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Re: madmikael for mod comment yes poll!!!@!@

Posted: Fri Jan 20, 2017 1:57 pm
by Arashiko
Let's have killer bunnies in the outlaw "sin bin"
It's going to either entertain them (high HP, high damage, low XP Muwahahaha) or kill them in seconds and back to the start map Muwahahaha²

Re: madmikael for mod comment yes poll!!!@!@

Posted: Fri Jan 20, 2017 3:18 pm
by Leone
DaHobbit wrote:Yes, I almost quit the game entirely after the last spawn event. I do so much for the players, and the spawn events are only for the players. I get nothing from it other than enjoying the fact that so many players are happy (happier). There are always complaints, but the last event was loaded with them, and tons of demands, and so many terrible things that were said to me or about me. I vowed to never do another event.

However, I know that the silent majority actually enjoy the events, and I only hear from the loud, bad-mouthed minority.

Whether I want to do another event or not does not fix the issues with having events in the modern FT world. Players want loads of XP and tons of dropped gear. That is just not going to happen. We have a spawn rule of about a 10:1 ratio of XP:HP so the XP is already going to be limited. We also do not throw in too many rare drops. (some GMs add more drops than others)

Some of the issues I have with throwing spawn events:
1) A high HP, high XP monster will be reduced by 40% XP by one hit from a swordsman
2) A very high DEX to limit the swordsman reduces XP for all fighters (especially lower level ones)
3) If I spawn for the lvl 5000 player, the lvl 100 player is out of luck trying to kill it
4) If I spawn for the lvl 100 player, the lvl 5000 player kills it in an instant
5) If I spawn normal HP/XP monsters, a group of higher level mages will wipe out the spawn the second after I click "enter"

There are other issues with the events, but it would be nice for players to realize some of this, and to have some level of understanding.

I know that many will never understand, and the complaints will always come. So..... How can I have a spawn event where the majority of the players are happy, and most of the above issues are resolved or at least minimized?

I think I have created a solution! I am working on a new map.

Here is the map I am working on. It looks kind of plain, and I am trying to spruce up the different rooms so it looks more interesting. But all players will enter in the center by the staircase. The players will have to exit the doors north of the smaller room. Along the hallway are signs explaining some of my event rules. As in ALL of my events, outlaws are not invited. Since many outlaws refuse to obey, and refuse to leave, I made a special room in this map (the small room in very center of the map) where I will send all outlaws where they will stay until the event is over. That way I do not have to keep sending them away, only for them to return a few minutes later.

The map has 9 main rooms. 8 of those room will be spawn rooms. I will section players off in ways I see fit. That way I can spawn for that lvl 5000 player and not worry about the lvl 100 player, because I can send appropriate spawn into the room where the lvl 100 player is. And for that pesky swordsman that likes to steal 40% of the xp from every monster, but refuses to help kill it - well he can go to his own room :) :)
Great idea Hobbs. The idea of separating players during spawn parties is partly in place anyway. Look at the dungeon on the right hand map where it's lvl 100-499 and so on. Could this be adapted for what you have in mind?

Re: madmikael for mod comment yes poll!!!@!@

Posted: Sat Jan 21, 2017 5:49 am
by DaHobbit
I made that dungeon with separated levels, and plan to do something similar with the spawn event map.

Re: madmikael for mod comment yes poll!!!@!@

Posted: Sat Jan 21, 2017 8:37 pm
by _NICKPAN_
Were this map will be placed? I recomment work as portal instead of stairs which portal will be behind the 'reset stats' mage.

Re: madmikael for mod comment yes poll!!!@!@

Posted: Sun Jan 22, 2017 3:29 am
by madmaniacal1
Arashiko wrote:Let's have killer bunnies in the outlaw "sin bin"
It's going to either entertain them (high HP, high damage, low XP Muwahahaha) or kill them in seconds and back to the start map Muwahahaha²
Killing them allows them to try to come back. Instead, add a condition, similar to the level separating effect, that prevents outlaws from even entering...

Re: madmikael for mod comment yes poll!!!@!@

Posted: Sun Jan 22, 2017 3:56 am
by Ryaca
madmaniacal1 wrote:Killing them allows them to try to come back. Instead, add a condition, similar to the level separating effect, that prevents outlaws from even entering...
+1

Re: madmikael for mod comment yes poll!!!@!@

Posted: Mon Jan 23, 2017 1:38 am
by MadMikael
Thank you everyone, for you support.
This includes the forum and facebook, public and private messages.
But, you don't need to vote anymore.
I've been a GM on forum now for a few days.
And now, I'm back in the game!
A little dusty, and a little rusty....
A little dusty, and a little rusty....
backinaction2.png (71.75 KiB) Viewed 3297 times
Currently, my powers are limited, but I will do my best to aid you in any way I can.
Hope to see you in game :)

Re: madmikael for mod comment yes poll!!!@!@

Posted: Mon Jan 23, 2017 7:13 am
by DOOMSDAY
AAAHHHOOOUUU!!!
GOLGREN GETS TO SNACK ON MadMagus WOOT!!