Auto events ideas

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Red Squirrel
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Auto events ideas

Post by Red Squirrel »

What are some automated events you'd all like to see happen on AoV? Right now we have CTF and PVP tourney. I'm thinking a free for all / last man standing. It has to be automated so not everything is possible but if you have ideas post here and I can see if it's doable.

Later on I want to add some more events to that system.

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Death
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Post by Death »

I have that idea list in the gm section if you wanted me to post the ideas we already came up with. I think they would sum up some of the more common ones.

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Post by Red Squirrel »

Good idea, and it may spark other ideas. This is the list:

Some of these would be hard to automate mind you.


CTF (Capture the flag):
Two teams of different colors, run to the opposite end of a map to steal the other player's flag and bring it back to their own base. If the teams bump into each other, they can kill them which will cause them to respawn back at their base. Points are scored when a flag is captured. When the point limit is reached (Number of points needed to win the game), then the game is finished. Points are only awarded if the enemy's flag is brought back to your base and you flag is still there

Deathmatch:
A number of kills is set prior to the launch of deathmatch. It's basically a free for all race to kill the most people. The first person to kill as many players as the set number of kills wins.

Last Man Standing:
Each player is given a certain amount of "lives". Every time they are killed, their life counter goes down one. Once they reach 0, they are out of the game. The objective is to be the last man standing out of the group of players. Kill or be killed, hide in corners, gank, etc to be the last person living.

1 VS 1 Tourney:
2 Players duel each other at a time. Once one player wins, another grouping of players duels. This works on a hierarchy system where the winners of the match will then fight the winners of the other match until there is one last match between the last remaining winners.

2 VS 2 Tourney:
Same idea as above but with a team of 2 (So 4 players in the battle ring). Team selection can be random or sometimes you can choose a friend/guildmember to be your ally

Pet Tourney:
Kind of like a 1 VS 1 but with player pets. Their owners are not allowed to heal their pets and as the battle continues, hazards (Poisons/traps/other monsters who attack) will be added to speed the game along until 1 pet is dead.

Endurance:
Players are tossed into a pit of hazards and monsters and they have to try to stay alive. Players cannot attack or heal each other, only themselves. Last one living is the winner. At first endurance battles begin easy, then they gradually get harder as more monsters/traps are added

Monster Invasion:
This is similar to a champion spawn. At first, the spawns start off slow, then they pick up and become brutal near the end (Like AW's, Balrons, etc). The players work as a team to kill off the spawn. The spawn comes in "waves". For example, the first spawn might be mongbats and snakes. Once a certain amount of those are killed, the next wave begins. If a player is killed during a wave, they are out of the game UNLESS the remaining players manage to kill enough monsters to start the next wave. Everytime a new wave begins, all dead players are respawned for the new wave. The idea is if one person can endure and kill enough spawn to begin the next wave, they can save the rest of the players. Gold or artifact prizes are given once all players are dead, depending on how many monsters were killed (It will be number of monsters X a certain number = gold).

Orb War:
The game starts off with players on opposite ends of a map. There will be a glowing orb in the middle of the map. First player to run over it will pick up the orb and gain certain powers such as high regens and lower mana cost. The remaining players will try to kill that player. The player who did the most damage or landed the killing blow will then get the orb (Automatically, don't need to pick it up). Players can only attack the one who has the orb. Gameplay continues until the round time is over (There's a timer when the game starts at maybe 5 min. Once that timer is 0, the round ends). The winner can be either: The one who had the orb last when the round was over OR the one who held the orb for the longest amount of time (That's up to you which way you want to code).

Bomberman:
Basically like the original bomberman. There would be a map with breakable walls that can be destroyed by placing a bomb. When the bomb explodes, a field of flames would erupt and if it hits a wall, would destroy it. If it hits a player, it kills them. There would be powerups in the levels that can be found. Some powerups will allow you to place more bombs, extend your flame, allow you to kick/throw bombs, etc etc. Play continues until only 1 player is left that has not been killed by a bomb's flame.

Domination:
This is similar to UT3's Warfare. Players have to capture power nodes which will link to the other base's powercore. The powercore is the life essence of the team and can only be destroyed if the opposing team has powernodes that link to it to take down its shielding. On AOV, powernodes will be colored arcane circles with a colored wisp on it. The wisp can only be attacked by the opposing team but can be healed by the controlled team. If a wisp is killed, the powernode is free for capturing and the first person to step in the center of the arcane circle will spawn a new wisp of their color (So if red gets it, the wisp turns red, blue turns blue, etc). The wisp starts off with a low amount of HP and will gradually regenerate its hp via 15 HPR built into the wisp script. It can be healed to speed up the process. The wisp can be attacked with items/spells etc as it's a mobile. Wisp can only be attacked if the enemy has a link to it (They have a powernode build that links to theirs). Wisps that cannot be attacked by opposing team members because they don't have a link to it will be yellow hued or "blessed". Powercores are giant star pentagrams with a shimmering effusion wisp. These wisps don't have any HPR and cannot be healed. So any damage they take will remain. If the "large wisp" is killed, it's game over for that team and the other team is declared the winner. Large wisps can only be attacked if the opposing team has created enough powernodes to link to it. If so, the wisp will no longer be blessed and freely attackable by the opposing team.

