Missions: More than Fame

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iwojimmy
Posts: 967
Joined: Sat Oct 16, 2004 10:00 am

Re: Missions: More than Fame

Post by iwojimmy »

I made a suggestion in one of the PvP threads, the idea was that the initiator of a fight would have their fame affected, relative to the fame of the defender (but only if the defender didnt agree to the fight.. not applicable in mutual duels ).
so if you have high fame with a faction, and player 'x' kills you, player 'x' loses fame with that faction .. if you are an enemy of a faction, maybe player 'x' can gain fame by killing you :D

so habitual PKers will get to the point where city guards are attacking them, and players will have an incentive to accumulate fame / make friends with the NPC factions, so their deaths will not go unnoticed :)

I would like the fame losses to be proportional to the victims fame, so if you have 100 fame with the Tryker, your killer will lose maybe 5 points.. along with all the other factions you have cultivated :D
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sehracii
Posts: 1185
Joined: Sun Feb 20, 2005 11:00 am

Re: Missions: More than Fame

Post by sehracii »

I love the idea of Guild-Guild fame!

For a while I've wished I could create missions personally, to give to new players.

But It would be even more practical and useful if missions were given from guilds. I'd love to put out missions to kill carnivores in our outpost zone, and see another guild work on it to build a friendship. In return we would do missions for them and build the fame up both ways, leading to an official alliance. It's a very good way to prove yoursself.
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thurgond
Posts: 159
Joined: Wed Sep 22, 2004 8:49 pm

Re: Missions: More than Fame

Post by thurgond »

samwise1 wrote:On the codeing side of things how difficult do you think it would be to say for example 10 ragus missions done in certan area= spawn time +2 miin. it wouldent even need to be a local thing, if sufficently large amounts of ragus missions could be done you could just do it as a global spawn change over that region. include the min max or even a sliding scale like DP ie: the number of missions required to rase it by to min could go 10 for first 2min 50 for second set of 2min 250 for 3rd ect. this would require some balencing which i think would be the hardest part.
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Coding the decrease or increase (the original suggestion talked about increased spawn rate) would be easy, but as you say the devil is in the balancing. Think about the French and German servers when people login in after work and have to run missions to clear out the hoards of dogs in outside their cities. Think about the low population zones like Maiden's Grove. And why would killing 10 ragus for a mission affect spawn rates while mass non-mission slaughter would not? The ecology is finely balanced and this would throw things off for little effect.

You could have the mission givers not give both the "kill the carnivores that are killing all the herbivores" and "kill the herbivores that are eating everything" missions. Instead, all mission givers with these type missions would give one type until say 10 of that type mission was done, then switch to the other.

Since the tribes don't interact with the ecology, you could vary their spawn. Kill a group of Green Seed foragers and a group of guards spawn. Wipe out the Green Seed camp and the Karavan start giving out missions like "kill 3 Kult of Kami who are killing our allies the Green Seed."
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Lukati
Posts: 120
Joined: Thu Sep 16, 2004 7:14 pm

Re: Missions: More than Fame

Post by Lukati »

thurgond wrote:Since the tribes don't interact with the ecology, you could vary their spawn. Kill a group of Green Seed foragers and a group of guards spawn. Wipe out the Green Seed camp and the Karavan start giving out missions like "kill 3 Kult of Kami who are killing our allies the Green Seed."
Green Seeds never put up much of a fight :p I thought killing them would affect my fame, but it hasn't moved 1 point.
"Z"
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