the legit
Private First Class
Note: Posted in main server, portuguese, which is why images are in portuguese, I cba to remake those. Posted here because I feel like only this forum matters to suggestions.
Introduction: It is common knowledge that the most enjoyable activities in the game are related to multiplayer, where you interact with other players, such as fort battles, duels and mpis. As such, it only makes sense for InnoGames to introduce new activities of its kind. The ones mentioned above are all PvP activities, activities against other players. But how about an activity together with other players, in cooperation?
I introduce ''Assaults''. An activity that can be summarized as doing work as a collective, a group.
This activity will introduce a new way to get items from previous events, in addition to Christmas and specific events. It also introduces a new way of approaching the work strategy through the choice of ''Roles'' or ''Functions'' that will have to be chosen by the team players.
How to participate: Like the other Multiplayer activities, it will be through the Multiplayer Menu. To balance this activity, would a kind of ''cooldown'' be necessary, for example, a player could only participate in this activity 1 time a week? 2 times per week? Something like that but there would need to be balanced.
From there, there would be a group leader, who could invite 3 more players, to the group of 4.
Who can participate? My idea would be a 5-round risk/reward system. If the group succeeds in the first round they can collect the reward or attempt round 2, and so on for up to 5 rounds.
In terms of players and balance for me it would make sense that players of the following levels would be able to complete the respective round:
Level 50 - Round 1
Level 100 - Round 2
Level 150 - Round 3
Level 175 - Round 4
Level 200 - Round 5
The rewards, of course, are also better the better the round.
How it works: The Assault Leader invites the rest of his team and each one has to choose the appropriate outfit and their Role:
Role/Function:
Tank: The tank player, equip the set of your items that gives you more health. This health will be the health of the group. The more health the more likely the group will survive more rounds. It also introduces a new ''niche'' of equipment aimed purely at health. As the-west always has an element of luck and bad luck it would be something like this: Round 1 - Damage up to 5000 hp
Round 2 - Damage up to 10000 hp
Round 3 - Damage up to 15000 hp
Round 4 - Damage up to 20000 hp
Round 5 - Damage up to 25000 hp
(Always adds each round to what you've already lost in hp)
Total possible damage 75000 hp, which is more than any level 200 player with current gear can put out, which is perfect. We don't want players to always be able to complete the 5 rounds, even if they have the required average level, we want the luck or bad luck factor to be important for the risk/reward decision. Are we going to stop at round 4 and have a reward or, as we already have little hp, end up here?
Damage: The Damage player equips his set that deals the most maximum damage, not average. To be slightly different from battles, perhaps similar to the tank role where you only focus on health, here you can only focus on leadership and weapons and nothing else.
Round 1 - Shot greater than 500
Round 2 - Shot greater than 750
Round 3 - Shot greater than 1000
Round 4 - Shot greater than 1250
Round 5 - Shot greater than 1500
Or equivalent total damage to the health system
These 2 classes will be the most important as they will dictate the success and failure of the group. They are the baseline of the activity.
Roles dedicated to rewards:
Expert: The expert will dictate how much experience the party receives. It will equip your best experience set. Your bonuses will reward the whole team. If the player has a set that overall gives 250% extra experience then that bonus is added to the base experience that players are rewarded for each round.
Round 1 - 5000
Round 2 - 10000
Round 3 - 20000
Round 4 - 35000
Round 5 - 50000
In this case, with 250% the group, for completing the 5 rounds, would be rewarded with 125k experience each.
Merchant: The merchant will dictate how much money the group receives. Will equip the best set of money. Your bonuses will reward the whole team. Follow the previous reasoning.
Additional classes with different bonuses can be created to further accentuate the strategy each group wants to carry out. (Examples: Class for product drop, class that allows rewarding temporary experience/money/luck/drop buffs, etc.)
Round 1 report:
After each round players decide whether they want to collect the reward or continue:
Did you like the round 4 reward? Would you rather collect than continue to round 5? It is also a possibility.
If 1 player does not want to continue, the activity ends for the group.
Round 5 report:
Reward system with event items:
Each player receives an item. Players receive items from the same set/set, but this item may be different. Example: one player gets a horse but the other can get a hat. Here's the formula:
Round 1 - 1 item from a set of one of the events aged 5 or more years. That is, if the activity is completed in the year 2023, the player receives an item from the year 2018 or earlier.
Round 2 - 1 item from a set from one of the events from 4 years ago. That is, if the activity is completed in the year 2023, the player receives an item from the year 2019.
Round 3 - 1 item from a set from one of the events from 3 years ago. That is, if the activity is completed in the year 2023, the player receives an item from the year 2020.
Round 4 - 1 item from a set from one of the events 2 years ago. That is, if the activity is completed in the year 2023, the player receives an item from the year 2021.
Round 5 - 1 item from a set from one of the previous year's events. That is, if the activity is completed in the year 2023, the player receives an item from the year 2022.
I think that, at the upper limit, if every 5 days / 7 days / 10 days, a player gets 125k xp/$$ and an item from the previous year with this activity, it's not ridiculous.
Conclusion:
Like 99.9% of the suggestions, I don't think this will go anywhere, but I was bored and wanted to implement this idea. Suggestions and opinions are welcome.
Focus on the idea itself and not balance aspects, giving 50k or 100k xp is something of little relevance as they are arbitrary numbers that make the least sense. As the activity can only be done 1 time every x days, however, it makes sense to have good rewards, which gives incentive to participate and have better sets for each of the functions in order to also get better rewards.
