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Guild Controlled Elevator Construction System [B2]

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Sun, 04/03/2011 - 22:10
BeAuMaN
Legacy Username

Alright... so we were even talking about the problem with elevator construction before preview, especially after autosell was implemented, but this recent post has shown that heated opinions are many and that there's displeasure with the system in general.

My solution is to make it a stronger Guild-play component of the game, and instead, not make it (directly) accessible to the masses, who may or may not have a vested interest in the construction of elevators. Hence, the current access point to sell minerals should be removed from the general public, and replaced with the system proposed below:
===================================

Introduction:

Guild Control of the elevators is needed, as the current player-constructed elevators aren't all that enjoyable at the moment. There's no need to further "balance out" mineral distributions or such measures like that. Differing distributions based off of the levels chosen makes a much more interesting game, rather than simply random. However, with the current system, the masses in general are both uninformed (Mostly due to lack of documentation), and many are apathetic, concentrating on the simple "autosell" button that spits out crowns for their hard-earned minerals. Even if you were to adjust the mineral distribution patterns in levels, all this would accomplish would be generating elevator levels by whatever the current mineral distribution algorithm happens to be, rather than by the choice of the playerbase. Then, of course, every 1-3 months, you'd hear bickering about "Not enough this color or that color" anyway, as you'd tune the distribution to meet player's outcries, and lets not even consider how this will end up once you implement alloys.

However, if you put Guilds in control of elevator construction, there's a concerted team effort to construct elevator levels that their guild wants. Not only do you have levels being put in that are to your playerbase's likings, but you've adding a whole new dynamic to Guilds, and what power they may wield, which makes for an interesting gaming component. Soon, you'll have guilds competing over who constructs which levels, and what type of levels those will be. Will they be sectioned off through reasonable agreements? Or will they be constructed by mad-dashes as guilds compete to control as many levels as they can?

By doing this, you give minerals value. You give guilds both power and goals, of which they're intrinsicly lacking, as, at the moment, mechanically, they're just means of communication. Just because this is marketed as a "casual" game doesn't mean it must be divorced from intrigue or later-level complexity. As Such, I propose the following changes below. I don't have a copy of your Game Design Document, or your Development Schedule, so i'll put it in a multiple "Phase" process, from simple changes that require very few resources that you can patch in rather quickly, followed by a more developed system. The proposed changes are as follows:

Phase I: Stabilization

  1. Make minerals tradeable between players.
  2. Close off access for depositing minerals for elevator construction except for those with Guild Officer rank or higher.
  3. Remove the payout given for having minerals deposited into elevators.
  4. Give some decent documentation on how the elevator construction system works, as well as the spawning of minerals (If there's a more in-depth system, as Nick hinted earlier). If you wish to hide the exact formulae for each type of level, that's understandable, but at the very least give us the particulars on how it functions, so that we can begin to experiment and fill in the blanks. This information needs to be available in-game as well, from the geologist.
  5. Implement some means of internal tracking of which guilds are depositing what minerals, or at the very least, which guild deposits the majority of minerals for a level.

Phase II: System Implementation

  1. Incorporate a "Mineral Market" into your future Item Market, which allows players, in a very similar fashion to the Energy Depot, to post buy/sell offers for minerals, with how much per mineral and how many minerals they'll buy. Furthermore, to encourage guilds to stay active in purchasing and to prevent market collapse, have a NPC merchant that offers a low price for minerals in general. I'll leave it up to you to tweak how he might compete in the market, or what effect he might have on elevators.
  2. (Note: This point is not really needed anymore, as of this update) To fix the earlier "messed up" elevators, revert one elevator at a time to unconstructed status, and once one is constructed using the new system, move onto the next, and so-on. This minimizes disruption in people's gameplay.

