GuildWars 2 (80h) - Veeyar Bones, 45 Mesmer - The pre-purchase and early access to the beta helped pick up on how good this one was going to be. The dynamic worlds are still Ok, butnot as impactful as expected. They do, however, fit into a wonderful puzzle of streamlined gameplay. I'm prety sure this is the new generation of MMO's and I hope it's going to kick on for a while.
Pirates: Tides of Fortune (10h) - Level 38 - fB game that seemed
to have a good intro. Similarities to Notorious has kept me playing,
although the insistence of inviting more and more friends to the game is
getting pretty grating.
Notoriously databased (5h) - Actually got some time to play my web game at the LAN and with Sandy & Voidwolf for a few good stints. The game is maturing more than I expected, and rough edges (like player instructions) are being added that I thought I'd not bother about since it was a limited experiment on the larger design concepts.
So where's the steam games?
Nowhere ..
2nd time in 5 years of gamelogs where steam has had a clean sheet.
Saturday, September 15, 2012
Thursday, August 23, 2012
GameLog 264-266
Pirates: Tides of Fortune (30h) - Level 35 - fB game that seemed to have a good intro. Similarities to Notorious has kept me playing, although the insistence of inviting more and more friends to the game is getting pretty grating.
Fallen Enchantress Beta (20h) - New beta and a significant improvement. Not sure if it's coming off a lacklustre AI in Warlock, but the AI's have been performing much better here. The world itself has come alive a bit more too. Maybe not quite up to Warlock, but certainly holding its own now. Maybe just lots more quests would give it the final spark.
Kongregate: Chronicles of Blood (20h) - Veeyar 22 - fB game converted to Kongregate. What's keeping me in the game are the random drops and crafting. This combined with trading makes for an interesting path for developing your character.
Team Fortress 2 (12h) - New update for co-op mode. Not much co-op, but it's good to get back into 2Fort.
Left 4 Dead 2 (5h) - Picked up in a steam sale. Plays Ok for LAN, but didn't stick.
Realm of the Mad God (2h) - LAN game.
Notoriously Databased v0.31
User Interface
After a couple of multiplayer experiments, the main feedback was that there isn't enough information to show you what's going on in the dungeon. Some of that was intentional, but some was just poor placement (or no placement) due to the lightweight nature I thought this game would have. Now that it's being tested, it's kind of cool on its own to see a dungeon developing. With that, I put a bit more effort into presenting the data.- Reading the character's story defaults to only the story rom the last turn so you don't have to keep scrolling down to the end of the story.
- Redid the Character Submission to more clearly show dungeon state, and how space is allocated. Also added the village state and current defense ratio.
- Removed a couple of Edit / Delete hyperlinks to turn it into a more consumer experience instead of a database.
- Highlight public stories
- More stories about how many minions / elites are surviving
- Indicator of who is the most notorious and that they are the focus of heroes.
Bug List
- Elites not defending properly- spelling errors
- Villages now appearing back in the village when ransomed / released
- Hero focus on proper highest notoriety character
Notoriously Databased v0.30
Strategy tests
I feel confident that the turn processing is at a point where I can attempt to test individual strategies and see where they would lead in the main game.The Digger
The first strategy will be just a simple turtle that digs as much as possible. This will be the baseline to judge all the other strategies against as it will have the least amount of risk. If it is also sustainable without going through a wipe, then we'll have a big problem attempting to get the other strategies to eek out an advantage, so the first test is to see how far I can go before a wipe occurs, and also how long to get to, say, 10 spaces.Since the hero attacks are predictable from your current notoriety, the strategy will be to only leave enough minions behind to fend them off and dig with the rest. It may pan out to be better to drop the defense and go through a wipe rather than holding out on the defense right until the end. We'll see.
Run 1 - Always defend: 15 turns to reach 10 size. Not too bad, but there are a couple of places where treasure could be utilized either for elites or on fortifications.
Run 2 - Defend until defenders more than diggers: 13 turns to reach 10 size (10.8). Seems a little wasteful throwing 9 into digging when it was already on 9.9, but 10 size is just an indicator and I'd rather keep the tests consistent to the strategy for the long run. Start certainly seemed better, and no drawn-out sections of no digging.
Run 3 - 1/2 Defend using elites: Elites look Ok on the first turn, but then break horribly. More debugging.
