DeletedUser
Proposal:
Keep dueling as an integral part of The West, but move it towards it's own virtualized version in the game
Current Workaround:
None - You duel or you don't duel, this is a new system
Details:
Possibly the biggest 'issue' in the player community with dueling is the impact that it has to you when you play the game. By this I mean: Duelers love to duel, other players like their own thing (Forts, Quests, Crafts, etc...). Most non-duelers object to being dueled b/c they have the potential to lose 1.Health 2.Money 3.Time. Meanwhile, for a year now, most duelers have been forced to make various changes to their style-of-play b/c of the various tweaks to dueling that Inno has made. In the current system, most players have a reason to be unhappy.
So let's virtualize dueling. Keep it as an integral element of the game, but separate it's 'effects' from it's gameplay. Also, keep it as close to how the current system works as possible. Here's how:
Health
1. Every player has their 'dueling pool of health' that is identical to their normal health. It's now kept as a separate counter.
2. When being dueled, this virtual health pool is used.
3. If you get 'ko'ed', you are safe from dueling for 48 hours.
4. The key here is that you still haven't lost you normal health. Even if you get ko'ed (say while you're working) you can go about your normal day.
5. Ditto for the attacker(s). You lose your health from your virtual pool, once it's exhausted you can't duel for 48 hours.
Energy
1. Exactly the same as it is now. You initiate a duel, you lose your energy points.
2. If you get ko'ed in a duel, as a defender you don't lose your EP.
3. If you get ko'ed in a duel, as an attacker you DO lose your EP.
Money
1. Winners in duels now get bonds OR cash. But no more taking the losers cash. We'll need some kind of bond formula, but Inno can and should work that out for themselves.
2. If you win, you get a choice of bonds or cash. If you lose, you don't. I think the amount of bonds and/or cash should be based on the type of duel. More should be given for a duel where you are closer to your opponents skill/level, less if you massively outweigh them, much more if you are massively 'underweight'
Rank
1. Dueling still has impact for Duel Ranking - BUT -
2. Dueling no longer counts towards town rank
(point 2 above can be flexible. We can have it count, I don't see this as a major issue)
Experience Points
1. Still the same, you can gain XP from winning duels
SP/AP
1. Exactly the same. You need to commit real points into the effort. No 'virtual skills'
Visual Aids
None needed.
Summary:
The new system is designed to allow duelers to duel and still gain advantages from doing so, but without the impact to other players in the way that hurts them most - HP, EP (losing it if you get ko'ed) and Money. Inno can then re-write the dueling system to any which way suits the majority of players (camping, old duel formulas, whatever), while leaving the rest of the players to continue the current development path Inno is on.
Administration:
Does this idea meet the Ideas Guidelines & Criteria? Yes/No
Does this idea appear on any of the Previously Suggested Ideas List? Yes, but in different forms. This takes the ideas in a different direction
__________________
Keep dueling as an integral part of The West, but move it towards it's own virtualized version in the game
Current Workaround:
None - You duel or you don't duel, this is a new system
Details:
Possibly the biggest 'issue' in the player community with dueling is the impact that it has to you when you play the game. By this I mean: Duelers love to duel, other players like their own thing (Forts, Quests, Crafts, etc...). Most non-duelers object to being dueled b/c they have the potential to lose 1.Health 2.Money 3.Time. Meanwhile, for a year now, most duelers have been forced to make various changes to their style-of-play b/c of the various tweaks to dueling that Inno has made. In the current system, most players have a reason to be unhappy.
So let's virtualize dueling. Keep it as an integral element of the game, but separate it's 'effects' from it's gameplay. Also, keep it as close to how the current system works as possible. Here's how:
Health
1. Every player has their 'dueling pool of health' that is identical to their normal health. It's now kept as a separate counter.
2. When being dueled, this virtual health pool is used.
3. If you get 'ko'ed', you are safe from dueling for 48 hours.
4. The key here is that you still haven't lost you normal health. Even if you get ko'ed (say while you're working) you can go about your normal day.
5. Ditto for the attacker(s). You lose your health from your virtual pool, once it's exhausted you can't duel for 48 hours.
Energy
1. Exactly the same as it is now. You initiate a duel, you lose your energy points.
2. If you get ko'ed in a duel, as a defender you don't lose your EP.
3. If you get ko'ed in a duel, as an attacker you DO lose your EP.
Money
1. Winners in duels now get bonds OR cash. But no more taking the losers cash. We'll need some kind of bond formula, but Inno can and should work that out for themselves.
2. If you win, you get a choice of bonds or cash. If you lose, you don't. I think the amount of bonds and/or cash should be based on the type of duel. More should be given for a duel where you are closer to your opponents skill/level, less if you massively outweigh them, much more if you are massively 'underweight'
Rank
1. Dueling still has impact for Duel Ranking - BUT -
2. Dueling no longer counts towards town rank
(point 2 above can be flexible. We can have it count, I don't see this as a major issue)
Experience Points
1. Still the same, you can gain XP from winning duels
SP/AP
1. Exactly the same. You need to commit real points into the effort. No 'virtual skills'
Visual Aids
None needed.
Summary:
The new system is designed to allow duelers to duel and still gain advantages from doing so, but without the impact to other players in the way that hurts them most - HP, EP (losing it if you get ko'ed) and Money. Inno can then re-write the dueling system to any which way suits the majority of players (camping, old duel formulas, whatever), while leaving the rest of the players to continue the current development path Inno is on.
Administration:
Does this idea meet the Ideas Guidelines & Criteria? Yes/No
Does this idea appear on any of the Previously Suggested Ideas List? Yes, but in different forms. This takes the ideas in a different direction
__________________
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