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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Building a Strong Community
ArchivedUser
Guest
This post is about game mechinics to build a strong comminity
1 Have a Guild shop that you has gear with guild points that you can only get by doing things with your guild. Some people are in guild but do not do much with their guild. So this is one way to make guilds even tighter. After a while they would have pretty much every thing in the guild shop but that would be after doing a bunch of stuff with their guilds getting antisocial people to group and stuff.
2 Pesonal Loot. I was in a guild and was going old content and though I like to group and stuff well a rather not cause I do not want to compete with them for loot so I would just go solo the content. How ever if we had a personal loot system then we would not have to roll against each other. (Although there are good reasons not to have personal loot but I prefer Personal loot)
3 Shared harvesting nodes. Like if I am harvesting some ore then another person could harvest the same node of ore. That way we are not rushing to harvest ore hoping no one else gets it before you.
4Have leader boards. PvP And PvE This group of people down this mini-boss. That group of people destroyed this Metropolis. Kind of Makes a history of the game server. So lets say a group of forty down some legendary world boss 40 man an entry would be made time day and the names of the people of . So the people as a group would be making history. Plus the same system could be used to announce unique drops. Could also make a guild log which could then be shared.
5 WoW has a group finder now that is cross server. You start up a group say looking for x number of people for x dungeoun and people actually have to look and chat with group leader to get in group to do the dungeoun. Same thing could be done just have for one server. (not talking about instant que)). Could be a board that you walk up to in game that could be in the Mighty Beard for example. Be cool it it had one window for pvp and another for pve.
6(retracted bad idea) People like to min max it is just the nature of things so if there was an incentive to group up with toons. Like little more experience, little more dps, even better loot. Just some small incentive to group up. This happens but only if you are in a group of 8 or more.
7Would like to see some metric for dungeouns. Like was it a full clear or did you skip some mobs show percentage. Dps on last boss, Time it took to complete it. Number of times you interupted and crowd control. If you were to give a player a score on how they did and had goals (acheivements). Then they most likely be inclined to do it again. Instead of well I already did that dungeoun no reason to do it again. Lots of players ounce they get the gear from that particular dungeon they stop doing it. Could keep track of their top five scores cleint side.
8 A little of topic but would like to squeeze it in here. Would also like to see challenge zones in the open world. Were you just do not under any circumstances go in that zone alone. Has to be a group of people of 8 or more with healer. and tank. Zone would be filled with all kinds of goodies but you have to be in a group to enter that particular zone or could be huge underground dungeoun. In short a huge place that you have to be in a group just to explore and hunt mini-bosses and world bosses or some rare spawn that drops some crafting material that is really rare. There would be a lot of good reasons to go there but have to be in group to go there.
9 Implement some things to keep the cummunity from getting toxic.
Here is a thread on this forum for that.
1 Have a Guild shop that you has gear with guild points that you can only get by doing things with your guild. Some people are in guild but do not do much with their guild. So this is one way to make guilds even tighter. After a while they would have pretty much every thing in the guild shop but that would be after doing a bunch of stuff with their guilds getting antisocial people to group and stuff.
2 Pesonal Loot. I was in a guild and was going old content and though I like to group and stuff well a rather not cause I do not want to compete with them for loot so I would just go solo the content. How ever if we had a personal loot system then we would not have to roll against each other. (Although there are good reasons not to have personal loot but I prefer Personal loot)
3 Shared harvesting nodes. Like if I am harvesting some ore then another person could harvest the same node of ore. That way we are not rushing to harvest ore hoping no one else gets it before you.
4Have leader boards. PvP And PvE This group of people down this mini-boss. That group of people destroyed this Metropolis. Kind of Makes a history of the game server. So lets say a group of forty down some legendary world boss 40 man an entry would be made time day and the names of the people of . So the people as a group would be making history. Plus the same system could be used to announce unique drops. Could also make a guild log which could then be shared.
5 WoW has a group finder now that is cross server. You start up a group say looking for x number of people for x dungeoun and people actually have to look and chat with group leader to get in group to do the dungeoun. Same thing could be done just have for one server. (not talking about instant que)). Could be a board that you walk up to in game that could be in the Mighty Beard for example. Be cool it it had one window for pvp and another for pve.
6(retracted bad idea) People like to min max it is just the nature of things so if there was an incentive to group up with toons. Like little more experience, little more dps, even better loot. Just some small incentive to group up. This happens but only if you are in a group of 8 or more.
7Would like to see some metric for dungeouns. Like was it a full clear or did you skip some mobs show percentage. Dps on last boss, Time it took to complete it. Number of times you interupted and crowd control. If you were to give a player a score on how they did and had goals (acheivements). Then they most likely be inclined to do it again. Instead of well I already did that dungeoun no reason to do it again. Lots of players ounce they get the gear from that particular dungeon they stop doing it. Could keep track of their top five scores cleint side.
8 A little of topic but would like to squeeze it in here. Would also like to see challenge zones in the open world. Were you just do not under any circumstances go in that zone alone. Has to be a group of people of 8 or more with healer. and tank. Zone would be filled with all kinds of goodies but you have to be in a group to enter that particular zone or could be huge underground dungeoun. In short a huge place that you have to be in a group just to explore and hunt mini-bosses and world bosses or some rare spawn that drops some crafting material that is really rare. There would be a lot of good reasons to go there but have to be in group to go there.