Phase III: Guild Stake Implementation

  1. As I said earlier, track which guilds are depositing what minerals, or at least the majority. Now, for each elevator level, whichever guild contributed the most gets their name put on a sign at the entrance, stating "Tunneling provided by [GuildNameHere]", or some such. This allows guilds to not only have a lasting effect upon the gameworld, but also to gain recognition for their efforts from the playerbase at large. If you feel the need to, you can adjust this to also give credit to those that had secondary effects upon level completion.
  2. A variant of the above, have a sign at the elevator entrance giving credit to the guild(s) that contributed the most to the overall elevator construction. Or perhaps such a sign instead be placed at each tier's lobby, giving credit to the guild(s) that contributed the most for that tier.
  3. Implement a system for "Elevator Disrepair". Similar to roads, those that are used often are kept in repair more often, and those that aren't used that often aren't repaired as often, and can even fall into disrepair. As such, Elevators that aren't used enough would fall into disrepair. At the very least, this would be represented by a status bar that's viewable with the Elevator's basic information. If the elevator can't keep up as much usage as the others, it slowly falls into disrepair. If the bar reaches zero, then the elevator collapses, and a new one can be constructed there instead. This is an easy way to get rid of elevators that become unpopular, or it might give guilds a purpose to keep using the elevators that they constructed with pride and joy.
  4. Include a Guild Mineral Bank for each guild, accessible in the Guild Hall (possibly part of a greater Guild General Bank, but I digress). This would allow all Guild Members to deposit minerals, and Guild Officers and Leaders to remove minerals as necessary, the mineral totals viewable by all members. This allows the Guilds to better collectivize and manage their mineral resources. Furthermore, have the bank's resources directly accessible from the Elevator construction area.
  5. Optional: Perhaps have some sort of bonus given for guilds that take the time to implement these levels. I put optional since I'm rather "wary" of what bonuses should be given, or how they should work, as you don't want to have such bonuses permanently empower a guild. However, these could range from some sort of ability/stat bonuses while traveling through an area you constructed (temporary or otherwise), to perhaps discounts given for purchasing consumables, like healing pills and vials, from Tier 2 (and 3?) merchants. Open to suggestions. However, it should be kept in mind Guilds are already benefitting from "superior" loot from a possibly "optimized" elevator.

Phew... Right then, still with me? You hurdled my grand walls of text? Splendid then! If you agree with my idea, I encourage you to sign your support. Furthermore, I'm quite open to more ideas or suggestions. I've given this a great deal of thought, though more input would certainly help Three Rings. However, I feel the need to further support my ideas with contentions, for those that might doubt my reasoning (On that note, someone really needs to code "spoiler" button tags so I can keep things neater). So, my contentions for the above suggestions are as follows:

  1. This, as was the primary intention, solves the current problem with unfavorable elevators being created by both ignorance and apathy. Instead, they'll be created by driven groups of people, and be guided in a competitve manner by the community.
  2. This adds and clearly defines a concrete gameplay mechanism, adding another element of play to Spiral Knights. The possibilities of entertainment generated from this are numerous.
  3. This gives Guilds a solid goal that they can pursue. First off, you'll be adding a mechanical function to Guilds besides a glorified extended friends list and private chat channel. Through guilds, players will be able to make a great change upon the game world, and players will be aware of their accomplishments.
  4. Minerals are given a greater value. Rather than something players chop off in a dungeon and exchange for 5 crowns per, they're given a much more clear and valuable purpose.
  5. This new gameplay element has guilds actively spending more crowns to acquire more minerals. It's rather nice to have something else to spend crowns on other than simply equipment and energy, and not to mention, this indirectly increases your profitability, assuming people might progress through all the content in the game slower due to them spending more resources on building elevators.
  6. For those arguing that the "individual" won't have an effect anymore on the elevator creation process, all that's required to participate is to be in a guild. If you wish to control how resources get deposited, all one must do is be an officer or higher, which solo players, if they wish, can create their own guild for 500 energy and 1000 crowns, so anybody significantly invested in the game can participate.
  7. And that's about it. As I said earlier, suggestions and comments are welcome, and I'd ask people to sign in support, thank you!

Sun, 04/03/2011 - 22:53
#1
Shoebox's picture
Shoebox
Did you even think?

*slide whistle*

Nope

This, as was the primary intention, solves the current problem with unfavorable elevators being created by both ignorance and apathy. Instead, they'll be created by driven groups of people, and be guided in a competitve manner by the community.