Raiders:
Kind of like CTF, there will be 2 teams of different colors who can attack and kill each other. But instead of flags, there will be a special mobile in the center of the map that we will whip up. The object of this game is to do more damage to the monster than the other team. This can be achieved by doing more damage and preventing the other team from attacking via blocking, luring and killing them off. No loot actually spawns on the corpse of the monster, instead the total damage it calculated for each team. When the monster dies, the team with the highest calculated damage will be declared the winners and will receive a prize determined by staff prior to the event launch.

Relic Hunter:
Around the map will be special colored statues that you must collect (Collecting is as simple as running over them, similar to powerups in CTF).
Players run around the map collecting these relics, but other players can take them from them. Killing another player will cause them to drop their relics, which can then be picked up by walking over them. Gameplay continues until either all relics are collected, or time runs out. The player with the most relics will be declared the winner.

Trivia:
Players are placed in booths and answer trivia questions about uo. The player with the most correct answers wins a prize.

Siege:
There are 2 teams: Attacking and defending. The defending team must protect a treasure in their base. The attacking team must infiltrate the base (Usually a castle that has to be broken into). There will be a time limit (Depending on how many players are on each team. The more players, the less time). There will be "help" objectives that players would be able to build. They would involve securing a certain point for a period of time or fulfilling some kind of task. If a player is able to secure a point, their team would gain some kind of advantage such as a spawner of explosion potions, a cannon, a rebuilt wall or barricade, a series of spike traps, etc etc. The only way the attacking team can win is if they are able to open the treasure chest before time runs out. Otherwise, the defending team is declared the winner as they successfully prevented the other team from opening it

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Death
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Auto events ideas

Post by Death »

Automated auction wasn't included but that's another one to consider. I chose not to include it though as it ties into other systems so although it would be automated, it would be a lot more complex.

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Post by d. »

just a well set up duel system, and or improved tourny system....rankings based like how hybrid has them (actual skill, not just win/loss ratio)

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Post by Death »

d. wrote:just a well set up duel system, and or improved tourny system....rankings based like how hybrid has them (actual skill, not just win/loss ratio)
There will eventually be a rankings board where you can check how well you ranked. Not sure yet if there will be one for each event but what I would like to do is make it a kind of contest where gold, silver and bronze trophies are given to the top event participants (Given probably once per quarter). Hopefully that would encourage participation. Actually, a medal for each event would be kind of neat (Kind of like an Olympic style).

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Post by d. »

maybe medals for small events, overall rankings, and then big ass special trophies for BIG events (the big ones announces 1-2 months in advance so people can practice the rule-set)

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Post by geezushhchrist »

like a auto pvm tourney sorta like the demise pvm tourney only harder with custom and ml monsters

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Post by Death »

geezushhchrist wrote:like a auto pvm tourney sorta like the demise pvm tourney only harder with custom and ml monsters
Ya, that would be kind of like the monster invasion idea, just a variant of the type with slightly different rules so that's certainly do-able.

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Post by jrhather »

I'd love to see a monster bounty system, kinda like bods where you get large orders and small orders. Could be organized by type (repond, undead etc) with the "valorite" of the orders being for a full run of the original champs, including the harry. You'd use the bod on the corpse, same as on a shirt or a dagger, to fill it. You'd hand them in to...sheriff of luna? a new npc?

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Post by Death »

jrhather wrote:I'd love to see a monster bounty system, kinda like bods where you get large orders and small orders. Could be organized by type (repond, undead etc) with the "valorite" of the orders being for a full run of the original champs, including the harry. You'd use the bod on the corpse, same as on a shirt or a dagger, to fill it. You'd hand them in to...sheriff of luna? a new npc?
In other words, kill quests without the complexity. With the system we have it's entirely possible to set up a random pairing so the same NPC won't always give the same kill quest.

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Post by jrhather »

Death wrote:
jrhather wrote:I'd love to see a monster bounty system, kinda like bods where you get large orders and small orders. Could be organized by type (repond, undead etc) with the "valorite" of the orders being for a full run of the original champs, including the harry. You'd use the bod on the corpse, same as on a shirt or a dagger, to fill it. You'd hand them in to...sheriff of luna? a new npc?
In other words, kill quests without the complexity. With the system we have it's entirely possible to set up a random pairing so the same NPC won't always give the same kill quest.
I love the idea of collecting and trading bods, this would simply take the bod system and apply it to corpses instead of items. This would also draw out the process of filing them. Personally, I'd be careful to make sure that you couldn't use champ spawns as filler.

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Post by Death »

jrhather wrote:I love the idea of collecting and trading bods, this would simply take the bod system and apply it to corpses instead of items. This would also draw out the process of filing them. Personally, I'd be careful to make sure that you couldn't use champ spawns as filler.
Not sure what you're referring to here. It seems as though you're looking to have "kill bods" in addition to crafting bods that can be filled to reset the quest timer. "Assassin Contracts" if you will.

