TP from Events - TP Tomes - TP in General
Mar 20, 2019 2:37:43 GMT -7
Post by Deleted on Mar 20, 2019 2:37:43 GMT -7
Howdy.
I would like to propose a few different ideas.
I'm looking towards making a long event. A very long event where characters are going to be dealing with a length or challenge level that will be taking the better part of a year and a half or potentially two years at the current pace. During this, there are going to be several difficult and dangerous enemies and plot points that are going to require a ton of death enabled, highly casualty producing tasks from the attendants. With the length of this stretching on for as long as it's going to last I'm running into a few snags.
I've already figured out ways to work around loot drops by having players make investments into the town they can recoup later in return they get upper-level gear or items depending on the Ryo invested and amount of the event participated.
But my biggest snag is dealing with TP right now. I want the players to grow in the event but as I'm currently managing 10 people in the event, having them try and perform training (which is essential for this event in some places) is going to be measured out and limited to being done on days where the player characters stay in the town and dedicate that day or night towards training. Even still, its a lot of people trying to do training threads in a single area. I want the players to feel like there are other rewards towards completing additional objectives, fighting extra monsters, going the extra mile to fully explore the content being produced.
What I'd like to do, is award TP tombs or TP upon clearing groups of high-level enemies, finishing major plotlines to missions, or clearing an instance or excursion.
I would like to suggest that GM moderators can approve rewarding players on longer events such as the one I'm running. I understand a lot of GM's are not staff but perhaps allow them to request such awards from the GM moderators. (Cadoc, Myself and Loki) The three of us would be able to assure that the system would be free from abuse by policing ourselves and each other as well as providing oversite to keep this fair.
TP Tomes are an enigma to me. They are new, they have prices. They are only found during events. I've noticed as the site has progressed, not only has everyone become stronger. But by and large, the folks on nfrp have been getting more and more Ryo as the site has grown older. A common theme you see in a lot of anime where magic exists or is found is the idea of a spell tomb where a player can find a book, read the book, the book gets "used" and the player learns the spell. Such items allow even the dumbest and least magically inclined people a spell they can use.
(is it wrong to pick up girls in a dungeon firebolt would be a good example.) These items exist, they are rare, they are expensive and they are highly coveted.
I'd like to propose that bingo is able to sell these to players for absorbent prices. 10 TP Tomb 200k, 25 tP tomb 400k, 50 TP 600k 100 TP 1mil. Perhaps more depending on feedback
Money by and large has become relatively meaningless to a lot of people. While I understand the salt of the earth people who train their way to the top. There should also be people that find a way to make a way to get rich and use their money to buy and gather their power that way. I am hypothesizing that if we do this, not only will you see a massive rise in participation in missions and other money producing activities. You could expect to craft to become much more common practice as people will try and make their crafts to gather money to feed back into their crafts or builds. I feel like doing this allows the members of the site more choices, more interaction with each other, removes a ton of stagnant money in peoples accounts and brings relevance back to Ryo. Furthermore, this allows more depth to our world. There becomes more paths to success and it makes every character feel like their own path to their own prominence and relavance was truely unique.
Moreover, when addressing new people and the power gap between new players and older more established players we have more to present to them as a way to carve a path out in this world.
"Everyone is so strong, I'll never be able to train that much or catch up."
could be responded with ->
"There are tons of ways to get stronger here, you can roleplay the training out and get stronger that way. You could do a bunch of missions or pick up a crafting skill to make some money and buy some TP tombs to get stronger. You could get involved in an event and work with a party to overcome obstacles and get stronger by working with them and surviving. Don't fret."
I would like to propose a few different ideas.
I'm looking towards making a long event. A very long event where characters are going to be dealing with a length or challenge level that will be taking the better part of a year and a half or potentially two years at the current pace. During this, there are going to be several difficult and dangerous enemies and plot points that are going to require a ton of death enabled, highly casualty producing tasks from the attendants. With the length of this stretching on for as long as it's going to last I'm running into a few snags.
I've already figured out ways to work around loot drops by having players make investments into the town they can recoup later in return they get upper-level gear or items depending on the Ryo invested and amount of the event participated.
But my biggest snag is dealing with TP right now. I want the players to grow in the event but as I'm currently managing 10 people in the event, having them try and perform training (which is essential for this event in some places) is going to be measured out and limited to being done on days where the player characters stay in the town and dedicate that day or night towards training. Even still, its a lot of people trying to do training threads in a single area. I want the players to feel like there are other rewards towards completing additional objectives, fighting extra monsters, going the extra mile to fully explore the content being produced.
What I'd like to do, is award TP tombs or TP upon clearing groups of high-level enemies, finishing major plotlines to missions, or clearing an instance or excursion.
I would like to suggest that GM moderators can approve rewarding players on longer events such as the one I'm running. I understand a lot of GM's are not staff but perhaps allow them to request such awards from the GM moderators. (Cadoc, Myself and Loki) The three of us would be able to assure that the system would be free from abuse by policing ourselves and each other as well as providing oversite to keep this fair.
TP Tomes are an enigma to me. They are new, they have prices. They are only found during events. I've noticed as the site has progressed, not only has everyone become stronger. But by and large, the folks on nfrp have been getting more and more Ryo as the site has grown older. A common theme you see in a lot of anime where magic exists or is found is the idea of a spell tomb where a player can find a book, read the book, the book gets "used" and the player learns the spell. Such items allow even the dumbest and least magically inclined people a spell they can use.
(is it wrong to pick up girls in a dungeon firebolt would be a good example.) These items exist, they are rare, they are expensive and they are highly coveted.
I'd like to propose that bingo is able to sell these to players for absorbent prices. 10 TP Tomb 200k, 25 tP tomb 400k, 50 TP 600k 100 TP 1mil. Perhaps more depending on feedback
Money by and large has become relatively meaningless to a lot of people. While I understand the salt of the earth people who train their way to the top. There should also be people that find a way to make a way to get rich and use their money to buy and gather their power that way. I am hypothesizing that if we do this, not only will you see a massive rise in participation in missions and other money producing activities. You could expect to craft to become much more common practice as people will try and make their crafts to gather money to feed back into their crafts or builds. I feel like doing this allows the members of the site more choices, more interaction with each other, removes a ton of stagnant money in peoples accounts and brings relevance back to Ryo. Furthermore, this allows more depth to our world. There becomes more paths to success and it makes every character feel like their own path to their own prominence and relavance was truely unique.
Moreover, when addressing new people and the power gap between new players and older more established players we have more to present to them as a way to carve a path out in this world.
"Everyone is so strong, I'll never be able to train that much or catch up."
could be responded with ->
"There are tons of ways to get stronger here, you can roleplay the training out and get stronger that way. You could do a bunch of missions or pick up a crafting skill to make some money and buy some TP tombs to get stronger. You could get involved in an event and work with a party to overcome obstacles and get stronger by working with them and surviving. Don't fret."