You could just, I don't know... Use the current payout system as an incentive to get groups of people to dump the mineral you want instead.
Maybe TRD could work in Alloys again that do something to offset masses of unfavourable minerals.

This adds and clearly defines a concrete gameplay mechanism, adding another element of play to Spiral Knights. The possibilities of entertainment generated from this are numerous for those with something to gain from the system I propose.

You forgot a part, there.

This gives Guilds a solid goal that they can pursue. First off, you'll be adding a mechanical function to Guilds besides a glorified extended friends list and private chat channel. Through guilds, players will be able to make a great change upon the game world, and players will be aware of their accomplishments.

I don't recall them saying they were finished with Guilds. So that's all unfounded assumption.
Also, since creating Guilds is unrestricted, all this system is really doing is giving players with 500 CE and 1000 Crowns to waste, power over the majority of the playerbase.

Minerals are given a greater value. Rather than something players chop off in a dungeon and exchange for 5 crowns per, they're given a much more clear and valuable purpose.

Which is exactly the same as their old purpose, just now you can trade them for 5 crowns to somebody in a Guild.

This new gameplay element has guilds actively spending more crowns to acquire more minerals. It's rather nice to have something else to spend crowns on other than simply equipment and energy, and not to mention, this indirectly increases your profitability, assuming people might progress through all the content in the game slower due to them spending more resources on building elevators.

Because spending crowns to get more crowns is a whole new realm of unexplored content.

For those arguing that the "individual" won't have an effect anymore on the elevator creation process, all that's required to participate is to be in a guild. If you wish to control how resources get deposited, all one must do is be an officer or higher, which solo players, if they wish, can create their own guild for 500 energy and 1000 crowns, so anybody significantly invested in the game can participate.

Personally, if I wasn't an officer in a guild and I didn't have 500 CE and 1000 Crowns to make one, I wouldn't bother collecting minerals because they're entirely useless to me.
Besides, if the system is open to anybody who can reach Tier 2 and farm a little bit of CE, how is it controlled in any way at all?
It would be almost exactly the same as it is now, just less people would be depositing minerals, which means unfinished gates everywhere again.

I would understand if this was about private guild gates, but public gates need to remain the property of the public.

All they need to do is just find a way to balance out mineral spawns.
If people take too much of one mineral, make it spawn less.
They already track total numbers of minerals, so why not track individual numbers of minerals as well?

If people are taking 1000 Crimsonite for every 200 Dark Matter, bump down Crimsonite's spawning rate.
Or maybe just make the size of the crystals they drop smaller, but keep the rate the same, so they're acquired at a slower rate.
And bring up Dark Matter's so people get a 4~6 size shard every time it appears.
Simple as that.

This way only people hell bent on acquiring one kind of mineral will acquire one kind of mineral.

Mon, 04/04/2011 - 04:21
#2
Magnus
Legacy Username
So much to read, and at 7:20

So much to read, and at 7:20 AM. Yeesh.

I'm for the educated helping the ignorant. If the educated can control gate creation, everyone benefits. Otherwise, we get what we have now.

Fire jelly fire fire fire jelly fire fire. Over and over.

Mon, 04/04/2011 - 22:07
#3
BeAuMaN
Legacy Username
Yes... Yes I did think, thank you very much!

My my Shoebox, a slide whistle, really? Well, you get some points off the bat for making reference to such a comedic instrument that's been underused in recent years ;). But with that said... How to quote quoting of quotes on this forums makes framing arguments annoying. So for my replies, I'll reply to your counter-arguments (the ones that directly follow quotes) in numerical order in which they appear (It'd be a great help if you edited and numbered them so that my replies linked up better, thanks).