9 Implement some things to keep the cummunity from getting toxic.
Here is a thread on this forum for that.
How to stop public 'toxic' in game game chat?
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Comments
I don't agree however with a dungeon finder being positive in building community however.
I would be in favor of a LFG board, which I think is what you described. Using example of WOW, it's been my experience that people will just queue, then bail on groups they aren't happy with, and ho find another. No relationship is made, no real community is built.
I would prefer a "Looking for Group" board or something. Maybe in taverns, that you can advertise on. Such as "Tank, looking for group for Dungeon X" or "2 DPS, one utility needed for World Boss 6"
1. This can already be done by individual guilds in game without adding another system mechanic or layer. Even improving their recruiting efforts. "Join us, get a T-shirt!"
2. Personal loot was looked at and rejected. There will be many different options for the group to decide upon before and during a run.
3. Also rejected. Removes risk vs reward and diminshes the core meaningful conflict scenarios the game is built around.
4. Leaderboards for pvp and pve already planned. The metrics they will gauge however are said to not be your standard highest dps, or typical speed run timers, but have been promised to be something new and shiny not seen before.
5. The LFG bulletin board is already planned. However, it will be local to your nodes zoi and not global. There will NOT be instant travel, so would become extremely frustrating to individuals to spend time talking to the special tank they were looking for, only to find out he is a 4 hour ride away through harsh, deadly terrain due to pvp or pve actions.
6. The only reward mentioned so far for grouping that I have seen is that it makes your survivability go up. One of the things that kills actual interaction, is forcing it through a reward system. In WOW for example, I always felt compelled to join a guild, even if I didn't give a fuck about the people involved or the goal of the guild (pvp, raiding, or whatever), just so I wouldn't lose out on the extra 10% exp or gold bonus to dungeons. Leads to guilds filled with alt bloat that are wonderful # of people in guild generators, but actually don't function other than a place to park your toon and gain a benefit.
7. Has been looked at and rejected due to elitism issues. Threads have raged for months back and forth on the forums with the pro and con people, but ultimately you give people tools and they become tools.
8. Caravan system is your first challenge zone. If successful as the core mechanic it needs to be, you may see more things like it in the future, just not at launch. Static conflict challenge zones can be used and manipulated to influence pvp and pve play in the open world to channel traffic into set patterns leading to advantages over one node over another.
9. Block and ignore chat features are planned, active moderation for hate speech and gold farming, and other features to reduce toxicity are planned. Exposure to shit you don't want to hear however will still happen. Many of the things I have typed above you probably don't want to hear. Doesn't change them from being the plan.
They could have smiths making specific types of armor/weapons for their guild mates.
They have a lot of good feature's that will be implemented to promote "community play". I think Smiths for crafting like @Azathoth mentioned would fulfill that role of gear well.
The community thanks you for your good ideas and feedback
The Mighty Beard is from a blog entry, here you go if you haven't read it yet.
https://www.ashesofcreation.com/the-mighty-beard/
So from what I know people do not group themselves even in guilds. So I think some sort of system or systems should be implemented that provide a very good incentive to group up. I have taken time to get a group of people from my server to do dungeouns instead of that instant que and it is a totally different experience. A much better experience.
I geuss Sharing Harvesting Nodes was rejected for the risk reward system. Well I have contested other players for resources and sometimes another player would come along and harvest the resource while we were fighting. Anyways I understand the idea of risk vs reward since I run the risk of dying while farming (Pluse time) resources reward should be pretty good not just one herb or one ore or one wood.
Just to be clear toons will want to go exploring alone to do harvesting. Unless there are big harvesting nodes to make a group and do a round robin viable. (Take turns guarding each other while harvesting) then it just leads players to go off on their own. Think building a strong cummunity out weighs the risk reward concept in this case.
And in response to what UknownSystem Error said to point 8 about challenge zones
Guessing he is talking about camping. How is that different than any other point of interest out in the world a dungeoun entrance for example. Plus from the looks of it there will be PVP zones (battlegrounds) so if a toon attacked me near a challenge zone (zone implies large area but could be small area) would not that toon be subject to the corruption system really not to clear were you are going with this one. Challenge zone would probably not be in a PVP zone so...
Just an area were high level mobs hang out and area to hunt down rare spawn (mini-bosses) that dropps slightly better loot.
But would be unexplorable by a singel toon cause zone would be to tough for any one single palyer,
Where did you get that info Just wactched a video saying that they were going to implement a very similar system in a Q and A did they change their mind further on down the line like in discord?
I have high hopes for the community and the tools/mechanics intrepid will offer us in-game to integrate ourselves with one another.
Building a Strong Community
good luck Consultant hope ur community do heavy lifting 2 get strong.(•_•) / ( •_•)>⌐■-■ / (⌐■_■)
You continue leveling, adventuring, upgrading equipment and increasing your skills. When you can't do any of that anymore, you no longer need to get better.