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instances instance end game content

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#1 Rabbitman

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Posted 23 May 2014 - 07:54 AM

Hello all. I have been brainstorming about end game content for Other Life and have come up with some ideas. I think that this should be a very high priority for the game.

The current biggest update will be the new magic system; however, magic is just that: a system. Many players will come back to OL to see what the changes to magic are when they go live; but we do not have new content to keep them here once they come back. If possible, I would like us to have instances and magic released simultaneously on main server (although they can be tested individually on test server). Without further ado, here is what I have come up with so far:

PVE types:
  • Raid
    • Similar to EL instances, start at point A move to point B killing everything in path.

    • Death: 2 minute ghost timer, can be revived by party member. If timer runs out, return to start of instance with full health. 50% drop on all non-equipable items.
  • Defend the fort
    • Similar to EL invances, start at fort, keep creatures out otherwise you fail

    • Utilize OL control over creature pathing and continuous respawn time

    • Death: 2 minute ghost timer, can be revived by party member. If timer runs out, return to start of instance with full health. 50% drop on all non-equipable items.
  • Sneaky
    • Start at point A and move to point B, trying to kill as few creatures as possible.

    • Final reward greater the less creatures you kill.

    • Death: 2 minute ghost timer, can be revived by party member. If timer runs out, return to start of instance with full health. 50% drop on all non-equipable items.
  • Escort
    • Have an npc who walks at a set rate from point A to point B.

    • NPC must survive the walk (so you need to stick close and catch/kill creatures near him the whole time.

    • Could also be multiple NPCs, reward dependant on how many live.

    • Death: 2 minute ghost timer, can be revived by party member. If timer runs out, return to start of instance with full health. 50% drop on all non-equipable items.
  • To the Death!
    • Creatures will continue to spawn in increasing difficulty until all party members are dead.

    • Have a few different map types with different map obstacles to help/hurt players.

    • Death: 25% drop on all non-equipable items or monster drop items.
PVP types:
  • Raid race
    • Similar to EL instances, start at point A move to point B killing everything in path.

    • Player/team to reach end first gets additional reward.

    • Death: 2 minute ghost timer, can be revived by party member. If timer runs out, return to start of instance with full health. 50% drop on all non-equipable items.
  • Capture the flag
    • Each player/team starts at their own fort.

    • Some creatures continuously spawn during the event.

    • A bag with a flag that can only be picked up by an opposing player remains in the fort.

    • If a player picks up an opposing team flag, #message to all instancers with name of player and current coords.

    • If player drops flag in their own fort, #message to all instancers with current score and states new flags will spawn in 30 seconds.

    • First team to reach <theshold> wins and gets bonus reward.

    • Death: Players return to their own fort and cannot move/attack/be attacked for 30 seconds.
  • Escort
    • Team 1 tries to escort npcs while team 2 tries to kill the npcs.

    • Bonus reward to the winning team.

    • Death: 2 minute ghost timer, can be revived by party member. If timer runs out, return to start of instance with full health. 50% drop on all non-equipable items.
  • To the Death!
    • Instance continues until all players on 1 team are dead.

    • Death: 3 minute ghost timer on players, cannot be revived by party member.If timer runs out, respawn at start, have 30 seconds immunity to attack/attacking. No drop.

Potential Customization Styles:
  • DPA style caps on a/d at lowest player a/d.

  • DPA style caps chosen by players (mobs uncapped) with higher loot for lower player caps. (This is basically a difficulty scale for the instance)

  • Dynamic creature amounts based on number of players.

  • Storage visits allowed/disallowed.

  • Number of deaths allowed per player

  • Number of deaths allowed per team

Please add your comments and useful feedback to this thread.

Thanks,

RM

#2 butler

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Posted 23 May 2014 - 11:08 AM

Would add for the PvE invading a fort defended by NPCs. That would quite cool along with the rest of your great ideas.

I would also like to pitch my Mixers Instance idea here, since it's connected.

You begin with a team. You get teleported to a random room, and need to figure out from the items harvestable/killable in the room, what you have to make, and use on the alter, to progress. Possibly with hints. When beginning, your team will be looked at as a whole for knowledge/levels and this will restrain which rooms you can be teleported to. You have to progress through 12 rooms, of progressing difficulty. Each room would have a time limit to complete (tight but doable with mistakes). Each room should have multiple items makable in it as well, with a variety of options to continue, so it's less predictable. Complete the rooms without running out of time, and you receive a reward. You'd enter naked & Lose the items when you go from room to room, keeping only the reward gc in the Winners room.

Could have another similiar to RuneScape Dungeoneering, but with adding the badaran murdering thing to it.

Nice ideas RM, just some others maybe to go with those. I would try all of them, if done well it should have a lot more flesh than EL's system, and better than my favourite free MMOs.

#3 Rabbitman

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Posted 03 June 2014 - 05:13 PM

Was a bit of discussion in DvG #gm. Clarified a few points.

