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Post by Dank on Jan 10, 2007 9:24:23 GMT -5
Since it's apparently part of the current code base, and we have a new coder, why not implement an elf-style (kudos arizhel) random-zone load during the standard uptime?
Change the mobs and items as you get fresh concepts from either the QSTR base (who should be writing such things, imho) or the player base (which should be actively solicited, imho).
Tweak the load rates as you discover discrepancies. Rinse the f'er and repeat.
Voila! Instant joy joy.
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Post by Arizhel on Jan 10, 2007 17:58:33 GMT -5
We had at one point discussed letting a quest of this type run for a month, but decided that people would most likely tire of it. I know I personally run my buns off for the week that assembly quests run (when I'm not the one writing them, I mean), and after that, sort of sit back and go "Holy cow. I'm beat." It seems like by the end of things, people are sort of worn out on the entire concept. If it ran all the time... it'd just sort of fade into the background, I would think. I dunno, I could be wrong about that, but that's my take on it. But that brings me around quite nicely to my second point.
It's fun to have something special around the holidays. Not -on- the holidays, of course, as you people should spend those away from the computer and with your families *poke poke* but having a special celebration has become somewhat of a tradition. It doesn't happen all the time, but more often than not, in recent years we've had a holiday quest for most of the major ones. If an assembly type quest were to run all the time, it's not really special anymore, ya know? Even changing the items to a holiday theme would be sort of a 'ho, hum' cosmetic change, realistically.
Anyhow, that's my .02 - keep the change.
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Post by Maranta on Jan 10, 2007 21:05:40 GMT -5
I have to agree with Arizhel. As much as I love holiday quests and likewise bust my butt trying to find all the parts I can, I like it when it ends too. For me the holiday quests are a time to put my normal projects on the backburner, like my item/mob writing, and run a mountain of items while having a great deal of fun doing so regardless of the outcome.
However I can see merit in the idea of using the ingenious code to add a changing array of mobs for players to kill as perhaps extra exp or gold. Though that has the downside of needing more people on regularly and constant groups or some uber cleric will solo them or a bard will kill them for the gold... theres always seems to be a downside...
-Maranta
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Post by Dank on Jan 10, 2007 22:30:42 GMT -5
My approach in all things entertainment related (we're not playing with lives here, folks) is to try something and then tune it to suit afterward.
I seriously doubt that a running assembly quest thrown over the top of our variety of zones would create anything but interest... especially if the zone list were expanded to include all zones, and not just the marginally arcane.
Changing it up every 20+ days would allow planned downtime (if the mud made it that far) and would give us closet writers an opportunity to contribute.
The same old addicts will get most of the stuff anyway, but this is an ingenious way to slowly kill them over time, without raising suspicion of law enforcement, as they will not sleep, eat or go to work, enfeebling them mightily, until they succumb to the black death of mud-obsessed oblivion.
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Post by Maranta on Jan 11, 2007 11:42:42 GMT -5
Or they'll become so massively powerful from all the new items that you'll have even less of a chance against them than normal.
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Post by Arizhel on Jan 11, 2007 19:15:31 GMT -5
The same old addicts will get most of the stuff anyway, but this is an ingenious way to slowly kill them over time, without raising suspicion of law enforcement, as they will not sleep, eat or go to work, enfeebling them mightily, until they succumb to the black death of mud-obsessed oblivion. XD Nice image there. Now I'm tempted.... Kidding. KIDDING!
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