Noaani wrote: » I am of the opinion that since players will work this kind of thing out, there is no point in Intrepid hiding it.
Zehlan wrote: » Noaani wrote: » I am of the opinion that since players will work this kind of thing out, there is no point in Intrepid hiding it. I agree but would be more interesting i think if everyone had to figure it out, would make the journey a little more mysterious and slow the amount of rare gear etc that would pop up in the beginning.
Noaani wrote: » Zehlan wrote: » Noaani wrote: » I am of the opinion that since players will work this kind of thing out, there is no point in Intrepid hiding it. I agree but would be more interesting i think if everyone had to figure it out, would make the journey a little more mysterious and slow the amount of rare gear etc that would pop up in the beginning. I don't personally consider decoding game systems to be a good source of mystery. To me, that is what a games lore should provide.
Pendragxn wrote: » You could implement an “ecology” or “monsterology” book as an interactive feature in the game. As players encounter different monsters or collect valuable items, they progressively unlock entries in this book. The entries would start out vague, only providing basic information, and as players engage more with each creature or item—whether by defeating monsters, observing them in their natural habitats, or discovering related artifacts—additional details and lore would unfold. This would maintain the element of discovery and mystery, as players would learn more naturally through gameplay rather than relying on external guides. To deepen the experience, this system could be linked with specific adventurer paths, such as hunters, researchers, or gatherers, each gaining different insights depending on their specialization. Additionally, a crafting blueprint system could be integrated into this mechanic. As players uncover more information about specific materials or monster parts, they would unlock new crafting recipes, further encouraging exploration and experimentation. This approach would offer players a more immersive experience, combining the thrill of discovery with the practicality of progression.
Ludullu_(NiKr) wrote: » A shower thought! What about a system like this: there's an NPC faction of "fauna researchers" FR have representatives of all in-game races FR know how many unique drops a mob has, but that info is hidden the info can be uncovered if a player who has looted (or was in a party that looted) an item on the loot list and then submitted that information to the FR loot info submissions reward FR points FRP are used to buy cosmetics and titles FRP are universal across the faction, but each race of NPCs has their own cosmetic set, so players are free to choose what to buy Mayors can choose what race their FR NPC will have players have fauna books (potentially purchasable and updatable at the FR NPC) any player can talk to a FR NPC in a node and learn what mobs are in the node's ZOI and what kind of loot they have (and if they're missing info about any loot) first loot info submissions (i.e. when the NPCs have no info on the loot of a mob) give a certain amount of FRP, based on the rarity of the item info submitted repetitive submissions (i.e. when the NPC already has the info that the player wants to submit) give 1/4 the points (or some other amount that's lower than the first submition, subject to testing and all that) I feel that a system like this would achieve several goals. Frontier exploration is rewarded. Knowledge power still exists (cause frontier explorers might not want to give loot info to the npc). Completionists have a HUGE goal to work towards (i.e. filling out the fauna book), and have a direct reward for reaching it. The community as a whole get an in-game tool for knowing loot tables. If Intrepid somehow manage to prevent datamining - this would be an awesome way to let people know that mobs received new loot in the recent update (cause books would have new missing info). So what do yall think about smth like this?
StewBad wrote: » You have achieved 100 FRP from the Kaelar FR and wish to unlock cosmetics from Vek FR, you would only be able to unlock 75 FRP worth of detail from the Vek since everything you've unlocked thus far was from Kaelar.
abc0815 wrote: » This Project will be data mined to hell and back before any release. At least that is my opinion. So the hiding of anything is off the table.
Zehlan wrote: » I don't know how you went from everyone having to figure it out to everyone decoding/hacking game code? As players play the game they would learn and create their own database creating a game player guide that evolves as people adventure.
Noaani wrote: » Zehlan wrote: » I don't know how you went from everyone having to figure it out to everyone decoding/hacking game code? As players play the game they would learn and create their own database creating a game player guide that evolves as people adventure. I don't know why you assumed "decode" meant hacking, or anything to do with game code. The primary definition of the word "decode" is to convert a coded or unintelligible message in to an intelligible one. To take something not easily understood and make it more easily understood. One of the ways a message can be unintelligible is by individual people only having access to a small portion of it. Taking information from many players in regards to drop rates and collating them in to a single, easy to understand drop tabe is decoding that drop table. It is taking the small view that many people have that is incomplete and thus unintelligible, and decoding it in to a larger, more complete picture.
Noaani wrote: » Taking information from many players in regards to drop rates and collating them in to a single, easy to understand drop tabe is decoding that drop table. It is taking the small view that many people have that is incomplete and thus unintelligible, and decoding it in to a larger, more complete picture.