So, without further ado

Replies @ Shoebox:

  1. So far the current payout system (And what you're probably referring to as "boosting") has shown itself to be ineffectual. Sure, one could argue that it's because we're just starting out, but I think the payout system is broken because the autosell feature makes the elevator deposit system a mindless affair. While I understand that was part of an effort to make the game more accessible, I think players need to give more thought when they use their minerals to constructing a new game world. As such, there should be more steps to make an impact, to make sure you know what you're doing (or at the very least, that you have a vested interest, as you've spent time and/or money getting to such a point). Furthermore, I believe that now the game is released, that with an influx of more people, elevator construction will move at a much more rapid pace, as people who are playing the game for free will dump more minerals randomly.
  2. My, how "witty", going with the "greed" approach. Which type of gain, might I ask, are you referring to? The gaining of elevators that are enjoyable to play, constructed by groups of people who know and probably have a vested interest in the game? Or is it the new level of competition created by the mechanic? Oh, perhaps you aren't accusing me of gaining some form of monetary wealth, because in the system I propose, guilds will likely have to pay more crowns to make changes to the system, once the market develops. I find your attempt at witty sarcasm a little too "dry" and "cliche" for my tastes. At the end of the day though, I find nothing wrong with guilds in this game exercising some form of power... especially if you're familiar with the historical origin of "guilds".
  3. You'll note that in the third paragraph of my introduction I used the words "at the moment" when talking about guilds. I'm quite aware the guild system isn't finished, though the game is now in the launch state, which should be noted in this regard. I also stated that I don't have access to the Game Design Document, nor their Development Schedule. As such, I'm merely proposing a way that the current guilds can be improved. I look forward to the other things they propose to do with guilds. No unfounded assumptions there. As for the second part of your counterargument, I agree. That's the minimum amount to be considered having a vested interest in the game, and have an effect upon the elevators. Of course, having paid that minimum, they'll have the minimum effect upon the elvators as well, as compared to guilds with multiple members striving for the same goal. If they wanted to have a greater effect, they can go and recruit others with like-minded goals, and then have a greater effect upon the elevators. My, I think this might create an extra incentive to gather more people into a guild. Once again, I see nothing wrong with guilds exercising some form of power.
  4. That's really over-simpifying my system to a point that it's misleading. Considering the multiple points of transaction, it gives greater more possibility for planning and intrigue. This is evident in my first post.
  5. Spending crowns to get more crowns? Really? Once again, oversimplification, and missing the point. That contention was a contention primarily to TRD. By people spending more crowns acquiring minerals, so that they can have influence upon the elevators, that means less crowns spent gobbling up the current items for sale, thus, creating more profitibility through longer game life, at least for those wishing to direct the creation of elevators. Though, there is certainly the opportunity for those who enjoy "marketplay" to buy low and sell high, in which case, I say "yay, hooray!", more gameplay elements added.
  6. Well, perhaps you wouldn't, but others may. I'm sure those who contributed heavily towards the guild's cause would more likely than not be recognized for their efforts, and promoted, thus allowing them to advance through the guild. And if they had no interest in their guild's agenda, then there's always the open market, with fluctuating prices. As for your second part of this argument, you can refer to my third reply, in which I covered this already.

Alrighty... as far addressing the end of your post, I've been pondering the "private guild gates" idea, but I've not come to a conclusion about it yet. As far the gates remaining "public property"... No. They're the property of TRD and its investors, available through limited license. TRD is a business, and once again, I don't think it's wrong that those who invest more time (Which means they're more likely to spend money in the future, as well as generate more customers tengentally) or money into the game wield some measure of more power than those who haven't. They have a vested interest in not only the advancement of their avatars, but also the health of the game.

As for balancing of minerals, they already do that I'm sure, and I don't think it's enough. Not to mention my suggestion attempts to incorporate additional game elements, which I believe in the end makes the game more enjoyable.

Well, thank you Shoebox for your contribution, it was most appreciated. However, I would appreciate less snarky comments next to if possible (Of which I may have replied in kind). I look forward to your future contributions!

Tue, 04/05/2011 - 01:15
#4
Shoebox's picture
Shoebox
Yes, my contributions are appreciated. Thank you.

Hello all and welcome to another round of Shoebox's Boxing Bash, this episode featuring our new contender: BeAuMaN!

*hold for applause*

Now for those of us who are meme challenged, we've prepared a short video rounding up last night's match. Those of you watching at home will be seeing that now.

It looks like it's just about time for tonight's Main Event, so let's get started!

http://forums.spiralknights.com/en/node/2158

Wow, looks like this one is over in record time!
What a build-up for such a disappointing match, I almost feel sorry for everybody who paid money to watch that.

