see that and try to fight the dragon off with as many players that want to participate in that - and all those players will get rewarded.

But then we want those events to have consequences on the world. So for instance, if the players don't manage to defeat the dragon - perhaps not enough came to help or they're not strong enough - and it burns down a bridge or something like that. That then triggers the next event chain; perhaps workers from the nearby village start to head off and form caravans to repair the bridge, but bandits in the local area decide that it's a good time to go and rob some people, and attack the worker caravans. So the next event to show up for everybody is to go and help rescue the caravans, and everybody that participates in saving them will get rewarded for it once the caravans reach their destination. Our goal is to have a lot of different things like this going on in any given area at various times, so that when you get together with friends you're not going off to do a quest, you get together to "Go to that valley where the Char attack, and see what's happening." The idea is that there'll be Easter Egg events and events that happen quite regularly, so you'll never be quite sure what's going on in the zone.
Found it while looking at some of the articles about gw. Flannum said it.

Skyy High
16-05-2008, 07:41
The above system has the potential for being utterly amazing, or boring as heck.

Nemeon Lion
18-05-2008, 01:32
Indeed, if implemented right, it means that there is never a dull-moment in GW2. If implemented wrong, it might be just as the Jade Quarry is in GW1 nowsdays, dead and useless.