Author Topic: Player Stimulation, Ideas to Spark Activity  (Read 12019 times)

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Offline Grish

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Player Stimulation, Ideas to Spark Activity
« on: May 12, 2008, 01:08:21 pm »
I was running around the other day, and I had memories of a game I used to play that built on "rules". These rules varied from good things (mostly) to some bad things which affected players, and sometimes NPCs. They had an event which would randomly select a few, or immortals of certain ranks could activate them. After the initial phase they were put in, they added a timer so the immortal could set the rules with random, and it would create a random timer. Of course, the bad rules generally had a much shorter timer.

But ill give some examples of what they had, and you will get the idea

Golden Goose: Double gold from all NPCs
Deaths Door: No loss from hitting a DT
Double XP: No need to explain
Quad Damage: NPCs and PCs both did 4 times the damage.
Adrenaline Rush: All things that can regen do it x4 faster
Blood Feud: Members of clans at war will do double damage
Bloodlust : Auto Wimpy Disabled
Bonded Artifacts: You dont drop a corpse when you die
Bullseye: Ranged and throwing weapons do X4 damage.
Cloudwalk: All Players and Mobiles can fly
Divine Blessing: All Hps, Manas, Moves, Vitality are x4
Divine Sanctuary: All Damage is halved
Mayhem:All players become PKable (no corpse looting) longest living player recieves bonus to regen and damage
Enchanters Delight: X8 mana regen
Eternal March: Teleports, summons, gates etc do not function
Fog of war: All exits are obscured and scrying is rendered useless
Gravity well:Movement costs are x4
Hellfire: When in direct sun you regen -800%, -400 in partial
Illiteracy:Scribe and recite functions fail to work
King of the hill: Like mayhem, but only valid for PK players, corpse drops like normal
Lock: Prevents rules from being changed except by a high lvl immortal
Never say Day: If you fall below 25% health, you will do quad damage
Night of the living dead: All npcs are considered undead
Nightmare: Damage to mobiles are halved.
No hesitation:This switches the mud to real-time combat instead of turn-based combat.
Nowhere to hide:When Nowhere to Hide is active all peaceful rooms are no longer peaceful.
Outrage:All mobiles are meta-aggressive.
Over Population:Zones respawn twice as fast
Povery:Mobiles give half gold
Prodigy:50% xp bonus
To the death:prevents fleeing
Underpopulation:Zones repop -50% fast
War of Attrition: PVP damage reduced by 50%


They all may not fit, but these are what they had. Some ruled, some sucked, but when a good ruleset went up people took advantage.

Offline Iwku

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Re: Player Stimulation, Ideas to Spark Activity
« Reply #1 on: May 12, 2008, 03:41:50 pm »
That would be fun to have a mayhem day.

Offline Molly

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Re: Player Stimulation, Ideas to Spark Activity
« Reply #2 on: May 12, 2008, 04:02:14 pm »
I hear some people are planning a RP event called 'When Hell Freezes over'.

Maybe they could activate some of your rules in that one. :)

Offline Kvetch

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Re: Player Stimulation, Ideas to Spark Activity
« Reply #3 on: May 12, 2008, 04:11:15 pm »
I played on a mud that had specific times for Double XP (usually on the weekends).  It's amazing how many players they had at those times - because everyone wanted the double xp.  They also would randomly scatter "tickets" or things around the mud and give rewards to those that found the most (probalby second most and third as well).  I keep asking about the randomly scattering code, but maybe I'll just have to break down and script something.  *heh*

Offline Grish

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Re: Player Stimulation, Ideas to Spark Activity
« Reply #4 on: May 12, 2008, 04:28:51 pm »
I hear some people are planning a RP event called 'When Hell Freezes over'.

Maybe they could activate some of your rules in that one. :)


LOL funny!

I know a lot of them wouldnt function well as they were worded, but I didnt spice them up to sound better adapted to 4d. Just kinda showing what worked for them, for example x4 damage here would be pretty insane, so you could do smaller like 25% damage increase etc etc.

I just know how well stuff like this motivates players to either try to kill hard mobs they normally cant, or just grind off some of that xp in turbo mode.

Mayhem on the other mud was fun as hell, there were PKill areas and zones, but this made it all out. It was great on my wizard, if they had quad damage on I had the ability to add runes to my spells which would let me clear hit adjacent rooms, I would just steamplow like 5-6 people at once, life was good.

Offline Virisin

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Re: Player Stimulation, Ideas to Spark Activity
« Reply #5 on: May 12, 2008, 10:32:54 pm »
Mmmm, I've seen a mud with double exp vouchers and things. In the end, players only ever level when they use a voucher. Some of the ideas are kinda cool though. But most of them are only really cool to think about, and if they were actually put in practice, it'd be very hard to keep a balance.

Offline Iwku

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Re: Player Stimulation, Ideas to Spark Activity
« Reply #6 on: August 04, 2008, 03:43:46 am »
Whatever happened to the idea of a mayhem day? Please. Looks towards Prometheus.