Sunday, August 05, 2012
Notoriously Databased v0.26
With the turn processing finished, Notoriously Databased was ready for limited testing. Unfortunately some conflicts with the online database made the LAN tests a bit of a flop, even though I'd been able to test a couple of turns myself locally. Debug phase ...
The first issue was that the cascade on delete that I'd set up locally hadn't been merged over very well. I tried fixing it with a diagram system, but it kept complaining about multiple cascade loops when it was only cascading downward from multiple parents. Wierd. It allowed it on manual update of the foreign key though.
Next issue was that partially filled submissions were causing null errors, so I zero'd out all the null fields at the start of processing. Later on I found out that Characters not submitting a turn was throwing errors too, so created a default blank submission for those. Some other small errors were isolated & fixed in a couple of hours.
Testing the turn processing was getting a little tedious when triggering the proces from the admin panel, so I moved it to the player's screen to keep it all together for now. It raised another problem I've been having with MVC and the modelessness of web design: there doesn't seem to be a built in way of returning back to the previous caller, rather it lets the currently active action determine where to go next. I can see why this might be the case, but it's such a radical shift from traditional functional design, I'm surprised that they haven't tackled it in some way. There are far more complex issues (like entity framework) that have been solved. Hopefully I'm just missing something simple, which is quite likely.
Another thing I wanted was a quick way to see the character's story. Earlier changes to the controller and views made it quite simple to make a method receiveing the character's ID and only outputting those stories. Since it was only called from the player's screen, at least I didn't have to worry about the redirection on completion. Limiting the stories to those involving the character was one step, but I also needed to include all public stories as well. In SQL this would be a simple ID=x OR isPublic=1, but it took a while to figure out how an OR could be imoplemented. Many methods to do an AND, but only one looked like it could also be manipulated into being useful for an OR by simply using C# binary logic in the where() clause. It looks like Entity Framework does a nice job of processing the logic and converting it into an SQL statement. I haven't had to reduce entity framework to SQL queries just yet, although there have been a couple of wierd interfaces to do more or less the same job.
After the turn processing I thought it would be a good time so show the whole story of the turn to whoever processed it (as another debugging tool). Setting up another list was pretty easy, but unfortunately I couldn't trigger it easily with a RedirectToAction() passing a parameter to another controller, but it feels like returning to the Player's screen was a more concise alternative anyway, leaving individual turn debugging relegated to the admin panel.
It's feeling nice and solid. Now for some serious strategy testing ...
With turn processing triggered of fthe admin panel, and
The first issue was that the cascade on delete that I'd set up locally hadn't been merged over very well. I tried fixing it with a diagram system, but it kept complaining about multiple cascade loops when it was only cascading downward from multiple parents. Wierd. It allowed it on manual update of the foreign key though.
Next issue was that partially filled submissions were causing null errors, so I zero'd out all the null fields at the start of processing. Later on I found out that Characters not submitting a turn was throwing errors too, so created a default blank submission for those. Some other small errors were isolated & fixed in a couple of hours.
Testing the turn processing was getting a little tedious when triggering the proces from the admin panel, so I moved it to the player's screen to keep it all together for now. It raised another problem I've been having with MVC and the modelessness of web design: there doesn't seem to be a built in way of returning back to the previous caller, rather it lets the currently active action determine where to go next. I can see why this might be the case, but it's such a radical shift from traditional functional design, I'm surprised that they haven't tackled it in some way. There are far more complex issues (like entity framework) that have been solved. Hopefully I'm just missing something simple, which is quite likely.
Another thing I wanted was a quick way to see the character's story. Earlier changes to the controller and views made it quite simple to make a method receiveing the character's ID and only outputting those stories. Since it was only called from the player's screen, at least I didn't have to worry about the redirection on completion. Limiting the stories to those involving the character was one step, but I also needed to include all public stories as well. In SQL this would be a simple ID=x OR isPublic=1, but it took a while to figure out how an OR could be imoplemented. Many methods to do an AND, but only one looked like it could also be manipulated into being useful for an OR by simply using C# binary logic in the where() clause. It looks like Entity Framework does a nice job of processing the logic and converting it into an SQL statement. I haven't had to reduce entity framework to SQL queries just yet, although there have been a couple of wierd interfaces to do more or less the same job.
