Embers

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NiteHawk
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Embers

Postby NiteHawk » Wed Apr 27, 2016 2:40 pm

How should we actually add these into the game?

This is a late game add, but something SOE was aiming to have was global effecting 'shards'. What I mean by that is the clan that 'owns' the shard would get benefits. For example, 10% more exp, or 5% more HP, etc. The shards themselves would have some sort of expiry timer, and there would be a limit to how many of them in the world there was.

How do you 'store' these shards? In your clan house! The clan houses however could be invaded. I'm not sure how this would work yet, perhaps a set time per week it can be raided, or scheduled fights automated by the system.

The objective was simple, get to the shard. It sounds simple, however, the way to the shard would be hard to get too. Each room square could have objects to hinder the attacker, for example, reinforced doors that are required to destroy to advance, NPC goons to help defenders, and the defenders themselves could move freely and attack.

The way it worked so that the attackers could get defeated are lives. Attackers would have lets say, 50 lives. When they die, they respawn in a 'safe room' beside the clan house. Same would go for defenders, however they would have infinity amounts of lives. BUT -- each time a player died, their respawn would get slower. So they would start to appear on the battlefield slower and slower, sometimes having to wait for everyone before going again.

The clan houses would be designed in game, and the clan leader could design the base and hindering objects. They would require gold, and some restrictions would apply (I.E. All paths must lead to the shard vault in one way or another.)

That's the simple aspect of it. Hopefully simple enough. Change 'shards' to 'embers' and we're talking. It's meant to give end-game fun, and interesting bonuses.


If anyone has any ideas to make this even more simple feel free to discuss. It's something so far away anyways, I think it could be fun though.

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Satsujin
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Re: Embers

Postby Satsujin » Wed Apr 27, 2016 2:53 pm

I like the idea. I've also included an ember in the backstory that only a handful of us are concerned about, so it would be pretty easy to have the end-game, clan controlled embers be shards of the big ember that the world was forged from. Possibly even a quest leading up to their implementation where the big ember shatters.
Heave ho, thieves and beggars, never shall we die...
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Thoth
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Re: Embers

Postby Thoth » Wed Apr 27, 2016 3:07 pm

Satsujin wrote:I like the idea. I've also included an ember in the backstory that only a handful of us are concerned about, so it would be pretty easy to have the end-game, clan controlled embers be shards of the big ember that the world was forged from. Possibly even a quest leading up to their implementation where the big ember shatters.



I want in. I could work with you on whatever you want leading up to that quest. I read your backstory too and could work off it too.
Thoth, the original creator of the video game.

Driab wrote:What good is power if you can't use it when it is completely unnecessary?


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Kawasaki
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Re: Embers

Postby Kawasaki » Wed Apr 27, 2016 3:11 pm

Thoth wrote:
Satsujin wrote:I like the idea. I've also included an ember in the backstory that only a handful of us are concerned about, so it would be pretty easy to have the end-game, clan controlled embers be shards of the big ember that the world was forged from. Possibly even a quest leading up to their implementation where the big ember shatters.



I want in. I could work with you on whatever you want leading up to that quest. I read your backstory too and could work off it too.


We would love to have you on board, we have been bouncing ideas at each other all day on Discord.

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Thoth
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Re: Embers

Postby Thoth » Wed Apr 27, 2016 3:14 pm

I mostly just chat with Evan on Skype since I am at work while all this brainstorming happens. For the most part albeit unbeknownst to you....we pretty much agree I think. But thanks for the courtesy. I miss the heartemote from the other boards. :P
Thoth, the original creator of the video game.

Driab wrote:What good is power if you can't use it when it is completely unnecessary?


Also....Thoth = Byr

Rodeo
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Re: Embers

Postby Rodeo » Wed Apr 27, 2016 5:12 pm

Mind = blown

Zeroun
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Re: Embers

Postby Zeroun » Wed Apr 27, 2016 5:24 pm

Thoth wrote:I mostly just chat with Evan on Skype since I am at work while all this brainstorming happens. For the most part albeit unbeknownst to you....we pretty much agree I think. But thanks for the courtesy. I miss the heartemote from the other boards. :P


You do realize Discord has a browser, phone application, and client right? It literally covers all possible devices lol. It's up to you though, the Discord now has become more of a general area. I think I may make a separate room for legit game discussions.