Well, we need to stretch it, so let's do a slow-mo replay on the Jumbotron before we go behind the scenes to the paramedics.

"Increased the chance of a random mineral type spawning in place of a given level's associated mineral types." ~Nick

Oooh, now that had to hurt. BeAuMaN is going to be feeling that for weeks.
Luckily our Emergency Response Team was here to rush him to Hospital or this could've become a whole lot worse.

I guess that just about wraps this one up...
Tune in next time for another does of biblical beat downs!

Tue, 04/05/2011 - 01:48
#5
BeAuMaN
Legacy Username
And...?

That change doesn't counter or nullify the system I proprosed (Read Contention 1). All it does is randomize the mineral types, but doesn't neccesarily remove the autosell problem. Nor does the point you brought up counter or nullify the other game elements I proposed. However, it's a welcome change, certainly, and part 2 of Phase II is mostly no longer needed.

I understand you didn't like me replying in kind to your earlier crass attempts at wittiness, however, unlike your first reply, your last reply isn't most appreciated, nor is it rather helpful. I'd dare say it barely qualifies as a "contribution".

To sum it up, simply put, your replies are no longer needed if you don't intend to contribute anymore constructive criticism or useful debate related to the topic.

Thank you though for your earlier post.

Tue, 04/05/2011 - 18:45
#6
Shoebox's picture
Shoebox
I didn't want to waste my time doing this.

I'll use ordered lists since you like those so much.

  1. My understanding of a player's psychology when gathering minerals, is if they do not know what contribution to make, they will at least make the biggest. This essentially means that if a player doesn't know what minerals to put into a gate, they will just pick up the biggest chunk. Something which you can observe in a PUG with new players.
  2. This, in turn, means that when players autosell minerals, the majority are not doing so out of ignorance or apathy, they're just uneducated. They don't know which minerals are better or more desirable, so they put in everything they have instead. Some may follow a pattern. Seeing a large amount of a mineral in a certain gate, for a more experienced player, lets them know people want that gate to have that particular mineral.
  3. If more people made an attempt to inform people, instead of trying to take away their power to make decisions they were never educated on, the playerbase as a whole would benefit, simply because almost everybody would know what they're doing.
  4. Unfortunately, the only way to really know (unless you're spearheading the mineral dumping campaign) what minerals to dump, is also seeing which minerals are being abundantly dropped into a gate. An unreliable way in which to tell how to deposit your minerals.
  5. So, to direct the flow of minerals away from repetition, you must also change the flow of minerals themselves. Something which they have successfully done. All that is left now is proper and more in your face information on how to utilize this important system. Or more incentives to do so in general.

Now for all the reasons why I think your system would fail if it were implemented:

  1. Excluding people from actively doing something that personally effects them, is a poor way to pique somebody's interest positively. This is why Communism doesn't work.
  2. Giving a group of players power, means they are more likely to dump minerals to suit their own needs rather than the needs of the playerbase.
  3. On a similar note, this also means an introduction of viral guilds, which will, in essence, prey on an uninformed playerbase in order to benefit. Whether it be minerals, crowns or materials they will find a way to profit from a system when they attain control.
  4. This does nothing to stabilize gates, as a guild with a large number of players will have the power to continually dump the same colors of minerals. In fact, it would be much harder to stabilize in this regard, since it would take more of TRD's action to circumvent.

And now for the reasons I feel your concept is weak:

  1. Gates already cycle by time. Having gates that cycle by use, in a playerbase that is constantly growing and fluctuating, would mean gates would exist for extreme periods of time and eventually stagnate as newer players cycle in and older players cycle out, because the gates rarely change. This would mean TRD would have to step in and change gates in order to rotate in new content, something which they evidently don't want to do.
  2. Making people pay crowns and spend their time staking a claim on minerals, in order to pay crowns and spend time exploring dungeons, just so they can do it all again, is not a good incentive to create varied and fun gates. It would just mean that, in order to more efficiently fund gates, Guilds would simply create the most profitable levels so that they could retain control of the gates and keep their little plaque for longer. Adding rewards to this would just add more incentive to create profitable gates, so they could reap more benefits.
  3. You continually refer to how a player would react to the system's implementation, with no regard to explain why. You present your idea as if it's a commercial, rather than a suggestion. If your system is going to add 'numerous possibilities of entertainment' to my gameplay experience, explain to me how it would. I would love to know!