After the turn processing I thought it would be a good time so show the whole story of the turn to whoever processed it (as another debugging tool). Setting up another list was pretty easy, but unfortunately I couldn't trigger it easily with a RedirectToAction() passing a parameter to another controller, but it feels like returning to the Player's screen was a more concise alternative anyway, leaving individual turn debugging relegated to the admin panel.
It's feeling nice and solid. Now for some serious strategy testing ...
With turn processing triggered of fthe admin panel, and
Thursday, August 02, 2012
GameLog 261-263
Football
Manager 2012 (40h) - Boston Utd (2015 League 2: 12th) - Finished the season with a strong mid-table showing, even though I was in with a shot of the title by the midpoint of the season. When the doldrums hit the team it toook longer than usual for them to shake it off and found ourselves 10 points shy of the playoffs. That's more or less where we stayed as hunting for new talent to take us up next season was my main priority.
Kongregate: Chronicles of Blood (20h) - Veeyar 22 - fB game converted to Kongregate. What's keeping me in the game are the random drops and crafting. This combined with trading makes for an interesting path for developing your character.
Warlock (15h) - Some updates added heroes and it makes another interesting part of the game. The AI is still floundering though, I can't figure out whether they don't expand fast enough or get locked into massive troops and stagnate themselves, but by the time I want to go to war, I'm ploughing through them with no real resistence.
What I'd like is a ratchet system like Empire Deluxe where I can specify how much more of an advantage I give them, then the trick is to see how high you can put them and still eek out a win.
Sins of a solar empire (12h) - Steam sale. Picked up a couple of copies to try out at LAN. One loong game over 7h, and a couple of multiplayer attempts.
Kongregate: assorted (10h) - Kong is turning out to be more alive than I thought, but is also bringing in major MMO's from the interwebs.
Kongregate: Berserk Cataclysm (2h) -Ticking over the attempts at taking my lands. Somewhere between Stronghold kingdoms and Chronicles of Blood in this game's lifecycle.
Stronghold Kingdoms (1h) - Popped in to see how my castles have withstood any attacks and they have done pretty well. Lot a couple though, so it's not on the gaming radar anymore.
Kongregate: Chronicles of Blood (20h) - Veeyar 22 - fB game converted to Kongregate. What's keeping me in the game are the random drops and crafting. This combined with trading makes for an interesting path for developing your character.
Warlock (15h) - Some updates added heroes and it makes another interesting part of the game. The AI is still floundering though, I can't figure out whether they don't expand fast enough or get locked into massive troops and stagnate themselves, but by the time I want to go to war, I'm ploughing through them with no real resistence.
What I'd like is a ratchet system like Empire Deluxe where I can specify how much more of an advantage I give them, then the trick is to see how high you can put them and still eek out a win.
Sins of a solar empire (12h) - Steam sale. Picked up a couple of copies to try out at LAN. One loong game over 7h, and a couple of multiplayer attempts.
Kongregate: assorted (10h) - Kong is turning out to be more alive than I thought, but is also bringing in major MMO's from the interwebs.
Kongregate: Berserk Cataclysm (2h) -Ticking over the attempts at taking my lands. Somewhere between Stronghold kingdoms and Chronicles of Blood in this game's lifecycle.
Stronghold Kingdoms (1h) - Popped in to see how my castles have withstood any attacks and they have done pretty well. Lot a couple though, so it's not on the gaming radar anymore.
Notoriously Databased v0.25
So much for esxprecting a fairly easy process to get the turn resolution complete. It's been over 15 hours, but finally is taking shape. Lots of effort in outputting stories as they will be the main interface for players to see what happened, and lots of code comments. I think it's teaching year 12 IPT that has made me comment more. It's a good thing, but adds time ...
Quite happy how the whole process turned out. Now to debug and make the stories more visible and enable a simple of triggering an end of turn.
Resolution Phases
- Validate the turn
- Town Raids.
- Hero attacks on Dungeon.
- Attacks by other Characters.
- Returning trops.
