daenar_sod
Dalayan Elder
Was chatting with a few people about a few EQ features we don't often see but would be cool to see more of and if it's possible to implement here. I think it'd be cool to have a DnD-style Dungeon Master event.
Back in the days of early EQlive, there was Project M. It let you run around as a monster to attack people. The reward you got was griefing newbies basically. Cool idea, bad implementation. Player driven. You also have the windstone event where you basically play pokemon. Winner of the poke-fight gets loot (or something like that).
Is it possible to make a 1v6 or 6v6 event where a group of 6 fight a normal 6man mob, and either 1 or another full group of people are the spectators? The event has its own normal script for a fight of whatever tier it's supposed to be, but the spectators are given options to make the fight more difficult (CD's on mechanics obviously apply) to try and screw over the other team to get their own loot or even fame?
Let's just take a random 6man. Cmal 4.1. Normal script. A 7th person is given "control" over the event. If they do nothing, script runs as normal. However, they are given purple text options to run certain commands. If that group brought an enchanter? Spawn a few extra adds that need to be CC'd. Brought a bard? Well, guess someone has to do some kiting now.
This is all just off-the-cuff thinking, I'm just throwing ideas off the wall. If the team of 6 doing the event wins, they get loot (if they win and the other person(s) really try to kick their poop in, more/better loot). If the person(s) running the event win, they get the loot instead. Obviously, things need to be in place to make sure one side doesn't try to force a win.
I'm curious to see if people could come up with cool ideas to keep one side or the other from throwing the fight, what limitations determine throwing the fight (ie. spectators need to use atleast xx mechanics, or mob has to get to at least xx %, or survive for xx seconds). Currently, the idea is that when the group of 6 wanting to do the event go to start, a game-wide emote goes out and you can run to the lotto master to hail in as the "dungeon master" for them.
Back in the days of early EQlive, there was Project M. It let you run around as a monster to attack people. The reward you got was griefing newbies basically. Cool idea, bad implementation. Player driven. You also have the windstone event where you basically play pokemon. Winner of the poke-fight gets loot (or something like that).
Is it possible to make a 1v6 or 6v6 event where a group of 6 fight a normal 6man mob, and either 1 or another full group of people are the spectators? The event has its own normal script for a fight of whatever tier it's supposed to be, but the spectators are given options to make the fight more difficult (CD's on mechanics obviously apply) to try and screw over the other team to get their own loot or even fame?
Let's just take a random 6man. Cmal 4.1. Normal script. A 7th person is given "control" over the event. If they do nothing, script runs as normal. However, they are given purple text options to run certain commands. If that group brought an enchanter? Spawn a few extra adds that need to be CC'd. Brought a bard? Well, guess someone has to do some kiting now.
This is all just off-the-cuff thinking, I'm just throwing ideas off the wall. If the team of 6 doing the event wins, they get loot (if they win and the other person(s) really try to kick their poop in, more/better loot). If the person(s) running the event win, they get the loot instead. Obviously, things need to be in place to make sure one side doesn't try to force a win.
I'm curious to see if people could come up with cool ideas to keep one side or the other from throwing the fight, what limitations determine throwing the fight (ie. spectators need to use atleast xx mechanics, or mob has to get to at least xx %, or survive for xx seconds). Currently, the idea is that when the group of 6 wanting to do the event go to start, a game-wide emote goes out and you can run to the lotto master to hail in as the "dungeon master" for them.