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"Hunt-Calling" for Player-Initiated Contents and Events?
Tyranthraxus
Member
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.