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Lateralus
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Re: Embers

Postby Lateralus » Wed Apr 27, 2016 9:17 pm

Sounds good as long as it could be balanced. I know most games give these minor clan bonuses to everyone once they reach donation thresholds as a gold sink type thing. That's just something to think about too.

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Dorgon
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Re: Embers

Postby Dorgon » Wed Apr 27, 2016 9:23 pm

NiteHawk wrote:How should we actually add these into the game?

This is a late game add, but something SOE was aiming to have was global effecting 'shards'. What I mean by that is the clan that 'owns' the shard would get benefits. For example, 10% more exp, or 5% more HP, etc. The shards themselves would have some sort of expiry timer, and there would be a limit to how many of them in the world there was.

How do you 'store' these shards? In your clan house! The clan houses however could be invaded. I'm not sure how this would work yet, perhaps a set time per week it can be raided, or scheduled fights automated by the system.

The objective was simple, get to the shard. It sounds simple, however, the way to the shard would be hard to get too. Each room square could have objects to hinder the attacker, for example, reinforced doors that are required to destroy to advance, NPC goons to help defenders, and the defenders themselves could move freely and attack.

The way it worked so that the attackers could get defeated are lives. Attackers would have lets say, 50 lives. When they die, they respawn in a 'safe room' beside the clan house. Same would go for defenders, however they would have infinity amounts of lives. BUT -- each time a player died, their respawn would get slower. So they would start to appear on the battlefield slower and slower, sometimes having to wait for everyone before going again.

The clan houses would be designed in game, and the clan leader could design the base and hindering objects. They would require gold, and some restrictions would apply (I.E. All paths must lead to the shard vault in one way or another.)

That's the simple aspect of it. Hopefully simple enough. Change 'shards' to 'embers' and we're talking. It's meant to give end-game fun, and interesting bonuses.


If anyone has any ideas to make this even more simple feel free to discuss. It's something so far away anyways, I think it could be fun though.


I like it. It's a great idea that directly links to our name. And it sounds like loads of fun.

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Mujahideen
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Re: Embers

Postby Mujahideen » Wed Apr 27, 2016 10:23 pm

Dorgon wrote:
NiteHawk wrote:How should we actually add these into the game?

This is a late game add, but something SOE was aiming to have was global effecting 'shards'. What I mean by that is the clan that 'owns' the shard would get benefits. For example, 10% more exp, or 5% more HP, etc. The shards themselves would have some sort of expiry timer, and there would be a limit to how many of them in the world there was.

How do you 'store' these shards? In your clan house! The clan houses however could be invaded. I'm not sure how this would work yet, perhaps a set time per week it can be raided, or scheduled fights automated by the system.

The objective was simple, get to the shard. It sounds simple, however, the way to the shard would be hard to get too. Each room square could have objects to hinder the attacker, for example, reinforced doors that are required to destroy to advance, NPC goons to help defenders, and the defenders themselves could move freely and attack.

The way it worked so that the attackers could get defeated are lives. Attackers would have lets say, 50 lives. When they die, they respawn in a 'safe room' beside the clan house. Same would go for defenders, however they would have infinity amounts of lives. BUT -- each time a player died, their respawn would get slower. So they would start to appear on the battlefield slower and slower, sometimes having to wait for everyone before going again.

The clan houses would be designed in game, and the clan leader could design the base and hindering objects. They would require gold, and some restrictions would apply (I.E. All paths must lead to the shard vault in one way or another.)

That's the simple aspect of it. Hopefully simple enough. Change 'shards' to 'embers' and we're talking. It's meant to give end-game fun, and interesting bonuses.


If anyone has any ideas to make this even more simple feel free to discuss. It's something so far away anyways, I think it could be fun though.


I like it. It's a great idea that directly links to our name. And it sounds like loads of fun.


I'm looking forward to seeing this.
Troll. I am here to create the issues that plague the game, I will push your buttons and like the outcome.


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