New Grind for Rewards Location/Shop - Not Accepted
Feb 19, 2020 12:18:01 GMT -6
Post by Alma on Feb 19, 2020 12:18:01 GMT -6
This is not the Beyond, nor is it meant to replace it.
All values/rewards given below could be changed.
-Could be called the Hunting Grounds
-IC would be a massive area on the outskirts of the city, built like those for safari but containing different zones that mimic the actual wild versions. The physical shop would be built like a big game inn.
-Players can hunt together or alone. If one player goes without posting for long enough, the remaining player may split off and finish the requirement alone. If players are working with another, their posts are both counted for each other’s goals. Aka, if both are hunting a different creature worth 100 posts, they need to reach that with the combined total of their posts. This means they can both encounter their respective creature after making 50 posts each.
-Can hunt for any non-unique, not free to adopt pet on the grounds with a permit(aka LE, original VSC, wild)
-Free to adopt creatures and LEs can appear during paid quests and be interacted with, but cannot be captured and taken off of the grounds unless they are what the permit specified. This prevents players from running in and capturing swarms of beasts.
-A blend of grind zone and shop. Players pay a certain amount of credits for a permit(free if normal, not dead LE), then need to make posts until they encounter and capture/kill/etc the creature they specified.
-LE hunts are free, take up to 25 posts to catch. LE hunts for younger creatures(a different life stage other than current) is 10 credits and 30 posts. VSC/Wild hunts are 50 credits and 100 posts. Values can be adjusted for certain creatures like the 800 credit tat-lung.
-The reason for the lower cost than the lodge is that players will have to work to obtain the critter and that there is a possibility, no matter how slight, of them failing to capture the creature.
-Hunts may fail if under the required post amount/player makes enough nonsense filler posts(aka: “It would be okay if they kept believing it would all be okay in the end, but they were not sure it would be okay this time even if they kept believing it would be okay. How could it be okay if they did not know it would be okay? But it would be okay if they kept thinking it would be okay in the end.” over and over again).
-If there is a random element that can cause a failure for a player who hit the required post amount and is putting in obvious effort, then players should also be allowed to pay for a 25 credit insurance that gives them a second chance without the waiting period and loss of progress, to be paid at the time the permit is purchased.
-Limits. Players may only embark on one hunt at a time. Players have 30 days to complete their current hunt, else their permit expires and they are escorted out. Players may not engage on another paid hunt until at least fifteen days have passed since completing/abandoning their last paid hunt. Any creature brought on the hunt is stuck in the thread until it ends, and the character cannot IC leave the hunting grounds either until the hunt ends in some way. Meaning they can be training a pet and mining at the same time technically, but IC the character cannot leave the land to grab some supplies and come back to finish the hunt.
-Like the previous areas of the mansion and the mines, certain skills will raise the chances of capture/speed up the hunt. The items meant for exploration might be useful as well.
-The hunt system could be ran in a few different ways*:
1. Minimal staff work: Player only needs to reach a required post amount. Staff would hopefully look over it and make sure it was not just filler, but could possibly skip even that and just award the creature so long as the amount was reached and the thread has a written end.
2. Quest/Encounter-like: While there would be a set number of posts until the player was guaranteed a chance at the pet, staff could roll after a certain amount of posts/IC progress was made. Once a success was rolled, the staff would then play the creature much like a normal grind-zone encounter, though trapping/fighting the creature might be required.
3. Normal grind: The required post amount for the creature encounter is not outright said, and works on a scaling system for odds that it will appear. Possibly like 0% in the first 25 posts, then +5% per every five posts made. Failing rolls could instead act like the normal grind areas where items can be found, events can happen that are good/bad and so on(if your creature gets attacked/hurt, better hope you have the skills and supplies). If successful, player encounters the creature like in the above example.
4. Wilds from Freehold: This would take the most staff work both in building the system and running the area. Players could choose to forage/travel/rest and do five posts for that action. Staff roll for a success in the case of forage, let them know the newer ‘setting’ if they have traveled(a few lines like, ”The trees grow close together here, blocking out the light and breeze. The air here is thick and a faintly rancid smell lingers no matter where you move.” Or ”The sand here is coarse and rough, irritatingly getting in everywhere.) Resting would be required after a certain number of actions/travel posts, consuming food and time.
*System could always start with the simplest one and be changed to something more complicated later depending on different variables, much like how the mines/shopping had changed.
Potential Items for wilds/normal grind system: Garden/River. The non-pet, and non-harvestable items would have a chance of appearing every five posts. Garden/river would work well for foraging, with common for free creatures popping up for meat. If it seems balanced, maybe players would have a 1% chance of having a creature encounter from those areas. Some mines/mansion stuff may also appear if fitting, but nothing like magic crystals.
Logic behind this suggestion:
-Provides a relatively safe hunting environment IC.
-Makes the survival skills/items useful in a gameplay way rather than just fluff.
-Makes use of pet/character training that most of the site does not.
-If fish/garden rolls may occur, allows players to gain items outside of the usual deliberate gardening/fishing.
-Much simpler than the Beyond would need to be, while keeping some of it's desired elements.
-Will allow for some wild creatures that have stats/images to be released.
-Reason it is VSC/LE/Wild rather than just wild is to provide a greater variety. The Lodge can hunt VSC, so why can't a player character if they are willing to pay and put in the work?
-Looks to be fun and rewarding, but other options exist if the player wants to completely avoid it. (Ex: Buy creatures for a higher price at Lodge/shops/trading posts, go garden/mine/fish, etc.)
