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AuthorThe Wastelands - a dream of all
The thread name is taken from here
https://www.lordswm.com/forum_messages.php?tid=1906111
but since my idea is completely different I decided to create a new thread.

I think The Wastelands should be some adventure area:

- you can find some chests guarded by random monsters (you see how many of each stack, similar to HoMM series, like Few, Lots, Horde, Swarm, Hundreds, Legion, Thousands)

- inside chests you can find some various artifacts, resources or elements (artifact level or amount of resources should depend on the difficulty of the mobs and shouldn't depend on player levels - yes, higher level players should have more chance to earn gold, anyway, they will still have to wear artifacts by min AP rule)

- those battles should be a good way to earn your gold
(enrolling shouldn't be the only way to earn gold)

- you can enter area limited number of times per day (like 2 times) and adventure time should be limited too (like 1 hour), adventure time should be calculated separately from combat time, i.e. only your moving time in wastelands should matter

- you can be attacked by various mobs (the difficulty doesn't depend on your Thieves, Mercenary or Hunter guild), sometimes it can be hard, sometimes very easy

- just before entering area players of the same military clan can make teams (up to 3 players, they can be various levels), but the difficulty of mobs increases too, but only by 50% for each player (for example: if one player encounters 100, then two players encounters 150 and three players encounters 200)

- chest treasure is randomly divided for each player though (i.e. single player gets more reward)

- you can also be attacked by other players or teams too, but the team of 3 players can't be attacked by teams or players (only mobs can attack you) - this will encourage teams (also being in a military clan)

- PvP battles in wastelands don't give you can gold, just fsp and xp (with good fsp/xp ratio)

- no Thieves, Mercenary or Hunter guild points are earned during ALL types of wasteland battles, but they should give you a good fsp/xp ratio (and it should be even better for teams, and regardless of their combat level)

- later this area can be improved by adding some camps, villages, towns, citadels, castles, etc.

- also some quests could be added, like:
"defend farmers in the village of North"
"beat the huge army of Undead castle"
"capture the Stronghold" (this should include some siege battle)
Sounds like S.T.A.L.K.E.R
the troops that you lose, are they gone "forever" until you leave the area (wastelands) ?
+1

Though I want to link combat level, rewards, and difficulty together. A level 15 beating up 100 farmers is just too easy and should not give high rewards. The difficulty and rewards should be appropriate for a player's combat level.

PvE
Solo: easier fights
Group: harder fights and may have bosses (rewards are split, but bosses would randomly give something special)
-Maybe even get to choose which AI battle to do. Something like double tracking (maybe give 3-5 choices ranging from very easy to very hard). Harder fights give better rewards, so enchanted full art players can get better rewards than min art players.

PvP
-Solo and groups can attack individuals (for example 3 level 12 player vanguard attacks an individual level 15).
-Groups are safe from attacks.

All battles give higher xp and fsp than normal.

Maybe make a separate area for wastelands. So once entered you can stay as long as you want, but you can't enter again for 24 hours. If players go offline while in the region, then they get teleported back into GC. So this reduces the attacks against afk/offline players.
for Sven91:
Yes, that sounds like a good idea; that would help force players who camp in the area all the time. And it would encourage lower levels to attack low troop high levels.
the troops that you lose, are they gone "forever" until you leave the area (wastelands) ?
agreed (then maybe adventure time shouldn't matter)

Though I want to link combat level, rewards, and difficulty together. A level 15 beating up 100 farmers is just too easy and should not give high rewards. The difficulty and rewards should be appropriate for a player's combat level.
Ok, I agree that fsp and xp should be better for higher levels, but fsp/xp ratio should be the same for all levels (and a good ratio since no guild points earned).
And, as I said, higher level players should have better chance to earn gold there, and it should be profitable for all players, even for low levels.

All battles give higher xp and fsp than normal.
Nope :)
But higher level players should get more xp (and fsp).
+1
Actually xp earned should depend only on how much or how powerful monsters you kill. Maybe fsp should be capped at 5.

