Username: James4747 Suggestion: Special fighting arenas for player vs. mob action Reason: Killing mobs is super-fun. Other Information: Non-pvp. no exp/item drops might be a good idea. Competition for arena builds? Thanks for reading~
So whats the point? I mean it wouldn't be very fun if you can't 'win' anything... I have an idea. Do that, but put a 'timer' on it and make it a 'point system'. So it comes down to who kills the most mobs in like sixty seconds. At the end of sixty seconds you get 'points'. And we could have a leader board. We could give out like $250 for those who score 25 point, $500 for 50 points and $1000 for 100 points. Just saying.
You could also make it a wave based system like horde from GOW or survival from CoD. payouts will need to be discussed heavily though.
I saw on youtube a minigame where you fight waves of mobs and try to protect villagers. That could be interesting
Revan you're right that there needs to be a reward. When i wrote this i was super-tired lol. Thank you all so much for your thoughts. I think there is good material here to make a fantastic mini-game! Shall we call this Draft #1? 1. Mob Arenas will be large, no-build-perms battlegrounds containing chests with food, armor and weapons. 2. Mob Arenas will be separate from all other ECC goings-on. (No bringing items in or out of the arenas) 3. PvP will be disabled. The goal is to survive as long as possible, teaming up as-needed. 4. Mob Arenas will host games of unlimited length, consisting of timed mob waves of increasing duration and difficulty. 5. After each wave clock runs out, mobs will be butchered, players will re-spawn in random locations, and there will be a break period before the next wave. 6. Each break period will decrease in duration as the game goes on. 7. Chests will restock every so-often, and they should be located in areas that are difficult to reach and dangerous to be around during a mob wave. 8. No player will be able to camp in an invulnerable spot to survive a mob wave. 9. The game is over when there are no more players surviving. 10. Rewards will be given upon survival of mob waves and will consist of in-game money, and points which will reflected on a Mob Arena scoreboard. 11. At the end of a game, the arena will be reset and re-opened for new players to join a new game. 12. There will be several Mob Arenas available to join, which should rotate several available maps to run. 13. After a player joins a fresh arena for the first time, he or she will spawn in a random location and a start-game timer will begin counting down, with the first mob wave spawning at 0:00. 14. This start-game timer will last for several minutes, allowing additional players to join, spawning in random locations. 15. While the start-game timer is counting down, players are free to move and collect items from chests. 16. Each Mob Arena will have its own teamspeak channel in order for players to easily communicate and meet-up/strategize. 17. um.. day.. night.. mob-spawning... idk.... Also, I think that there will be a fair amount of trial-and-error needed to get the right kind of map. That's all I can think of right now. Thank you for reading! Please reply with more of your thoughts!
Seems to heavily emphasize upon randomly respawning all the time. Players tend to group together for the best defense; this would just discourage that since it becomes a game of not killing each others, but killing mobs (saving villagers?)
I think random-location re-spawns after each wave in The Mob Arena will have the following effects: 1. Random-location re-spawns will break up groups of players who are holding a position so well that they consider trying to let some of the group get 'offed' by the hordes. Note: One of the most attractive aspects that The Mob Arena will have is a feeling of absolute trust that players will have in each other. Naturally, in ECC's capitalist economy, if a player has an opportunity to take advantage of a situation, he or she most often will. However, The Mob Arena will be a game where players must absolutely rely on each other if they wish to survive and make higher individual profits. Teamwork will become more essential as the mob waves become stronger. Exponentially increasing rewards would further incentivize teamwork. 2. The combination of (1) random-location re-spawns and (2) the urgent need to find and team-up with others, will force players to meet and communicate with those whom they otherwise would not. 3. Random-location re-spawns make the game really exciting. In my experience, starting something fresh is always more exciting than continuing work from a familiar vantage-point. (especially when there is the threat of death ) I realize that economic competitiveness might lead players to be disinterested in The Mob Arena due to the fact that the only way to make lots of money is combined with the reality of other players also making lots of money. However, I think that interest in our own economic advancement over others will often be outweighed by the many fantastic aspects of The Mob Arena, including its socially-rewarding nature. It takes me a long time to write, so I quit now. I'll think about the implementation of villagers. Thank you very much for your comments. Please keep the feedback coming!
What if there were villagers that also spawned randomly, part-way into each break periof, maybe, not in any kinds of villager installations, but just out in the wild. If players manage to keep the villager alive throughout the following mob wave and until the hostile mobs are butchered, perhaps there could be a reward in which players could trade with the villager for a short period- maybe 20 seconds. To prevent competition between players, it might be best if each villager provided an unlimited amount of trades of the same item - an enchanted sword or armor piece perhaps. Maybe the players would be able to gather a particular item needed to trade with villagers, which would randomly appear in chests. So - players who are able to get to a chest may be rewarded if they find one of trading item, have the option to keep it or give it away, and the process of trading with one individual villager would not contain any aspects of luck, aside from the particular villager and the sole item it is willing to give. Thoughts please on this idea and then I'd like to add some @staffmembers and get an idea of what this looks like from a programming perspective.
Sorry, To clarify: EcoDollars will be awarded and added to players' ECC balances based on their performance in The Mob Arena. Also, points will be awarded which will boost a player's rank on an ECC Mob Arena Leaderboard. At this time, I don't have a clear idea on any items or advantages that players could bring with them when they enter a Mob Arena game. Also, any items or exp which players acquire while inside The Mob Arena will not be transferable from the mini-game to ECC. Only Ecodollars and points for a Mob Arena Leaderboard rank shall have meaning while outside of the mini-game.
This sounds like a good idea to me. I'm going to be careful on this next bit: A server I used to play on before I found ECC had a mob arena like you're suggesting. You had 3 minutes to kill as much as you could. Every mob you killed had a different monetary value (though I can't remember what), and if you died, you won nothing. At the end of the 3 minutes, all mobs were auto-butchered and you were awarded your money. I personally like this idea, and it would release some of the strain and "playing for competition rather than fun" in sg.
specifically pertaining to #4, i think at the end based on how many mobs were killed a $1 reward per mob killed in the entire arena for each player along with $10 for each kill a player gets. I.E.: player 1 gets 50 kills player 2 gets 40. They both get $10 per kill they do + $1 for every mob they both did resulting in player 1 getting $590 and player 2 getting $490. (I am only using $10 for an example though it seems fair xD and of course more than 2 players ) with say 24 players, maybe the kill reward is like $5? group reward would still be $1. All just a thought to me I would do this because it seems like fun. I don't have to fear really good pvp players xD
Players should start off with like a wooden sword and a leather chest plate or something. However there should be a time limit so it doesn't destroy the economy. And on the flip side of things, donations could come from this, like starting kits. better beginning supplies to live longer and kill more.