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Pay to spawn creatures in POT's

Discussion in 'Wishlist Requests' started by Elrond, Aug 7, 2020.

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  1. Elrond

    Elrond Avatar

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    Way i see this working ...in a fun and rewarding way for all players involved.

    As a pot owner or player i open up an interface in store or ..somewhere else ... i see a list with available creatures to spawn i pay the price listed could be gold or could be crowns (payment goes into creatures loot) ...select town to spawn... and let the slaughter begin...

    System wide announcement ...Player X summoned A horde of zombies in X town .... within 12 hours all creatures disappear if not killed.

    Possible List

    Summon 100 T20 zombies for 1000 crowns ... the crowns get added as loot to the zombies .... 10 crown/zombie.
    Summon 10 dragons for 2000 crowns ... 200 crowns /dragon as loot .
    Summon 100 T20 skeleton archers for 1000 crowns.... 10 crowns /archer as loot .
    or
    Summon 100 T20 Lich archers for 1 mil gold ..10k gold loot/lich as a reward.

    Besides the fee we could also add cool items as random loot .

    ....not saying we will use this to drop 10 dragons at dance parties ....;) ...so maybe restricted to pot owners for their pots only .....
     
    Last edited: Aug 7, 2020
  2. Sorgin Txakal

    Sorgin Txakal Avatar

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    I would love to see the POT animal spawner system be expanded upon. I see no reason why you can't dedicate a large chunk of land to farmland to allow community harvesting of milk from cows, eggs from chickens and turkeys, hides and etc. from all animals.

    One option then could be that POT owners could expand upon their forest/swamp/jungle with a more totem like animal spawner that would be threats (Wolves and bears to start) maybe paying a tiered COTO fee to increase the threat rating of individual hostile animal spawners (pack of Wolves to pack of obsidian Wolves, for example). These hostile animals may attack players or docile animals if they come across them as they patrol the area around the spawners. Adding a means to make PVP towns more interesting, or non pvp towns feel more a part of the actual world around it.

    Another approach could be that as docile farm animal spawners are added, perhaps it increases the chance that random packs of wandering hostile animals will spawn to attack them, and the more spawners the higher tier mobs might spawn, allowing a community that values the livestock as more than decoration a chance to defend their livestock like one would.

    A system like either of these, I think, seem like they could be fun and add immersion and would be in the developer's best interest as it would increase sales on standard and rare town decoration animals without having to add any new assets, just expand upon the current systems to allow players to places spawners as a deco item and/or supply a further means to get more COTOs out of players who don't mind the spend to enhance their towns as a purely optional system.
     
    Last edited: Aug 30, 2020
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  3. Sorgin Txakal

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    Just had a great chat in SotA Discord yesterday, that were related to this thread and also the one about deeper player consequences ( https://www.shroudoftheavatar.com/f...ere-will-be-consequences.164776/#post-1297648 ) and wanted to share some thoughts from it here:


    From the common understanding based on release 57 notes (https://sotawiki.net/sota/Release_57), sieges were made optional as a part of a large initiative to reduce loading screens on players. In this respect, I would say it was successful, but a side effect was that player owned towns were lessened for it in terms of immersion into the living game itself and a feeling of consequences and for actions in the world. Based on conversations I have had, it doesn't seem like people are opposed to the idea of sieges themselves, but there are also groups of players who don't really want to be "hindered" in any way and view anything that is a road block between them and the most efficient means of getting from point A to point B as a bad thing, regardless of considerations of immersion or realized consequences of their in game/lore actions - understanding that the developers have to try to meet the demands of both sides of the fence, compromises tend to be something less than desirable for both sides.

    With the changes to town teleporters and with the soon inclusion of mounts, I believe that the player base that requests the most efficient travel means and mechanisms of minimizing loading screens have been served quite well, and I am hoping that the developers can focus a bit more time in the episode 2 roll-out and beyond on adding more immersion content via expanding on the POT and dungeon systems.


    One way that was considered was similar to this topic, but with devotionals as the mechanism for upgrading POT sieges that take place inside the city itself instead of outside it - below are some of the brainstorming thoughts from the conversation:

    • "as an answer to the call for raid-level bosses, perhaps giant or rare super boss monsters could attack NPC cities. Something that takes the cities NPC guard's continual support and no less than a full party of 12 AL 100+ characters to overcome, if not multiple parties working on concert to protect the city. Cultists could summon some kind of Demon Lord or something well in excess of the demons we make tea out of."

    • A simple thing like having a devotional increases the chance a random hostile NPC cultist in town

    • The biggest problem with [sieges] was there are just to many of them. I think it still looks [the case] in that front.

    • A random wandering cultist in town from time to time to kill would be no big deal - but there would be concerns with people feeling that their houses or vendors were blocked for excessive amounts of time

    • Perhaps the more devotionals and the more people who use devotionals in that town, could increase the chances of a spawn as well as the chance of a full blown siege with the named cultists invading the POT - with devotional use being a rare trigger for the spawn of cultists in town. Could even use it as a system to increase immersion, the warning signs will be like random non-hostile NPC cultists just handing around the devotionals protesting or something lol

    • "Right now, in Eve Online, a key star system in the galactic trade pipeline is having its fate being decided by the players. " In reality, this means the 3 largest coalitions in the game are wreaking havoc in space they don't fly in - so a concern is that making a city open pvp during a siege and/or having them be too frequent will make said area a place that can be more easily trolled and/or controlled by the actions of large guilds.

    • "So not suggesting that players battle with each other over the control over a town, but if a player owned town was physically invaded by NPCs, forcing players to defeat the siege if they wanted it to end early or for a greater sense of immersion in their town, I think that could be a good way to make the actions of players and the towns they inhabit feel more real. Little things too like NPC cultists could hang around a town that has lost its last siege by the devotionals - NPC non hostile cultists, cultists sympathizers, or mad raving doomsayers hanging around for a week could be the result of losing the sieges."

    • "Well I can't say I agree that hostile NPCs should appear in towns, but that's just me wanting to peacefully farm"

    • "I wish they limited it to one devotional in each town. A siege should be related to the devotional you have after all"

    • "large battles should ideal not be in places where is a lot of player decorations [due to latency issues]"

    • Devotionals should be the key - devotionals could work like dungeon spawners and could be upgraded with COTOs past the base feature to function as potential town hostile cultist spawners when activated. POTs could put the appropriate amount of NPC guards and caretakers near the devotionals to keep the odd spawning cultists at bay, but randomly the devotional use by players, and if it was so leveled, would result in mob of cultists spawned based on the devotional that triggered it.
     
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  4. Sorgin Txakal

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    Adding onto this, just had a talk with Dougan about maybe a pirate chest deco for POT's that when upgraded with COTOs, it could randomly spawn chests, fishing nodes, and maybe a killer croc to defend them as it upgraded.

    Governors could set a bunch of potential spawn points around their city where lots aren't placed as the chest is upgraded, the more upgrades and resulting potential spawn points, the bigger the potential reward and stocked fishing node for the day (and high level croc guarding it)?
     
  5. Time Lord

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    I agree. I see this as something to be "optioned into", where it's a choice POT owners make, to "opt-in", so there's no intent of harassment without invitation.

    • For COTO, "sure!"
    • For gold, "Gold Sink Achieved!"
    • Keep it simple, keep it invited, and keep it going!

    Excellent Idea Elrond!
    Sounds Like Great Fun!
    ~Time Lord~
     
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