For example,
if one player then:
100 goblins = 100 xp + 0.1 fsp
1000 goblins = 1000 xp + 1 fsp
10000 goblins = 10000 xp + 5 fsp
100000 goblins = 100000 xp + 5 fsp

if two players then:
150 goblins = 75 xp + 0.05 fsp for each player
1500 goblins = 750 xp + 0.5 fsp for each player
15000 goblins = 7500 xp + 5 fsp for each player
150000 goblins = 75000 xp + 5 fsp for each player

if three players then:
200 goblins = 66 xp + 0.03 fsp for each player
2000 goblins = 666 xp + 0.33 fsp for each player
20000 goblins = 6666 xp + 3.33 fsp for each player
200000 goblins = 66666 xp + 5 fsp for each player
but fsp/xp ratio should be the same for all levels
that will be difficult, since level 3 players have an exp / fsp ratio around 250, and lev15 players have it around 5000-7000
Sorry, the correct table is this:

if one player then:
100 goblins = 100 xp + 0.1 fsp
1000 goblins = 1000 xp + 1 fsp
10000 goblins = 10000 xp + 5 fsp
100000 goblins = 100000 xp + 5 fsp

if two players then (fsp/xp ratio is by 10% better than in single player case):
150 goblins = 75 xp + 0.08 fsp for each player
1500 goblins = 750 xp + 0.82 fsp for each player
15000 goblins = 7500 xp + 5 fsp for each player
150000 goblins = 75000 xp + 5 fsp for each player

if three players then (fsp/xp ratio is by 20% better than in single player case):
200 goblins = 66 xp + 0.07 fsp for each player
2000 goblins = 666 xp + 0.73 fsp for each player
20000 goblins = 6666 xp + 5 fsp for each player
200000 goblins = 66666 xp + 5 fsp for each player
that will be difficult, since level 3 players have an exp / fsp ratio around 250, and lev15 players have it around 5000-7000
Yes, I understand it.
That's why I suggested a cap for fsp (or it could be other way, like logarithmic increase).
But higher level players should get more xp (and fsp).
Err.. that's what I said. I don't care about the ratio, but combat level, difficulty, xp, and fsp should all be linked together. All should be high or low.

no Thieves, Mercenary or Hunter guild points are earned during ALL types of wasteland battles,
No LG, GG, CG, SG, EG either while in the region.
+ Great IF this gets implanted
No LG, GG, CG, SG, EG either while in the region.

If you mean no points gained to those guilds then YES, i.e. similar situation as you move on our game map (you can't enroll, play cards, can't open inventory, but you can read mail or read forum - not sure if it's needed in wastelands).

But if you mean no guild bonuses then NO.
+1 Will the bosses drop an "Rare/Event/Achievement Item" to a player when he/she/they complete a certain difficulty of combat?
If you mean no points gained to those guilds then YES
Yep, that's what I meant. It doesn't make sense for players in a Wasteland area to be able to do smithing, enrolling, playing cards, etc.

Will the bosses drop an "Rare/Event/Achievement Item" to a player when he/she/they complete a certain difficulty of combat?
+1
+1

quite a good idea. but i m more thinking on how to integrate your idea into current existed game system rather create new. no doubt, it be easy on programming side for admin and speed up the implementation.

for example:

1. make use with the existed event team system:
a location form a team before start adventure (how about call it as 'explore team', it can be part of the storyline or event in future).


players will have to gather there to form a team. the team will dispatch each 15 mins. different level can be join together in same MC while the rest will base on the team leader level, preferable +/- 2 of team leader.

preferable location will be the RoH since not much visitors at that legion, sum up that possibility on dragon ambush, that's what you call as adventure ;p
so, either you are the team leader and start a team, or you might get ambush by dragon while waiting there :)

2. combat feature:
as usual, min ap is needed. opponents can be mixture of 2-4 out of ALL unit from ANY faction (include natural) to create random difficulty of combat. so, in case if you get into a black dragon + royal griffins + titan combat, that's your own problem ;)

combat timer should be set as 120 sec. it would debatable that it is quite long. but, consider it isnt a gb, you dont wish a little connection problem to annoy your mood, right? 6 mins wont be a big deal if he still can get back in time and help you to win :)

==
well, i m posting this while working time. i will more detail to suggest how this idea can be integrate into current system :)
+1 very well thought out! :)

But shouldn't the exp/fsp ratio be different for all levels? Level 1 get around 50 exp and 0.5 fsp for hunts.. imagine a level 15 getting that ratio. They will have so much fsp :P
+1 thats what lords should be about
+1
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