#Wildlands

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reef furnace
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Currently the WLs have a lot of untapped potential to inject interesting gameplay mechanics for people that want pvp.

Current shortcomings:

  • Everything drops on death, even in PvE deaths. No one wants to lose a DLP weapon due to getting ganked or a server lag spike.
  • A large, mostly unused portion of the map
  • Why are the WLs... wild?
  • Chisme hasn't had time to build out WLs

Goals:

Create an environment that does the following:

  • Provides financial incentive to go into the wildlands
  • Encourage PvP within the wildlands
  • Introduce new systems which can integrate into the larger game-economy.

TLDR:

  • A WL specific currency is introduced that drops from mobs. (for this I'm just going to call them "WLcoin").
  • A shop is created for this new currency.
  • On death players drop the WLs currency and materials (gatherables and monster loot). Item durability is decreased. All other items are retained.
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Lore:

I'm not in-tune with the lore but I think there's an easy way of going about this. Maybe the area is inflicted due to leyline stuff. Maybe the territory is governed by a rogue faction within Irumesa? Irumesa is being invaded by a neighboring country?

Are there factions, WLs vs mainland Irumesa/Edrivine? There's a lot of potential here to make WLs make sense in the world.

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Currency

This is a new currency that would be aquired by performing tasks within the wildlands such as: Gathering, Killing mobs, doing MH tasks, etc. The name can be whatever makes sense given the lore but I'll reference it as "WLcoin".

  • Obtained by actions within the Wildlands. A chance when gathering. Mobs drop them and scale up with mob level to encourage players to farm level appropriate mobs.
  • WLcoins are untradable
    • This is to prevent players from transfering currency in a peaceful way.
  • On death in PvP a player drops all WLcoins. 20% are destroy on death. Minimum destroyed is 1.
    • Can be tweaked up or down. Intended to make it so that you can't "trade" WLcoins from one player to another without a severe loss or kill trade without taking a hit.
    • The remaining 80% is split into two drops; 1 that can be looted by enemy players and 1 that can be recovered by the player themselves.
      • The thought here is to incentivize further pvp. Maybe there's not enough there to loot so you leave? Maybe there's so much you want to camp it? Is camping bad? Maybe, maybe not?
  • WL coins can be exchanged for goods in the WL Shop.
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WL Shop

Rewarding pvp is a hot topic but to me the WLs and PvP aren't mutually exclusive. A player should be rewarded for playing in a zone with inherant risk involved. PvP is the risk to you gaining this additional currency type.

  • Shop contains mats that may be difficult to find elsewhere and provide an additional avenue of income. Rough ideas: Essence for coatings, recipes, cooking mats, repair materials, dyes, farming seeds, astral keys, teleport scrolls, boss summon scrolls, exp books, trade certs, etc.
    • WLcoins + Gold are used to purchase items
    • I believe this would provide a great way to inject multiple ways of money making as well as a lever the devs can pull to inject items into the economy that may not otherwise be available through normal means.
    • This also provides a way to integrate PvP into the broader economy directly, especially when the TP gets released.
  • Shop teirs are unlocked by rank, rank is bought with WLcoins and gold.
    • Provides a sense of progression within WLs content
  • Shop contains prestige items such as new titles, capes, furnature, mounts, pets, etc.
    • All prestige items are untradable to retain their uniqueness and value
    • Further provides a sense of progression that isn't vertical.
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PvP

We've seen countless threads of people that don't enjoy PvP in Irumesa. While incenvizing players won't fully remove the risk of pvp it should provide a gentle push to players who don't mind it to move to the WLs. This hopefully should decrease the amount of PvP experience on Irumesa. In a more extreme world, pvp could only be enabled within WLs if needed (similar to OSRS).

In the current state of the game some items are far too valuable to risk. The WLs could absolutely be a place of "cheap" craftable gear but I believe this takes away from how good progression in the game feels. You want to use your fancy DLP weapon and enchant. The current system encourages throwaway gear which by design will make WLs feel worse because you aren't playing to the potential you could in non-WL areas.

By making materials and WLcoins drop on death there's already a large incentive to engage in pvp as well as presenting risk/reward to players farming in WL. Do you keep killing or do you cut into your efficiency to drop stuff off at a bank?

Further, by having durability on items decrease by a set amount, say 1-5% on death, you thereby increase the demand for raw materials to be used by pvpers. Note: I'm on the fence with this one. Durability is super annoying but I do think that there should be a drain on in game resources that doesn't exist currently. Pvp could absolutely introduce a drain on these resources. Maybe that's through other avenues... maybe with the TP this won't be a problem and raw materials are the fix? Maybe there are "easy" ways to repair gear with WLcoins. There are options here though.

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Future Levers

  • Having a new form of currency introduces additional levers that can be pulled to fine tune systems. Increase prices of items, lower them, create demand for players within the WLs if there are items in the shop that provide value on the TP.
  • WLcoins can be integrated into other pvp related systems in the future, say guild wars, castles, ect. Whatever the team envisions for pvp.
  • WL specific MH tasks could be given that reward Hunters Writs and WLcoins.
  • Death penalties can also be tweaked. Maybe less materials drop on death, less wl coins, etc.
  • PvP statistics can be built into leaderboards/character sheets for bragging rights. Who has the most WLcoins? Who has the most player kills? Which guild has the most kills/deaths?
  • WL related guild wars and other guild related pvp content could be introduced to further incentivize group play (or not if it's too zergy).
  • More mobs, like the Crystal Sentinals can be introduce to provided other "hot spots" within the WLs which drop sought after items.
  • Unique mechanics within current features such as a WLs specific trade cert, rare drops/pets, etc.