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Post by jrhather »

Death wrote:
jrhather wrote:I love the idea of collecting and trading bods, this would simply take the bod system and apply it to corpses instead of items. This would also draw out the process of filing them. Personally, I'd be careful to make sure that you couldn't use champ spawns as filler.
Not sure what you're referring to here. It seems as though you're looking to have "kill bods" in addition to crafting bods that can be filled to reset the quest timer. "Assassin Contracts" if you will.
Yup. This way they are tradeable, and usable by many ppl, esp in a guild manner where many people could work on that 20 liche bod or the 10 supreme dragon bod ;)

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Post by Death »

jrhather wrote: Yup. This way they are tradeable, and usable by many ppl, esp in a guild manner where many people could work on that 20 liche bod or the 10 supreme dragon bod ;)
Think a much more simplistic idea would be to allow some quest objectives to be traded or passed on to somebody else. Could possibly add in group quests as well where 1 - X number of people simultaneously work on an objective such as defeating a boss or killing monsters.

For example: A quest to kill 50 hydra with 3 people. Every time one of those three people kill a hydra, there would be less to kill. At the end when the quest is complete, all participants would get a quest prize or they would get one large prize that could be shared amongst the members (Like a special "Guild Prize" to decorate or expand their guild house). Actually that would be kind of neat to encourage guild participation with special "Guild" quests where only members of your guild would be able to participate.

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Post by jrhather »

Death wrote:
jrhather wrote: Yup. This way they are tradeable, and usable by many ppl, esp in a guild manner where many people could work on that 20 liche bod or the 10 supreme dragon bod ;)
Think a much more simplistic idea would be to allow some quest objectives to be traded or passed on to somebody else. Could possibly add in group quests as well where 1 - X number of people simultaneously work on an objective such as defeating a boss or killing monsters.

For example: A quest to kill 50 hydra with 3 people. Every time one of those three people kill a hydra, there would be less to kill. At the end when the quest is complete, all participants would get a quest prize or they would get one large prize that could be shared amongst the members (Like a special "Guild Prize" to decorate or expand their guild house). Actually that would be kind of neat to encourage guild participation with special "Guild" quests where only members of your guild would be able to participate.
That works.

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Post by Death »

Reason I say that is to avoid a surplus of deeds that will get misplaced/unused or be sitting around somewhere in a stack. Increases the item count.

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Post by Red Squirrel »

Yeah I'm not really for that either. People stock up on stuff too much. Item count wont be an issue when we have SQL, but the fact that there exist 1,000,000,000 of a certain item really lowers their value. Then people wont even do the quests anymore.

Like AoAs, there's 1,000 on the server sitting on houses etc not even being used or sold, but the fact they exist lowers their value.

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Post by jrhather »

Red Squirrel wrote:Yeah I'm not really for that either. People stock up on stuff too much. Item count wont be an issue when we have SQL, but the fact that there exist 1,000,000,000 of a certain item really lowers their value. Then people wont even do the quests anymore.

Like AoAs, there's 1,000 on the server sitting on houses etc not even being used or sold, but the fact they exist lowers their value.
So I should gamble all my aoas? cool....

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Post by Red Squirrel »

I can almost guarantee if everyone gambled their AoAs world saves would be 1/2 of what they are now.

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Post by Death »

jrhather wrote: So I should gamble all my aoas? cool....
Well you could, but that's not what he means.

Basically he's trying to say that an abundance of items does not contribute to much other than adding more items to the game. Take talismans for example. There's almost as many talismans in the game as there are bandages.

The average person may only require 10-15 talismans. I've seen houses where crappy talismans were just collecting dust (Same goes for stuff like jewels or armors). There's no real use for them other than to collect dust. I myself, probably have all these neon weapons sitting in my bank that I won't ever use.

The obvious solution to this would be similar to how OSI has done it in terms of having these items sacrificed to zoo and museum collections (Essentially motivating to clean up your houses and make use of otherwise, "worthless" items). So that would keep the items down.

In lieu of introducing more items that have potential for being stockpiled in houses, there could be a system in place to conserve (Quest System) which would be better for server performance and for player interaction (IMO).

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Post by d. »

"clean up brit" system like back in the day, but have prizes that apply to post ML rather than pre-aos =].

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Post by Death »

d. wrote:"clean up brit" system like back in the day, but have prizes that apply to post ML rather than pre-aos =].
Ya, the OSI collection systems pretty much took care of things. The zoo, museum and library are great contributors on OSI to keep the waste down. They also have the spring cleanup program that was quite a good addition. AOV had something similar in the works but the project quickly became larger scale when time was not available.

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Post by Red Squirrel »

We have plans to have a cleanup system as well.

I also want to make it so items have a certain "worth" as far as gold goes and this will be influenced by player sell/buy trends. At first all items will be worth the same (or we may predefine them) then as the game progresses their worth will rise/lower. So example if a player sells orny for 1000000 gold on a vendor and nobody buys it within nn time then server will figure it must not be worth that much and reduce the recorded value.

Then in some systems where if you bring orny to get something in return, it will be based on it's worth.

Of course, this is just a basic explaination, there would be much more to it to prevent abuse.

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