Understand perfectly if this is rejected. Half the reason it's being posted. XD
All values/rewards given below could be changed.
-Could be called the Hunting Grounds
-IC would be a massive area on the outskirts of the city, built like those for safari but containing different zones that mimic the actual wild versions. The physical shop would be built like a big game inn.
-Players can hunt together or alone. If one player goes without posting for long enough, the remaining player may split off and finish the requirement alone. If players are working with another, their posts are both counted for each other’s goals. Aka, if both are hunting a different creature worth 100 posts, they need to reach that with the combined total of their posts. This means they can both encounter their respective creature after making 50 posts each.
-Can hunt for any non-unique, not free to adopt pet on the grounds with a permit(aka LE, original VSC, wild)
-Free to adopt creatures and LEs can appear during paid quests and be interacted with, but cannot be captured and taken off of the grounds unless they are what the permit specified. This prevents players from running in and capturing swarms of beasts.
-A blend of grind zone and shop. Players pay a certain amount of credits for a permit(free if normal, not dead LE), then need to make posts until they encounter and capture/kill/etc the creature they specified.
-LE hunts are free, take up to 25 posts to catch. LE hunts for younger creatures(a different life stage other than current) is 10 credits and 30 posts. VSC/Wild hunts are 50 credits and 100 posts. Values can be adjusted for certain creatures like the 800 credit tat-lung.
-The reason for the lower cost than the lodge is that players will have to work to obtain the critter and that there is a possibility, no matter how slight, of them failing to capture the creature.
-Hunts may fail if under the required post amount/player makes enough nonsense filler posts(aka: “It would be okay if they kept believing it would all be okay in the end, but they were not sure it would be okay this time even if they kept believing it would be okay. How could it be okay if they did not know it would be okay? But it would be okay if they kept thinking it would be okay in the end.” over and over again).
-If there is a random element that can cause a failure for a player who hit the required post amount and is putting in obvious effort, then players should also be allowed to pay for a 25 credit insurance that gives them a second chance without the waiting period and loss of progress, to be paid at the time the permit is purchased.
-Limits. Players may only embark on one hunt at a time. Players have 30 days to complete their current hunt, else their permit expires and they are escorted out. Players may not engage on another paid hunt until at least fifteen days have passed since completing/abandoning their last paid hunt. Any creature brought on the hunt is stuck in the thread until it ends, and the character cannot IC leave the hunting grounds either until the hunt ends in some way. Meaning they can be training a pet and mining at the same time technically, but IC the character cannot leave the land to grab some supplies and come back to finish the hunt.
-Like the previous areas of the mansion and the mines, certain skills will raise the chances of capture/speed up the hunt. The items meant for exploration might be useful as well.
-The hunt system could be ran in a few different ways*:
1. Minimal staff work: Player only needs to reach a required post amount. Staff would hopefully look over it and make sure it was not just filler, but could possibly skip even that and just award the creature so long as the amount was reached and the thread has a written end.
2. Quest/Encounter-like: While there would be a set number of posts until the player was guaranteed a chance at the pet, staff could roll after a certain amount of posts/IC progress was made. Once a success was rolled, the staff would then play the creature much like a normal grind-zone encounter, though trapping/fighting the creature might be required.
3. Normal grind: The required post amount for the creature encounter is not outright said, and works on a scaling system for odds that it will appear. Possibly like 0% in the first 25 posts, then +5% per every five posts made. Failing rolls could instead act like the normal grind areas where items can be found, events can happen that are good/bad and so on(if your creature gets attacked/hurt, better hope you have the skills and supplies). If successful, player encounters the creature like in the above example.
4. Wilds from Freehold: This would take the most staff work both in building the system and running the area. Players could choose to forage/travel/rest and do five posts for that action. Staff roll for a success in the case of forage, let them know the newer ‘setting’ if they have traveled(a few lines like, ”The trees grow close together here, blocking out the light and breeze. The air here is thick and a faintly rancid smell lingers no matter where you move.” Or ”The sand here is coarse and rough, irritatingly getting in everywhere.) Resting would be required after a certain number of actions/travel posts, consuming food and time.
*System could always start with the simplest one and be changed to something more complicated later depending on different variables, much like how the mines/shopping had changed.
Potential Items for wilds/normal grind system: Garden/River. The non-pet, and non-harvestable items would have a chance of appearing every five posts. Garden/river would work well for foraging, with common for free creatures popping up for meat. If it seems balanced, maybe players would have a 1% chance of having a creature encounter from those areas. Some mines/mansion stuff may also appear if fitting, but nothing like magic crystals.
Logic behind this suggestion:
-Provides a relatively safe hunting environment IC.
-Makes the survival skills/items useful in a gameplay way rather than just fluff.
-Makes use of pet/character training that most of the site does not.
-If fish/garden rolls may occur, allows players to gain items outside of the usual deliberate gardening/fishing.
-Much simpler than the Beyond would need to be, while keeping some of it's desired elements.
-Will allow for some wild creatures that have stats/images to be released.
-Reason it is VSC/LE/Wild rather than just wild is to provide a greater variety. The Lodge can hunt VSC, so why can't a player character if they are willing to pay and put in the work?
-Looks to be fun and rewarding, but other options exist if the player wants to completely avoid it. (Ex: Buy creatures for a higher price at Lodge/shops/trading posts, go garden/mine/fish, etc.)
Understand perfectly if this is rejected. Half the reason it's being posted. XD