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(Somewhat related to https://forum.wurmonline.com/index.php?/topic/167099-mission-system-overhaul-fatigue-change/and based on a discussion we had in discord a little while ago now, talking about the fact that fatigue never actually got a change despite it being a nuisance to quite a few players over the years, as well as weaknesses of the current global mission system) This suggestion is for an additional, more personalized mission system that is based on both praying and meditating, each with their own purposes. TL,DR at the bottom. First off the part of it that I would like to see oriented towards praying. As most people know, you have a daily limit of 5 pray actions that grants Faith, as long as you have not yet hit your limit of either 30 Faith for Followers, or 100 Faith for priests. As soon as you hit this Faith limit, however, praying becomes a thing of the past and no longer has any real use. So what if we instead take these daily prayers, and rework them to grant personal missions that can be done on a daily basis, with rewards that are useful for most players, similar to what most people know as "dailies" in other games? The rewards I would add to this system are, as most would expect, sleep bonus and karma, as these are also the rewards for the global mission system, and this should be seen as an addition to the current system. Now I am obviously well aware what most people will think "eeww dailies -1". However, I believe that due to Wurm's nature, dailies in this game would be quite different from how people remember them from different games. If we take for example our well-known old friend World of Warcraft, the fact that most people remember dailies with a bad aftertaste is due to how closely they were usually tied into game progression, either by being the best, or even only, source of certain in-game resources (e.g. order hall resources in Legion and Battle for Azeroth), statuses (e.g. reputation for certain factions since basically the beginning of the game) or to progress mandatory core game mechanics (e.g. Legion Artifact Weapons and BfA's Heart of Azeroth). The rewards the global mission system grants, and as such this system would be granting as well, being sleep bonus and karma, are neither of the things mentioned above. They are neither mandatory game mechanics or resources, as you can decide not to use Sleep Bonus or only use it on certain skills, as most people do, and still progress your skills. Neither is the mission system the only available source of sleep bonus and karma. Either can still be gained by different mechanics, such as the still existing global mission system, additionally for sleep bonus sleep powder, logging out in a bed, referrals (don't hit me for mentioning this here, I KNOW no one ever does this) and for karma source crystals. I also mentioned that i would like to see it being more personalized, so how would we go about that? About that, there always were certain things that bothered me about both the old global mission system as well as the reworked one. Those were primarily the available pool of missions. More strictly speaking, tree missions, traitor missions, specific epic structure missions. I still clearly remember several discussions about those things in both IRC as well as private chats with a Dev when the rework of the mission system was announced along with specific things, such as the fact that the amount of missions would be reduced to the template gods, the limit on epic structures would be removed, the fact that some Devs thought it would be a brilliant idea to declare penning epic structures a ban-able offense because the people that actually spent the effort to build those resource intensive, high difficulty items should not be rewarded for it and almost all players that participated in these discussions agreed that these missions should be either reduced in difficulty or changed to be more universal. So this, as far as I am concerned, is something that NEEDS to be done for this additional system to make any sense. More specifically, I believe first off, missions should be split into three different pools: General missions, Crafter missions and Priest missions. General missions include killing certain creatures, such as the existing traitor missions, the normal hunting missions, the epic structure rituals and similar. Moreover, these missions should be made more universal. Traitor missions should be changed into killing a specific creature of a certain age, such as a young pheasant, which by itself can already be difficult enough for a single player. Epic structure rituals should be changed to no longer demand a specific epic structure but instead a structure type. Hunting missions can stay the same as they are generally considered to be fine. Crafter missions are those that include things that can not necessarily be done by priests, such as sacrificing decent items, as this requires improving, or woodcutting as depending on your deity, you may not be able to do it. In this category, tree missions should also be changed to require a specific tree type of a certain age, such as a young lemon tree. Priest missions would be a new category that currently does not exist, and would include activities that can only be done by priests. Obviously due to the currently existing types of missions, these groups seem fairly empty as of right now. So this is where your ideas would come into play. What types of missions would you like to see? General ones, crafter ones or priest ones? Holding a sermon? Enchanting an item past a specific power? Sacrifice a certain amount of favor in a single action? Improve an item past a certain ql? Do a certain amount of specific actions, such as digging or mining? Create a number of specific items without having to sacrifice them? Maybe some of the older achievements could also be incorporated, such as dragging a cart a certain