Post by Tygar on Jan 10, 2016 2:12:35 GMT
I have no powers of power-li-ness, so here's a thread ya'll can pull ideas from that I have, and can be easily deleted when we are ready to open so as to make everything all tidy~
Updated: 1/9/16 @ 20:23 eastern time.
Mission stuff
Solo/Team split. This can be done two ways, simultaneously or naw. This way solo players are not completely screwed over by making missions primarily team based. It gives them opportunities to engage in the world without having to simply wear the solo-player status as a mere empty title.
1) There is a single mission. However it is split into the two 'types'. Therefore there is a solo version and a team version of the same mission. There are noticeable differences however for balancing and intent reasons. As the roleplay is supposed to be about teamwork and engaging your fellow roleplayers, there will be some encouragement towards the team versions. However there are 'drawbacks' to these encouragements. Solo versions will be considered the 'base' mission as is. Team versions may offer increased chances at sought-after loot/exp (with this raising exponentially depending on how many people enter as one team) - however team missions will be more difficult in order to balance the amount of helping hands a player will have (also will increase exponentially with number of people on a team). This does not mean a solo mission will be a walk in the park compared to a team mission, but it does mean there is a degree of fairness when it comes to difficulty distribution.
2)There are specific missions for both types. This means solo missions are entirely unique from team missions. This allows for more variability when it comes to a single character. A character actively involved in a team/guild setting can go off on a solo mission whenever they see it suits them. Why not right? This can also offer unique rewards for each type where both can be fairly profitable for a balance when it comes to distribution of sought after goods/drops/items. Could lead to a fairly 'stable'(??) trade economy IC.
I honestly endorse using both at the same time. 2 helps balance out 1 when it comes to distribution of the goodgoods, while 1 effectively encourages team play and gives similar opportunities with scaled rates.
Solo Missions. My main worry with the whole solo/team split, however, is that it may eliminate the need to roleplay these missions and therefore may severly limit solo player's interactions with others. While, yeah, someone signing up for a solo-player slot may very well be aware of this, there should be some sort of opportunity to interact outside of daily to-and-fro. This will require discussion as to how to deal with it.
The obvious idea could be to require solo missions to be story based events. While art is a great medium, a single picture may not encapsulate everything that could happen with a character during a mission. The roleplayer simply deciding if it was a success vs failure and doing a single drawing doesn't really tell anyone much. When it comes to more simple missions/events (for example: go grab a mundane item in a non-threatening part of the playable world and come back) these can very well be acceptable.
However perhaps this could be something a staff member is involved with as well? Essentially this would make a solo mission a 1x1 roleplay rather than just a one-off story - with the staff member roleplaying as npcs/monsters/boss, whatever is required. This way it is an active roleplay with a degree of randomness to the events and excitement for the player. As mentioned this could be forgone with the more simple/mundane missions where a degree of randomness isn't needed.
I also propose that solo players be able to interact during solo missions. Sort of like a competitive environment or the such, as just the one player can redeem the exp/loot, which can lead to all sorts of fun situations. This could be done in lieu of a staff member being involved if there are enough active participating solo mission-goers.
Updated: 1/9/16 @ 20:23 eastern time.
Mission stuff
Solo/Team split. This can be done two ways, simultaneously or naw. This way solo players are not completely screwed over by making missions primarily team based. It gives them opportunities to engage in the world without having to simply wear the solo-player status as a mere empty title.
1) There is a single mission. However it is split into the two 'types'. Therefore there is a solo version and a team version of the same mission. There are noticeable differences however for balancing and intent reasons. As the roleplay is supposed to be about teamwork and engaging your fellow roleplayers, there will be some encouragement towards the team versions. However there are 'drawbacks' to these encouragements. Solo versions will be considered the 'base' mission as is. Team versions may offer increased chances at sought-after loot/exp (with this raising exponentially depending on how many people enter as one team) - however team missions will be more difficult in order to balance the amount of helping hands a player will have (also will increase exponentially with number of people on a team). This does not mean a solo mission will be a walk in the park compared to a team mission, but it does mean there is a degree of fairness when it comes to difficulty distribution.
2)There are specific missions for both types. This means solo missions are entirely unique from team missions. This allows for more variability when it comes to a single character. A character actively involved in a team/guild setting can go off on a solo mission whenever they see it suits them. Why not right? This can also offer unique rewards for each type where both can be fairly profitable for a balance when it comes to distribution of sought after goods/drops/items. Could lead to a fairly 'stable'(??) trade economy IC.
I honestly endorse using both at the same time. 2 helps balance out 1 when it comes to distribution of the goodgoods, while 1 effectively encourages team play and gives similar opportunities with scaled rates.
Solo Missions. My main worry with the whole solo/team split, however, is that it may eliminate the need to roleplay these missions and therefore may severly limit solo player's interactions with others. While, yeah, someone signing up for a solo-player slot may very well be aware of this, there should be some sort of opportunity to interact outside of daily to-and-fro. This will require discussion as to how to deal with it.
The obvious idea could be to require solo missions to be story based events. While art is a great medium, a single picture may not encapsulate everything that could happen with a character during a mission. The roleplayer simply deciding if it was a success vs failure and doing a single drawing doesn't really tell anyone much. When it comes to more simple missions/events (for example: go grab a mundane item in a non-threatening part of the playable world and come back) these can very well be acceptable.
However perhaps this could be something a staff member is involved with as well? Essentially this would make a solo mission a 1x1 roleplay rather than just a one-off story - with the staff member roleplaying as npcs/monsters/boss, whatever is required. This way it is an active roleplay with a degree of randomness to the events and excitement for the player. As mentioned this could be forgone with the more simple/mundane missions where a degree of randomness isn't needed.
I also propose that solo players be able to interact during solo missions. Sort of like a competitive environment or the such, as just the one player can redeem the exp/loot, which can lead to all sorts of fun situations. This could be done in lieu of a staff member being involved if there are enough active participating solo mission-goers.