Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
"Hunt-Calling" for Player-Initiated Contents and Events?
Tyranthraxus
Member, Alpha Two
There sounds to be similar things in-regards to calling community-size beasts out, for epic battles. However, for much lower-numbers content, yours truly would like to suggest "Hunt-Calling".
The idea is to take parts from different animals, use them to craft a bait-trap, and then different numbers and different difficulties of specific beasts can be called into an area around a node. The purpose is multifold:
1) Players can create a chance to claim NPC game-hunt resources that might only come from a specific animal, for a group. It might range from 6 players to 40 players - and the number of spawns involved around a node would be determined by the trap.
2) It creates NPCs that only the partaking hunters can claim - or maybe not, if the bait-layers want it to be something left open for a period of days, instead of being used in active contest between pre-registered hunters.
3) It creates an opportunity to claim rare quarry and trophies. Decorations, high-quality kill-resources, etc.
4) Used either singularly or a overlapping conjunction with each other, guilds, cities, and other organizations can offer a wide range of hunt quarry as regular events that players and hosts can pop at-will, or schedule to spawn. Private contests to see who can claim the most points from 7 hunts could become a norm for township activity to take place just beyond it's walls - or farther out in the node, for more-dangerous prey.
5) This could be something that works in-conjunction or across a couple of different artisan skills. For example: You might get some part of what's needed and craft some of the same hunt-related items between Taming, Animal Husbandry, and Cooking. Perhaps the more-diverse the sub-component types in a bait-trap, the better the expected result for loot and kill-resources?
6) This gives the opportunity for race and class-specific abilities to come into play; Rangers might have some prey-tracking ability that doesn't come into play much, otherwise.
Again, something that small groups could use for a chance at a higher-quality drop, or something that could be used en masse at player events, for special prizes - and with far-greater chances at seeing rare drops from pre-determined / partly-determined beasts!
The idea is to take parts from different animals, use them to craft a bait-trap, and then different numbers and different difficulties of specific beasts can be called into an area around a node. The purpose is multifold:
1) Players can create a chance to claim NPC game-hunt resources that might only come from a specific animal, for a group. It might range from 6 players to 40 players - and the number of spawns involved around a node would be determined by the trap.
2) It creates NPCs that only the partaking hunters can claim - or maybe not, if the bait-layers want it to be something left open for a period of days, instead of being used in active contest between pre-registered hunters.
3) It creates an opportunity to claim rare quarry and trophies. Decorations, high-quality kill-resources, etc.
4) Used either singularly or a overlapping conjunction with each other, guilds, cities, and other organizations can offer a wide range of hunt quarry as regular events that players and hosts can pop at-will, or schedule to spawn. Private contests to see who can claim the most points from 7 hunts could become a norm for township activity to take place just beyond it's walls - or farther out in the node, for more-dangerous prey.
5) This could be something that works in-conjunction or across a couple of different artisan skills. For example: You might get some part of what's needed and craft some of the same hunt-related items between Taming, Animal Husbandry, and Cooking. Perhaps the more-diverse the sub-component types in a bait-trap, the better the expected result for loot and kill-resources?
6) This gives the opportunity for race and class-specific abilities to come into play; Rangers might have some prey-tracking ability that doesn't come into play much, otherwise.
Again, something that small groups could use for a chance at a higher-quality drop, or something that could be used en masse at player events, for special prizes - and with far-greater chances at seeing rare drops from pre-determined / partly-determined beasts!
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Comments
It seems far more creative than marathoning the habitat to obtain materials from a particular beast.
I remember when I was a boy using bananas soaked in alcohol and fermented to lure beetles and stag beetles!
For example, each beast has a different effective bait, and it may be fun to go through trial and error with various baits.