Hero Attacks on the Dungeon
The main component of the game will be dealing with the escalating amount of heroes attempting to rid you from the world. in this section there's not too much to do. The Heroes' level will be dictated by the last turn's notoriety, or be found by a level 1 scout if no notoriety. The tricky part is absorbing the amount of damage to the fortifications and elites. I'd solved this earlier in the spreadsheet, but the different variable types made this a little interesting.Attacks by other Characters
When other characters attack, there is the chance that more than one will be attacking at the same time. If this is the case, they first all try to get past the fortifications, then combine strength to take on the dungeon. If there are any survivors they fight it out so that only one returns with the treasure. In the case of a draw (both sent the same amount of minions), the prisoners overpower them and escape back to the city. The outcome is that the dungeon is definitely wiped one way or another, and the attackers either havethe winning troops return or lose everything. Once again converting elite strength to overall strength and back again is a right royal pain, but having elites adds an additional way of spending money so I hope it'll be worth it.Returning Troops
The raiding parties and attacks on other dungeons come back in this phase. Since there are data models set up to hold the results of these raids, it's simply a case of looking for any relevant data and integrating it to the next dungeon state. There is also an opportunity to clean up the amount of minions ready for the next turn, dig out any new space, build any fortificaitons, or bring back the ransom.Quite happy how the whole process turned out. Now to debug and make the stories more visible and enable a simple of triggering an end of turn.
Thursday, July 12, 2012
Notoriously Databased v0.24
The interface for submitting a turn is more or less complete, and I'm happy with the progress of MVC in this design. The next thing to work on is the turn resolution itself. Since I'd completed most of it in the Google Doc version, I was expecting it to flow fairly quickly...
Resolution Phases
For this version I'll be breaking down the turn resolution into 5 phases.
Validate the Turn
The validation itself was pretty easy to set up as I'd already done the logic for it, but the main sticking point in this section was creating a function to update the story with any errors. The story table will mainly be used to tell the player what happened in a turn, but it will suffice to also be the error reporting section for validation. The function itself should be pretty easy, but where to put it?
After another chat with Andrew, I decided on using a StoryRepository in the Models. Even though it's not technically a Model, the utility function does in a way act as a conduit to the model, and will not be doing much else apart from formatting and saving the Story into a new record. I played around with null values to allow optional parameters and unknown IDs, but it was cleaner to simply force IDs by seeding the optional parameters.
Town Raids
Initially I was hoping for the amount of defenders to be proportional to the amount of attackers as they would be pulled in different directions to defend all the resources (or go only one way if only one attacker). In the Google Doc version I'd dropped it in favour of a simple ratio of defenders per resource becuase of difficulties calulating all town attacks at once, but now that I can process them any way I like, I'll still use the ratio for now because it turned out to be simpler to calculate whether your attack will workor not by analysing the village state from the previous turn. It seems a little too controleld at the moment and I'd like a little more randomness, but for this large scale test it should be fine.
Once the raid has been calculated, the successful minions will return in phase 5. I could possibly merge this phase down to there, or merge up into validation, but I'm really unsure whether the town raid will need a different calculation method in testing, so it should be better in a self-contained section. Doing this means that I need a way to hold all raid data until phase 5. With my new-found love of Models, I made up a new class to act as a memory storage unit for raid data. This way I can create them into lists and process in much the same way as if it were table data.
Resolution Phases
For this version I'll be breaking down the turn resolution into 5 phases.
- Validate the turn: If there are any commands that will not be possible, drop to the maximum achievable number (Eg 5 minions available and request 6 to dig = 5 digging)
- Town Raids: Calculate all attacks on the town. Initially the attacks were to occur simultaneously and impact on the amount of guards for that turn, but for now a simple ratio of defenders to resources will suffice.
- Hero attacks on Dungeon: Process all incoming attacks from the village.
- Attacks by other Characters: Any incoming attacks from other dungeon will occur after the hero attacks. This will allow for potentially easier attacks, but also potentially nothing if the heroes wipe it first. If there are multiple people attacking the same dungeon, only one will survive (or none)
- Returning trops: Any successful raids or ransoms or dungeon attacks come back. Any digging or fortification building is also completed if not wiped.
Validate the Turn
The validation itself was pretty easy to set up as I'd already done the logic for it, but the main sticking point in this section was creating a function to update the story with any errors. The story table will mainly be used to tell the player what happened in a turn, but it will suffice to also be the error reporting section for validation. The function itself should be pretty easy, but where to put it?
After another chat with Andrew, I decided on using a StoryRepository in the Models. Even though it's not technically a Model, the utility function does in a way act as a conduit to the model, and will not be doing much else apart from formatting and saving the Story into a new record. I played around with null values to allow optional parameters and unknown IDs, but it was cleaner to simply force IDs by seeding the optional parameters.