It's much too early to tell how effective the system they recently put in place will have issues in balancing mineral spawning. This means that if it is successful at circumventing repetitive gate creation, this system would cease to be necessary. Furthermore, since they are not the ones balancing mineral rates, but rather it is based off the numbers of minerals being used in gates, it would mean any disappearance of a certain color of minerals would only be temporary as the focus of the mineral changes.
On top of this, since level formulas seem to differ based on not only the type of minerals deposited, but the amount of minerals deposited in relation to others, a temporary disappearance of minerals would further change the themes in gates.
If certain minerals disappearing is even possible.
With content being constantly added and gate creation being directed in a slightly more predictable manner, people will hopefully, always be playing something new and exciting rather than grinding levels for crowns and materials.
Which is the desired outcome for dynamic level creation.
Also, keep in mind the Autosell feature sells not just to one gate, but to all gates. This means it sells to the stratum that offers the highest crown rate for a particular mineral. Boosting Minerals, in this regard, allows you to control the flow of minerals if you pool together with friends and boost a certain gate's crown to mineral rates.

Wed, 04/06/2011 - 10:02
#7
BeAuMaN
Legacy Username
Ah, thank you very much!

This is exactly the contribution I'm looking for, Shoebox, and I for one would wish to thank you for this heartfelt, well thought-out reasoning. And thank you again for using the ordered lists, since quoting isn't implemented on this board, so using ordered lists makes it easier to respond to specific points. I'd still hope you'd take the time to edit your original post into ordered list format as well. Finally, I'd wish to thank you with presenting your points without undue sarcasm.

Now, as for my response...

First off, to your first set of points...

  1. Sound reasoning here so far...
  2. First off ignorant means uneducated. But true, they are uneducated, I agree there, and in my fourth point of Phase I, I stated that there needs to be documentation, both in-game and outside of the game on this (As I'm always for more documentation). This would definitely help solve the current issue. However, just because they're educated doesn't mean they're not apathetic either. Keep in mind we'll be dealing with numerous players who will be playing the game for free, not as a "beta" or "preview, but simply as people clicking on a link to download the client, and try it out... and these people will have no investment in the game whatsoever. For this reason, it's highly likely they may be apathetic, especially when we're talking about "The Internet" here. With that said, time spent in the game usually dispels apathy... and with enough time spent in the game, if one wanted to have an effect upon elevator creation, they'd probably already have the resources to do so, or be involved in a guild already. If you're looking for a vague real-world comparison, think of it sort of like a driver's license, or citizenship. Not perfect comparisons, but decently close.
  3. Agreed, more measures need to be taken to educate the playerbase as a whole. See my previous point for my thoughts on that.
  4. (Going to address 4 & 5 together) I certainly had no qualms with the further balancing of minerals, I just didn't think that was the real source of the problem. If they believe that the minerals are more balanced, "yay hooray!". Now, you bring up an excellent idea here. We need a real time gauge to see what the mineral distribution is for the current level of the elevator. I envision a gauge that sort of functions like a pie chart, showing percentages of minerals deposited, except artistically, it would be rendered as a sort of copper-ish looking steampunk-like gauge. Perhaps a secondary linear gauge could show how far the current level of the elevator is from completion as well. These could pop off the sides of the elevator construction panel. Excellent Idea! However, as I've said before, I don't think education is the only cure to the current problem. But I'm sure we'll be re-treading this in the upcoming points...

Now, as for my response to your reasoning that you think my system fails...