[14:16:28] #GM from Ash: read it ... like it
[14:17:02] #GM from Ash: i never did instances in EL .. but may try if implemented here
[14:18:00] #GM from Achilles: should post on forum support then :P
[14:18:04] #GM from Achilles: L still needs convincing ^^
[14:27:06] #GM from Ash: posted
[14:28:17] #GM from Ash: sry i cant add more.. never did instances
[14:28:37] #GM from Ash: never heard good things in EL
[14:37:18] #GM from Achilles: wb
[14:37:21] #GM from Achilles: the worth shouldnt be too big a problem the way I havei t proposed
[14:37:28] #GM from Achilles: on death you do NOT drop any equipable items
[14:37:32] #GM from Achilles: only 50% chance to drop pots/essences/diss rings etc
[14:37:35] #GM from Achilles: and team has 2 min to revive you before you drop even that
[14:38:14] #GM from Ash: if team is trstworthy ofc
[14:40:50] #GM from Ash: well it all sounds good to me :)
[14:41:18] #GM from Ash: would players pay to enter instance?
[14:41:59] #GM from Achilles: that would be something we need to decide
[14:42:09] #GM from Achilles: in EL you can go in 1x/week for free, costs after that
[14:42:32] #GM from Ash: in EL i heard scams on players entering
[14:42:54] #GM from Achilles: it happened some, but not often
[14:43:06] #GM from Achilles: but we dont have to use the same entering system as el either
[14:43:16] #GM from Ash: well if these can be avoided it would be good
[14:43:44] #GM from Ash: that is one thing that makes instances sketchy
[14:44:56] #GM from Ash: and is why i never entered any
[14:45:46] #GM from Ash: other reason is players need to be closer to each others lvl
[14:47:37] #GM from Achilles: or they can be capped like dpa
[14:47:53] #GM from Achilles: 30-50 instance, caps levels at 50 for high players
[14:47:56] #GM from Ash: if you like post this convo in OL forums.. may help
[14:47:58] #GM from Achilles: 50-60 caps at 60 etc
[14:49:43] #GM from Ash: not saying capped but have basically same skill requirements
[14:50:22] #GM from Ash: combat lvl
[14:59:31] #GM from Ash: based on combat lvl a mage can have same CL as one who fights with sword/shield
[15:00:29] #GM from Ash: therefore a/d is not a factor
[15:01:21] #GM from Ash: ofc if magic is part of combat lvl
[15:02:31] #GM from Ash: thoughts?
[15:03:45] #GM from Ash: and not to forget rangers
[15:08:57] #GM from Ash: well time to head out.. will be back later
[15:09:36] #GM from Ash: if instances were based on CL.. that would be the way to go imo

#4 CoduX

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Posted 03 June 2014 - 09:14 PM

yes the whole 'trust' issue would basically be the biggest and most annoying problem of them all.
Who to trust?
What's the price of them backstabbing you?
If it did happen would you go back again?
Upon saying this, OL's playerbase isn't that huge either so there shouldn't be any problem with this unless OL becomes a very popular MMO and we start reeling in the 100's.
Still, I would like to see this implemented in the future.
Brand New maps also is a must.

#5 butler

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Posted 04 June 2014 - 11:14 AM

I tried raids in a MUD and they were much funner than EL because they were unpredictable, challenging but fair, rewarded you decently, but didn't punish you excessively on failure, and because we could competently do them from the bottom of ranges, since a range was only 7 levels. It's no fun being top of a range and then if you just tip out of it, you have to grind 15 levels to go to the next one.

Trust? Well, that's not really something we should meddle to heavily in (i think your stuck in the EL mindset, if we have them here, we won't drop, we won't lose rostos and the prize won't be one of 3 ways we pay for all our ingame needs). However CoduX, I want to establish something that bothers me with you saying that it may become a problem when OL get's bigger. Obviously we want that, but i have a worrying feeling you consider that troublemakers will be in anyway loosely connected to the number of players in game. A lot of EL just considered ever "bad" person to be one and the same, while only a small number actually set out to be pricks and most just being opportunist. You can't prevent opportunist, as there will ALWAYS be some opportunities that arise that someone can milk. We could have 50 people and have the majority a bunch of bastards, or we could have 1000 and have only 10 or so. Really depends on the mediums that people find out about the game, and the sorts of personalities it retains.

New maps? well we have a few map makers (i need to fix the mofo laptop i had all my files on, then i can continue/start again :D I killed the GPU). But really, i find it that when i consider level design (which effectively this is) you ALWAYS have to consider how intelligent the AI is, and how they will act, and design a map with the AI in mind, but also tweak the AI in mind of the map. You also have to consider the ingenuity of players. None of these can be done isolated and then compounded together to make a truly great level. I would say some sort of quasi-professional approach to designing instances would yield the best result, with the map makers & the programmers working closer on the maps w/o releasing all the information, so that they remain surprising and explorable for different ways to approach them.

#6 Learner

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Posted 04 June 2014 - 12:16 PM

With some of the revamping I've been doing it's been with how the AI can be improved in the future easily for the mobs. For normal spawns as well as special AI for Invasons/Instances

#7 Grimm

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Posted 30 March 2016 - 12:26 PM

DTF in progress by Grimm





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