Oracle Dampening Totems.

Discussion in 'Archived Topics' started by Jefe, Apr 8, 2019.

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  1. Jefe

    Jefe Avatar

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    Been thinking about using a player made dungeon as a colosseum, fighting arena. In the dungeon, opportunity for controlling loaded visual content is better than open air.

    That being said, apart from death match dungeons, one would want to restrict the effect to a specific area. I.E. the fighting pit. A configurable way to do that might be to make a series of totems that set a room to be a pvp room.

    Multiple variants would be wanted to control looting rules, such as no loot, basic ransom, and full ransom. Additionally, would probably want, team and free for all (splash damage affects allies and self).

    You would want some indicator of the area type by having the totem visible and have them visibly distinct enough to where someone could spot them and know what effect they were under.

    The main idea being a specific area in a dungeon under configurable PvP rules. Suspect intra-zone specific PvP regions would take some tech to get to.
     
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  2. Arkah EMPstrike

    Arkah EMPstrike Avatar

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    The tech they have for that right now would actually flag your entire dungeon pvp, but prevent people from attacking each other until they enter a certain area.

    So even if it is only one room that you can attack folks in, it would warn anyone going into the dungeon that they are entering a pvp zone.

    But i like this idea and how it adheres to shroud lore
     
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  3. Tazar

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    The tech right now won't even separate a dungeon and basement on the same lot - ie: you can't have a PVP dungeon and a non-PVP basement at the same time. They really do need to look into the system on it and this might be a good opportunity to add in new ideas like the above. I do think there needs to be a visual warning when entering the PVP room (Red-hued lights?), and also, it should be a single-entrance room, or there should always be a way around it for those who do not play PVP.
     
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