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.
- Similar to EL instances, start at point A move to point B killing everything in path.
- 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.
- Similar to EL invances, start at fort, keep creatures out otherwise you fail
- 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.
- Start at point A and move to point B, trying to kill as few creatures as possible.
- 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.
- Have an npc who walks at a set rate from point A to point B.
- 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.
- Creatures will continue to spawn in increasing difficulty until all party members are dead.
- 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.
- Similar to EL instances, start at point A move to point B killing everything in path.
- 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.
- Each player/team starts at their own fort.
- 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.
- Team 1 tries to escort npcs while team 2 tries to kill the npcs.
- 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.
- Instance continues until all players on 1 team are dead.
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