Town Raids
Initially I was hoping for the amount of defenders to be proportional to the amount of attackers as they would be pulled in different directions to defend all the resources (or go only one way if only one attacker). In the Google Doc version I'd dropped it in favour of a simple ratio of defenders per resource becuase of difficulties calulating all town attacks at once, but now that I can process them any way I like, I'll still use the ratio for now because it turned out to be simpler to calculate whether your attack will workor not by analysing the village state from the previous turn. It seems a little too controleld at the moment and I'd like a little more randomness, but for this large scale test it should be fine.
Once the raid has been calculated, the successful minions will return in phase 5. I could possibly merge this phase down to there, or merge up into validation, but I'm really unsure whether the town raid will need a different calculation method in testing, so it should be better in a self-contained section. Doing this means that I need a way to hold all raid data until phase 5. With my new-found love of Models, I made up a new class to act as a memory storage unit for raid data. This way I can create them into lists and process in much the same way as if it were table data.
Tuesday, July 10, 2012
GameLog 253 - 260
Hmm, 8 weeks of reports. Things are definitely going to be left out and times will be guesses.
Football Manager 2012 (120h) - Boston Utd (League 2: 2nd) - Got a hankering for Management again and fired up the 2012 version I picked up a while back when it was on sale. 6 months unemployed to let the game settle, then accepted the first offer coming my way: Boston United in Conference North. Got them into the Playoffs that year, but didn't have the firepower to go up.
Next year was a completely revamped team and we finished 2nd only to be knocked out again in the 1st round of the playoffs. 3rd year we picked up another couple of gems and wouldn't settle for anything other than automatic promotion. We finished the season on 95 points, 15 clear of our nearest rival.
Last season we were to bravely fight relegation, but after a mid-tier start, the team found their form and we moved up the ladder. Even I was a little suprised that we took over 1st, but the confidence in the team and our attacking style seemed to be working well. We've been having a poor showing in the cups, and with the League Trophy nearly in our grasp, we lose out in the quarter finals to an equally impressive FC Halifax who have risen along with us out of Conference North. Final game of the season and we're 1 point ahead. The stands are packed to see us win 2-1 and advance once again into the professional league.
Currently 4 games in with a somewhat understrength side. Hoping for mid table or possibly playoffs while the squad and stadium catch up to our rapid rise.
Kongregate: Berserk Cataclysm (40h) - An autoplay CCG with some interesting deck building choices. Cards are dribbled out fairly regularly to build some different decks, but the obvious advantages of rares over commons means that gaining cards is like levelling up. Unfortunately this leads into a direct pay-to-win option as the best cards are exclusively via the paid service, and having thousands of cards right off the bat is even more useful for the competitive side of the game.
World of Tanks (10h) - Some LAN attempts, but the 2-person platoon limiter is really pretty ordinary for any coordinated action.
Stronghold Kingdoms (10h) - Big long stints with nothing. Game over I'd say.
Kongregate: Chronicles of Blood (10h) - Veeyar 9 - fB game converted to Kongregate. Probably the best feeling action-point limited game I've played. Drop rates and proc rates are varied and I think I'm finally coming to an effective overall strategy with mostly PvP and some PvB planned.
Kongregate: assorted (10h) - Some new things appearing on Kong, but it still feels like it's playing second fiddle to fB and iOS
League of Legends (10h) - LANs and first wins.
Diablo III (5h) - Real money auction house is out now, but I can't see any evidence of anything selling on there. With Blizzard charging at least a $1 service fee per transation, I would say that its usefulness will be pretty bad for the general public. In beta people had a starting credit as well. I think this would have been a good choice to loosen up the AH. If there's no trading, then people are less likely to post stuff, then there's less liklihood of trades, etc. It has a real chance to turn into a ghost town.
Football Manager 2012 (120h) - Boston Utd (League 2: 2nd) - Got a hankering for Management again and fired up the 2012 version I picked up a while back when it was on sale. 6 months unemployed to let the game settle, then accepted the first offer coming my way: Boston United in Conference North. Got them into the Playoffs that year, but didn't have the firepower to go up.
