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Factions (No, not what you are thinking)

  • Thread starter Thread starter KenuDragonfire
  • Start date Start date
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KenuDragonfire

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So I started a conversation up on the server, and it lead to a pretty good idea that will solve quite a few problems:

Factions.

No, not the plugin. Basically, we'd have groups of towns aligned across the server, combined into factions. The wilderness and these towns would be battlegrounds for wars, games (such as the Olympics idea we have had or the ever popular Hunger Games), and other options for these factions to compete in. They wouldn't try to take land, they wouldn't try to infiltrate each other or anything like that, they'd just flat out FIGHT.

When new players join the server they'll have the option of joining these different factions. They won't be comforted by the town and be completely safe once they join a faction; they won't get a home or anything like that. They will have to build a base, have to fend for themselves for a bit. However, they still have the knowing of having allies and the ability to switch out of factions.

After a week or so they'll either join a town or make their own if they have the resources. They'll play on the server normally, with the risk of thieves and PvP always around (even more so than now), but they'll at least have some sort of security and a few allies to help them fight off the others.

Spies, however, is something we haven't really decided on yet. Should they be allowed? Should people be able to switch factions quickly? Higher-ranks in the faction should have the ability to kick players out, but would the risk of spies be as bad as it is now, leading to fewer players joining towns? And, should new players be allowed to join factions in the first place, or should they be allowed to make their decision once joining a town?

These questions and more need to be answered by the community of the server, so help this idea out (or don't if you absolutely hate it, which some might) to see if we can get some PvP back in the server.
 
asymptonic said:
I disagree. If the winning town gets everything, there's no motivation for the other towns to try and steal back the egg or to hold it. However, I could definitely see dividing the tributes up into some part distributed during the game, and some part of the reward afterward.

Scaling quality based on participation is also a good idea.

True.
Would you see it better to have the rewards leaked to the players during the possession of the egg or to have the possession of the egg timed and the riches rewarded at the end? I think the latter would be more appropriate and so players who die don't lose motivation from losing all of the riches they picked up from the egg-rewards.

tl;dr possession of the egg should be timed and rewards appropriately given at the end, so players don't lose motivation over losing all of their loot from it being stolen.
 
Agreed. It would also motivate players to stick it through to the end, rather than just bail since they're gonna lose.
 
Also agreed.

Question for you guys: Do you think players should have their inventory cleared upon entering the world? So that its like a rush of pure vanilla gameplay each time?
 
I think that might be neat. We had MobArena on my old server and it would wipe your inventory, then return it in addition to the new loot you won after the game was over.

The inventory wipe should only be if a game is actually going though. Otherwise people'll be pissed.
 
Perhaps next to the entry portal would be a chest which would be filled with the town's spoils from the game upon their return, and their inventories would be returned respectively, and take whatever loot from the chest as they want.
 
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