  1. Eh... Which "flavor" of communism are you talking about? The short-lived Post-WWI German Communism? Russian Communism? Chinese Communism? The list goes on, and the flavors are many, with different circumstances, different operating procedures, etc. But, if you don't mind, I'll assume that you mean Russian Communism, which is quite Totalitarian, which of course opens up a whole 'nother can of worms. There were many reasons for its failure... however... people were allowed to participate, but only as cogs in a machine. Of course, the machine wasn't all that well-oiled, and couldn't quite keep up with capitalist neighbors in the "west". My opinion on why the Soviet Union failed is because it was both outnumbered and the system they had was innefficient, while the "terror" purposely used to control people stifled creativity and worker morale, further resulting in less productivity. But I digress, and I'm sure you can find differing opinions on that matter. Returning on point, I'm not excluding anyone permanently. You said so yourself that anyone could participate if they could farm the required crowns and energy. As I said before, this is to make sure that they're at the very least invested in the game before making gameworld changing decisions.
  2. Well, I like to think of the power as "earned" rather than "given". They gather individuals together, working towards a common goal of modifying the gates to meet their own desires. However, with the gate disrepair system, if the playerbase didn't like the gates, the gate would eventually fall into disrepair, and a new one could be built. The cycle will repeat, continuously. All one needs to do is tweak the disrepair system as needed, where only the players of one guild are not enough to maintain it. On that note, I'm not aware of this, but has it been stated what the limit to the number of gates is going to be, if there even is one?
  3. "Viral Guilds", as you call them, can and will most likely be introduced anyway. We aren't all saints.
  4. Well, they would be "stabilized", just to the guild's liking. Instead of it being almost random, it would be planned by the guilds competing for control. Or it may end up being a hodge podge, as different guilds compete over the same gate. But if it becomes a mess, the gate will fall into disrepair and be open for rebuilding once again.

And addressing your reasons that you think my concept is weak...

  1. Actually, I wasn't aware up until this point that gates already had an expiration process. This changes a lot of things. Reading the wiki entry... When it says that a dormant gate goes live, with whatever levels were constructed, even if unfinished, does that mean it's an incomplete gate that doesn't go all the way down? or does that mean that they fill in the other levels randomly? If It's the former, then that means we've been gipped, and we're only being given an illusion of gameworld control for most part. This means that they hold our possible levels hostage if we decide to hoard crystals to make a more exacting change once we're ready, because if we keep hoarding, then there will be less content available to play. However, if it's the latter, that doesn't change all that much. I'm more inclined to the use-based system though, as that means that things that are popular stay in, and things that aren't popular are eventually removed, which keeps unwanted content out.
  2. Well, the definition of "fun" is a sort of nebulous thing. One would observe that the many top-tier players of "WoW" have fun wearing the same types of equipment that everyone suited for their role wears, simply because it's optimized for the great effect. Sort of like how many of the players here are observed "having fun" wearing wolver sets, carrying Divine Avengers or Fausts, Omega Tortoise Shields, and keeping Voltech Alchemers or some variant of the Antigua... Which leads to people claiming Monster Bone doesn't spawn enough... but I digress once again! Simply put, there's many definitions of fun, so saying that a "varied" gate is "fun" is true, depending on the person, but an "optimized" gate can be fun as well. The plaques are purely for bragging rights, and do give guilds a goal to work towards, guild represent! As for bonuses given for those who make the gates, I said I was rather wary, due to not wanting to permanently empower guilds with such bonuses. The undertaking of such a task should cost the guild many resources, but as a reward, they get a gate that suits their desires, and so, the undertaking of organizing and gathering all the resources required to construct the gate as they see fit is rewarding in of itself, providing levels in the order that they want, as well as spreading the fame of their guild. It should be noted though that not all guilds would choose optimized gates, that's an assumption that guilds (and players) have no other desire other than optimization.
  3. Well, the forums don't require that I be devoid of emotion when presenting my ideas, do they? Anyhow, as I've already discussed the nebulousness of the definition of "fun", I'll work on the possible elements of fun that could be had. Guilds, at this moment, where the game is in the state of public launch (or "release product"), are really, as I stated earlier, overglorified chat channels and extended friendlists. What I proposed would give guilds more of a mechanical goal incorporated into the game. This could easily lead to another reason to rally up members to organize as a cohesive unit, working to gather certain minerals, play the mineral market to gain said minerals, or undermine opposing guilds attempts to gain said minerals, and trade said minerals as neccesary. The guild progresses ever more towards its goal, and as they dump the needed minerals when the time comes, they build a level to their liking, with a nice little plaque proclaiming their success. Players then enjoy the fruits of their labor, having enjoyed comradery, as well as the whirl of competition against other guilds, and finally, a sense of acheivement at having accomplished an impact upon the gameworld. And the cycle repeats. All levels of the guild get to enjoy various game elements, just different flavors. The elevators take on an aspect of fun in that they're generated by groups of players in competition, and will likely suit not only the needs of a specific guild, but also a variety of players with similar goals. And should the elevator be found unwanted, it will fade into disrepair, to be rebuilt once again. Finally, I'm for more Guild features to be added, though this suggestion is limited to the control of elevators by guilds. I'm personally a fan of organizations competing in an environment, if you couldn't tell already. See such games as Dark Ages of Camelot and Eve as examples of "Epic Group Competition", albiet this game doesn't quite fall into that category, I wouldn't mind introducing some of those elements (Clan-based Team PvP Arena Mode would be a start).
  4. To address your ending points, true, it is too early to tell the exact effects that the new mineral randomization will have, though I don't think it will be the fix-all. If you don't mind me asking though, could you cite where TRD said that mineral ratios are based off of current mineral usage? Or is that your own suggestion? Currently, with the last update, all I see is slightly more randomization of minerals, though within relative levels of the theme of the area that they spawn in. I apologize if I missed the further explanation of the current system somewhere (As we've been saying, more documentation needed).

