Survival Game, Bloodrock Style
Posted: Fri Jun 24, 2011 4:54 pm
I hear a lot of complaining about stools and bards and other non-sense in the survival game. Therefore, I suggest the following update.
All entrants into the survival game pay a fee to sign up.
Each entrant may bring any equipment and pets they wish. But anything they wish to have must be equipped, in their bag, or in the designated 'sign up zone' at the start of the competition.
At the start of the event, all participants and their pets are hidden, stripped of all in effect buffs, and teleported to a single random place in a random dungeon. Each dungeon should have a variety of start points so it becomes too many places to check/camp.
Once each player arrives in the dungeon, the name of the game is simple. Escape. The first person to make it out of the dungeon (alive), open a spawned chest, and loot the contents wins the game. The chest contains a single trigger item, when it is looted the looter is returned to the registration booth and awarded a prize of 80% of the total entry fees (or the silver piece equivalent if people are so inclined). The remaining 20% vanishes. Note: If there is only a single entrant, the competition does not start and the entry fee is returned.
There are a few rules:
1. Anything goes (apart from cheating of course). Magic weapons, magic armor, pets, poison, friends, it doesn't matter.
2. For the duration of the event no one may recall or gate into the dungeon. Participants may recall or gate out but doing so means they are removed from the contest (just as though they died). If possible, participants should be able to cast gates that function only for pets (to maintain the tactic of gating peoples wyrms). Note: The help stuck feature will also result in forfeiture.
3. If you die or fail to make it out first, you remain where you are. There are no free rides home except for the victor.
4. Once you die you are out of the competition, even if you resurrect.
The general idea behind this mode is to encourage game types where the world is the arena, not a trammel instance. In addition, it encourages a risk vs reward, which is a large theme in UO. You risk your entry fee and any equipment you decide to bring, but your reward is the prize money and any equipment you loot.
In addition, it allows for many different styles of play. A tamer could try to battle his way out. PKs could attempt to kill the competition, and a stealther could try the slow but sneaky approach. The limitations of recalling and gating are meant to encourage the use of walking and not have the ability to recall in and out on a whim. In addition, obviously it would be a crappy game mode if a person could just recall to victory.
Footnote 1: I probably forgot about a necessary rule and I will edit this post as needed and note the modifications.
Footnote 2: If this new version of survival is popular, there can be a slightly altered 'cannon ball run' version where in instead of a mere escape you must reach certain checkpoints which would have players traveling all over the world.
Footnote 3: In a true T2A era example, if there is enough interest I may attempt to set this up. Obviously I would not be able to enforce the recall/gate ability and id have to get a ghost to follow/watch each player, but it could work.
All entrants into the survival game pay a fee to sign up.
Each entrant may bring any equipment and pets they wish. But anything they wish to have must be equipped, in their bag, or in the designated 'sign up zone' at the start of the competition.
At the start of the event, all participants and their pets are hidden, stripped of all in effect buffs, and teleported to a single random place in a random dungeon. Each dungeon should have a variety of start points so it becomes too many places to check/camp.
Once each player arrives in the dungeon, the name of the game is simple. Escape. The first person to make it out of the dungeon (alive), open a spawned chest, and loot the contents wins the game. The chest contains a single trigger item, when it is looted the looter is returned to the registration booth and awarded a prize of 80% of the total entry fees (or the silver piece equivalent if people are so inclined). The remaining 20% vanishes. Note: If there is only a single entrant, the competition does not start and the entry fee is returned.
There are a few rules:
1. Anything goes (apart from cheating of course). Magic weapons, magic armor, pets, poison, friends, it doesn't matter.
2. For the duration of the event no one may recall or gate into the dungeon. Participants may recall or gate out but doing so means they are removed from the contest (just as though they died). If possible, participants should be able to cast gates that function only for pets (to maintain the tactic of gating peoples wyrms). Note: The help stuck feature will also result in forfeiture.
3. If you die or fail to make it out first, you remain where you are. There are no free rides home except for the victor.
4. Once you die you are out of the competition, even if you resurrect.
The general idea behind this mode is to encourage game types where the world is the arena, not a trammel instance. In addition, it encourages a risk vs reward, which is a large theme in UO. You risk your entry fee and any equipment you decide to bring, but your reward is the prize money and any equipment you loot.
In addition, it allows for many different styles of play. A tamer could try to battle his way out. PKs could attempt to kill the competition, and a stealther could try the slow but sneaky approach. The limitations of recalling and gating are meant to encourage the use of walking and not have the ability to recall in and out on a whim. In addition, obviously it would be a crappy game mode if a person could just recall to victory.
Footnote 1: I probably forgot about a necessary rule and I will edit this post as needed and note the modifications.
Footnote 2: If this new version of survival is popular, there can be a slightly altered 'cannon ball run' version where in instead of a mere escape you must reach certain checkpoints which would have players traveling all over the world.
Footnote 3: In a true T2A era example, if there is enough interest I may attempt to set this up. Obviously I would not be able to enforce the recall/gate ability and id have to get a ghost to follow/watch each player, but it could work.