Next year was a completely revamped team and we finished 2nd only to be knocked out again in the 1st round of the playoffs. 3rd year we picked up another couple of gems and wouldn't settle for anything other than automatic promotion. We finished the season on 95 points, 15 clear of our nearest rival.
Last season we were to bravely fight relegation, but after a mid-tier start, the team found their form and we moved up the ladder. Even I was a little suprised that we took over 1st, but the confidence in the team and our attacking style seemed to be working well. We've been having a poor showing in the cups, and with the League Trophy nearly in our grasp, we lose out in the quarter finals to an equally impressive FC Halifax who have risen along with us out of Conference North. Final game of the season and we're 1 point ahead. The stands are packed to see us win 2-1 and advance once again into the professional league.
Currently 4 games in with a somewhat understrength side. Hoping for mid table or possibly playoffs while the squad and stadium catch up to our rapid rise.
Kongregate: Berserk Cataclysm (40h) - An autoplay CCG with some interesting deck building choices. Cards are dribbled out fairly regularly to build some different decks, but the obvious advantages of rares over commons means that gaining cards is like levelling up. Unfortunately this leads into a direct pay-to-win option as the best cards are exclusively via the paid service, and having thousands of cards right off the bat is even more useful for the competitive side of the game.
World of Tanks (10h) - Some LAN attempts, but the 2-person platoon limiter is really pretty ordinary for any coordinated action.
Stronghold Kingdoms (10h) - Big long stints with nothing. Game over I'd say.
Kongregate: Chronicles of Blood (10h) - Veeyar 9 - fB game converted to Kongregate. Probably the best feeling action-point limited game I've played. Drop rates and proc rates are varied and I think I'm finally coming to an effective overall strategy with mostly PvP and some PvB planned.
Kongregate: assorted (10h) - Some new things appearing on Kong, but it still feels like it's playing second fiddle to fB and iOS
League of Legends (10h) - LANs and first wins.
Diablo III (5h) - Real money auction house is out now, but I can't see any evidence of anything selling on there. With Blizzard charging at least a $1 service fee per transation, I would say that its usefulness will be pretty bad for the general public. In beta people had a starting credit as well. I think this would have been a good choice to loosen up the AH. If there's no trading, then people are less likely to post stuff, then there's less liklihood of trades, etc. It has a real chance to turn into a ghost town.
Notorious Monetisation
Random thoughts on ways to monetise a Notorious server as we drove home from Mackay. I'm not a fan of secondary economies, but this might be a way to set one up with a clear distinction between in-game and out-of-game interactions.
"The Club"
As the players are ethereal beings ‘competing’ for notoriety in the game world, there exists a number of services for these beings to interact with directly through the ether. Most of these services revolve around trading information. For now I’ll call this “The Club”
"The Club"
As the players are ethereal beings ‘competing’ for notoriety in the game world, there exists a number of services for these beings to interact with directly through the ether. Most of these services revolve around trading information. For now I’ll call this “The Club”
- Provide
access to a gem: The club has people scouring the world looking for suitable
gems to link to. For a fee they will provide the location of an unlinked gem.
Price is dependent on both maximum power of the gem and the closest city size
and current dungeon layout. Possible selling methods:
o
Auction system with random gems being placed on
there with a price. 15% value to AH for player-listed gems.
o
New gems generated in clumps on the frontier
zones, with some generated in more settled locations for people to advance to.
o
Offer a static price to ‘locate’ a new gem. ~$1
for a village level gem to ~$5 for a capital gem
.
- Player
power graphs: For a very small cost, players can see power graphs of other
players. It should indicate long & short term notoriety. From this players should
be able to deduce the best time to attack that player. Inactive players should
have a fairly regular graph. Active players should show advancement in fits
& spurts.
- Player
dungeon layout/minions. For a small fee, players can look up the last known
dungeon layout of the target player with possible minion information.
- Possible
black market for minions. Include minions that are already linked with gems.
This service provides access to the gem and possibly free teleportation to the
home stone. Minions bought this way may or may not know of the existence of the
ethereals. New gem keepers can be picked up this way.
o
Player auctions – additional 15% added to them
o
Football manager contract system opening payment
goes to either the originating player or the “Club” if newly generated. Once
the initial price is agreed upon it allows access to talk directly to the
minion to negotiate. Once the 1st negotiation for a minion has been
set, give 5 mins for competitive bids.
o
Possible alternative is that once a price is
settled upon with the original owner, they give access to the minion’s gem for
a non-refundable fee
o
Look at introducing a ‘trade band’ that has a
gem inside it specifically for talking to minions to set up contracts. Original
owners would then pick up a trade band from The Guild and place on minion. All
discussions and memories are then accessible through the new band. The Guild can
then use these to monitor the trade, set up filters of likely candidates to
accept a trade, and give independent information regarding the minion to the
buyer.