    Anyhow, once again, thank you for this contribution. It's highly helpful, and a wonderful piece of debate!

    Thinking it over some more... what we're really encountering, Shoebox, are strong ideological differences. Now, removing point 2 from Phase I (Only Guild Officers have access), point 2 from Phase II (Outdated), and points 3 and 5 from Phase III (Elevator Disrepair and the Optional Guild Reward bonuses)... What do you think of the rest of the suggestions? I'm interested in feedback on those seperately. Thanks!

Wed, 04/06/2011 - 19:13
#8
Shoebox's picture
Shoebox
My ideological difference

My ideological difference arises simply because this is meant to be a co-operative game.

If people are fighting over gates, it means it's going to become an e-Sport to sit there all day making gates with huge crown payouts to try and win at building Gates.

That's not a desirable outcome for any dynamic level creation system.

What you're proposing doesn't specifically bother me, any system that can streamline gate creation and make it spew out more fun and interesting stratums is fine.
I just don't think taking away control from players is going to do that, by any means.

Also, I don't really think encouraging players to hold off from dumping minerals is a good idea either. It's not hard to amass them in the hundreds during a day of runs. Considering the max capacity of Stratums, having a group of people be able to dump masses of minerals with surgical precision to create the exact stratums they want would take away a lot of the dynamics of creating levels.

Removing the boosting and payouts from gates wouldn't stop people dumping them all in the same gate either.
Before this system was implemented, you used to get a bonus in crowns when the gate was phased in. This meant the more minerals you dropped in a gate the more money you got every 24 hours the gate was active. Though the amount of players was relatively small back that, probably 1/5th what we have now, maybe less. This system led to unfinished gates for a few reasons.
You could keep dumping all your minerals in a gate after it was complete and not have any effect, meaning new players would not bring anything into the system, so 1 in every 2 or 3 gates reached the core until changes were made to the system. This and because gate dumping was timed, you would have to co-ordinate dumping minerals to fill a stratum, otherwise you had no effect on minerals.
Alloys were present, then, though. Dusk drops let you build gates from the bottom up instead of the top down, which made it quite easy to get the boss Vanaduke to appear after a while.

The current system actually made gates a lot better. I think, for the most part, all the system needs is improvement on the current mechanics they have. They don't need any new ones.

Tue, 04/19/2011 - 12:56
#9
RamuneDrink
Legacy Username
lolwut?

Which variety are you guys?
http://tvtropes.org/pmwiki/pmwiki.php/Main/StopHavingFunGuys
http://tvtropes.org/pmwiki/pmwiki.php/Main/Scrub

Either way, you're both doing way too much:
http://tvtropes.org/pmwiki/pmwiki.php/Main/SeriousBusiness

chill.

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