Introduction: It is common knowledge that the most enjoyable activities in the game are related to multiplayer, where you interact with other players, such as fort battles, duels and mpis. As such, it only makes sense for InnoGames to introduce new activities of its kind. The ones mentioned above are all PvP activities, activities against other players. But how about an activity together with other players, in cooperation?
I introduce ''Assaults''. An activity that can be summarized as doing work as a collective, a group.
This activity will introduce a new way to get items from previous events, in addition to Christmas and specific events. It also introduces a new way of approaching the work strategy through the choice of ''Roles'' or ''Functions'' that will have to be chosen by the team players.
How to participate: Like the other Multiplayer activities, it will be through the Multiplayer Menu. To balance this activity, would a kind of ''cooldown'' be necessary, for example, a player could only participate in this activity 1 time a week? 2 times per week? Something like that but there would need to be balanced.
From there, there would be a group leader, who could invite 3 more players, to the group of 4.
Who can participate? My idea would be a 5-round risk/reward system. If the group succeeds in the first round they can collect the reward or attempt round 2, and so on for up to 5 rounds.
In terms of players and balance for me it would make sense that players of the following levels would be able to complete the respective round:
Level 50 - Round 1
Level 100 - Round 2
Level 150 - Round 3
Level 175 - Round 4
Level 200 - Round 5
The rewards, of course, are also better the better the round.
How it works: The Assault Leader invites the rest of his team and each one has to choose the appropriate outfit and their Role:
Role/Function:
Tank: The tank player, equip the set of your items that gives you more health. This health will be the health of the group. The more health the more likely the group will survive more rounds. It also introduces a new ''niche'' of equipment aimed purely at health. As the-west always has an element of luck and bad luck it would be something like this: Round 1 - Damage up to 5000 hp
Round 2 - Damage up to 10000 hp
Round 3 - Damage up to 15000 hp
Round 4 - Damage up to 20000 hp
Round 5 - Damage up to 25000 hp
(Always adds each round to what you've already lost in hp)
Total possible damage 75000 hp, which is more than any level 200 player with current gear can put out, which is perfect. We don't want players to always be able to complete the 5 rounds, even if they have the required average level, we want the luck or bad luck factor to be important for the risk/reward decision. Are we going to stop at round 4 and have a reward or, as we already have little hp, end up here?
Damage: The Damage player equips his set that deals the most maximum damage, not average. To be slightly different from battles, perhaps similar to the tank role where you only focus on health, here you can only focus on leadership and weapons and nothing else.
Round 1 - Shot greater than 500
Round 2 - Shot greater than 750
Round 3 - Shot greater than 1000
Round 4 - Shot greater than 1250
Round 5 - Shot greater than 1500
Or equivalent total damage to the health system
These 2 classes will be the most important as they will dictate the success and failure of the group. They are the baseline of the activity.
Roles dedicated to rewards:
Expert: The expert will dictate how much experience the party receives. It will equip your best experience set. Your bonuses will reward the whole team. If the player has a set that overall gives 250% extra experience then that bonus is added to the base experience that players are rewarded for each round.
Round 1 - 5000
Round 2 - 10000
Round 3 - 20000
Round 4 - 35000
Round 5 - 50000
In this case, with 250% the group, for completing the 5 rounds, would be rewarded with 125k experience each.
Merchant: The merchant will dictate how much money the group receives. Will equip the best set of money. Your bonuses will reward the whole team. Follow the previous reasoning.
Additional classes with different bonuses can be created to further accentuate the strategy each group wants to carry out. (Examples: Class for product drop, class that allows rewarding temporary experience/money/luck/drop buffs, etc.)
Round 1 report:
After each round players decide whether they want to collect the reward or continue:
Did you like the round 4 reward? Would you rather collect than continue to round 5? It is also a possibility.
If 1 player does not want to continue, the activity ends for the group.
Round 5 report:
Reward system with event items:
Each player receives an item. Players receive items from the same set/set, but this item may be different. Example: one player gets a horse but the other can get a hat. Here's the formula:
Round 1 - 1 item from a set of one of the events aged 5 or more years. That is, if the activity is completed in the year 2023, the player receives an item from the year 2018 or earlier.
Round 2 - 1 item from a set from one of the events from 4 years ago. That is, if the activity is completed in the year 2023, the player receives an item from the year 2019.
Round 3 - 1 item from a set from one of the events from 3 years ago. That is, if the activity is completed in the year 2023, the player receives an item from the year 2020.
Round 4 - 1 item from a set from one of the events 2 years ago. That is, if the activity is completed in the year 2023, the player receives an item from the year 2021.
Round 5 - 1 item from a set from one of the previous year's events. That is, if the activity is completed in the year 2023, the player receives an item from the year 2022.
I think that, at the upper limit, if every 5 days / 7 days / 10 days, a player gets 125k xp/$$ and an item from the previous year with this activity, it's not ridiculous.
Conclusion:
Like 99.9% of the suggestions, I don't think this will go anywhere, but I was bored and wanted to implement this idea. Suggestions and opinions are welcome.
Focus on the idea itself and not balance aspects, giving 50k or 100k xp is something of little relevance as they are arbitrary numbers that make the least sense. As the activity can only be done 1 time every x days, however, it makes sense to have good rewards, which gives incentive to participate and have better sets for each of the functions in order to also get better rewards.