Multiple dungeons
An auction house would potentially mean having multiple gems
for the player to link to. Look into whether only 1 is active with an interface
to select the next active gem or have multiple gems active at the same time.
- If multiples active want so it is beneficial to have gems
in better places.
- ways to mitigate gem spamming. If pay a power maintenance
cost to link to a gem, maint cost increases by the amt of gems linked to. Eg: an inactive
gem 5 power, 1st gem 50 power, 2nd gem 100, 3rd
150, etc.
- potentially have 1st home gem link for free. Look
into a base amt of power for characters
Skills
Players may have the opportunity to tailor their character toward a certain playstyle:
Players may have the opportunity to tailor their character toward a certain playstyle:
- To
mitigate the multiple home gem links cost
- Mitigate
multiple gem links to monsters
- Decrease
costs of scanning
- Decrease
hiding/masking costs
- Raise
base power
Information tracking
Use roguelike monster info (observed weapons / damage / HP etc) for what they know about your minions. This will be
used in knowledge discovery for the “Club”.
Resurrection
If creatures are resurrected at the home stone with nothing
on them, how do they maintain the gem for communication?
- Make
the equipment they are carrying when bound be brought back too.
o
This would be the same as WoW / EVE and expected
of the NPCs In the city. Problem with this will be NPC heroes would not bring anything into the dungeon to drop.
- Make
equipment that has gems attached also returnable.
o
This would give the minions and NPCs a reason to
desire gemmed items.
o
Requires the Ethereal to pay an additional fee
to link to gemmed items? Maybe a link for returning purposes is not as strong
as a link for communication.
o
Look into linking gemmed items to the minion /
NPC. This way any binding of the minion / character will also include the cost
of the items.
o
If an item can be returned to a home stone, what
would happen if another Ethereal managed to establish a link to the item? Could
they return it to their own dungeon?
o
Gems allow access to sentient thoughts, so there
would be nothing to link to in the items themselves. Maybe a cost to return the
item itself is cheaper.
o
Once a link is established with a mind, maybe
other close gems can be added to the link for a minimal cost to strengthen the
link (allow more power). New items linked this way don’t add to the total gem
linking increases, but have an independent power cost escalation. Eg 50 power
for original link, 5 power for secondary, 10 for tertiary, 20, 40, 80. Items
linked this way must be strong enough in their own right to support the link.
Running a City
- Have
a high amount of NPC Heroes linking to your home stone.
o
Require a different build, with attributes
heavily focused on new minion link reduction to cope with the amount coming
through. Possibly too much for more than one stone’s worth.
o
Access to NPCs, but virtually no power left to
manipulate them.
- Charge a service fee for the resurrection
power that you will need to use to pull them back. This will typically be
through a front man, quite possibly a reputable person established in the city,
or a gemkeeper working undercover.
- Use
access to NPC heroes to sell dungeon layout / minions back to “The Guild”
o
Offer NPC heroes an in-game reward for
information regarding layouts / minions / etc.
o
Offer NPC heroes information on layouts for a
fee (miniature version of “The Guild”)
- Use
access to Heroes to sell their links to the club for people wishing to raid
targets
o
Make up bounties for certain dungeons with
potential upfront payment, confirmed wipe payment and loot division options.
- Act
like the “Adventurer’s Guild”
o
Branding all services as part of a corporate
entity provides all players that run individual sites to share the power.
o
New Adventurer’s guilds can be set up in the
city by paying for a large enough gem to be moved into place (and secured, they
are rather expensive in the game world too. Wouldn’t want anyone walking away
with your home base.
o
Run by exclusive members of “The Guild”
- Power
mainly generated from “good” thoughts about the owner. “Good” thoughts ½ as
effective as fear thoughts and reputation harder to maintain. Also less amount of population concerned about the service (adventurers) compared to the impact of character actions (whole city/village)
o
Good rep mutually exclusive to bad rep. linear linked scale.
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