distance, baking bread or pies or planting a certain amount of trees? I really do not see any reason why the current mission system has such a limited amount of missions, so long as they are something your character can actually do. Another aspect I would like to get into after talking about the types of missions is obviously the difficulty, the global mission system is fine requiring several dozens of monsters to be hunted or sacrificing upwards of 200 items. However, these numbers are far too high for something that could be done on a daily basis. What would you consider a more achievable amount? Hunting 10-20 monsters? Cutting down 3-8 trees of a specific age? Hunting 2-5 monsters of a specific age? Sacrificing 10-15 decent items? Next up is meditating, which I also mentioned further up as being incorporable into this system, however in a different way. And that is FATIGUE. Most people are probably somewhat aware that this mechanic exists, some people are bothered by it, others claim that they play 12 hours a day and have never hit the fatigue wall because they are aware that being online and actually clicking buttons are two entirely different things. For those not too well aware of the fatigue system, I've made a post about it here quite some time ago: WARNING VERY BIG WALL OF TEXT https://forum.wurmonline.com/index.php?/topic/146708-fatigue-system-needs-to-be-looked-at/&page=5&tab=comments#comment-1572340 This system has existed for a long time and never been touched, with all criticism towards it usually being denied with sentences similar to [17:41:37] <Retrograde> I dont think there are plans to address or change it [17:41:42] <Retrograde> Because it works in its current format [17:42:02] <Retrograde> It achieves the goals it sets out to do, people just disagree on those goals . But during the recent discussion in IRC Sindusk mentioned that "if we give the option for players to break their monotony and do an action to recharge their fatigue then that would potentially be on the table", which led me to the following idea on how it could be changed. Generally speaking, the main idea of fatigue is to set a limit to the amount of strenuous tasks a character can do in a specific time frame. The opposite of this is certainly taking a break. However, I feel that rather than making the game mostly unplayable once you hit the limit, giving players the option to recharge it with in-game mechanics is certainly a great alternative. And with the way it currently works, I consider meditation to be a good fit for this. Currently, meditation grants you 5 daily meditations with 30 minute cooldown before switching over to a 3 hour cooldown between actions. So my idea is to allow the meditation action itself, while done when being eligible for a meditation tick and triggering a 3 hours cooldown, to restore a flat amount of 15 minutes of fatigue as well as granting a small mission that will restore an additional 15 minutes of fatigue, for a total of 8 chances to get 30 minutes and a total of 4 hours, which is half the amount of fatigue naturally restored over the course of a 24 hours day. Other than the fatigue however, these missions would not grant any other rewards. I also think the missions triggered by meditating should be different from the missions affiliated with the epic mission system and should rather be based on systems that generally do not find much use or are things that people would consider something to break the monotony of work, for example giving the toys in the game an actual use. Playing with your puppets or yo-yo could be goals of these missions for example. Maybe going out and catching a fish or grooming an animal. Last off, as these systems are somewhat meant to be done on a daily basis, the missions you are granted should all be cleared with the start of a new /uptime day, just like the systems that grant them are reset, to prevent someone from just stacking up a huge amount of never expiring missions and finishing them only when needed. I also do not expect their rewards to be as big as the global mission system, both sleep bonus and karma wise, however, due to their accessibility having a hard limit I believe it should be easier to find a decent balance here. TL,DR: Make praying give personalized missions with less difficulty but a bigger spectrum than the global mission system. Add more types of missions to be done with this system, possibly being added to the global mission system as well. Split missions into general, crafting and priest categories so you don't end up with missions you can't even do. Make meditating restore fatigue when triggering a 3 hours cooldown. That's it for now, I believe. If i missed something somewhere, please make me aware of it and I'll fix it. Also, if you have any feedback to this suggestion, please let me know how you think about it and maybe your ideas for different types of missions or what you would consider a decent balance regarding their difficulty.
SugarFoxx posted a topic in Suggestions & IdeasHi Guys! Sugarfoxx- Deli Credit for the idea: [14:11:57] <Jothebard> you could put a fortune message in each one :D GREAT IDEA! 5 Cookies daily Resets daily.. ect. (Similar to prayer) Personalized messages... "/givecookie <name> <"message"> * Messages Optional "/givecookie Facedancer "Here, have a cookie!" [Time] <Name> has sent you a warm cookie, type /eatcookie to eat it!" "/eatcookie" [Time] You eat a warm cookie from <Sender>!' Some examples of fun stuff to try! "/givecookie Sugarfoxx "Thanks for the bricks!" [Time] <Name> has sent you a warm cookie,"Thanks for the bricks!" type /eatcookie to eat it!" "/givecookie Sugarfoxx "Don't forget to pick up your order :)" [Time] <Name> has sent you a warm cookie,"Don't forget to pick up your order :)" type /eatcookie to eat it!" "/cookiebank" "[Time] You have 3 cookies in your bank, type /eatcookie to eat one!" Rare coin inside your cookie, on a rare roll while eating...