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XaeroT
07-19-2006, 01:00 PM
Someone in my guild last night had a great idea that would generate pvp during the off hours:

Have 1 or 2 mines as "24/7 mines". What that means is they are live every 2 hours. 2 hours active, 2 hours claimed. Make them unrankable and triple the resourse yield. You could possably reduce it to 1 hour open, 2 hours closed, just to make it unique, or even make it 100% random like hotzones, 2 random mines goes into "hot mine" mode for several hours (4 or 6 as an example). Ranking would present a problem with that idea, because someones ranked mine may become that "hot mine".

BenSBG
07-19-2006, 01:47 PM
Interesting. The term "hot mine" also occured to me as I read your post.

Neat idea, worth us discussing.

Agelmar
07-19-2006, 01:48 PM
Interesting. The term "hot mine" also occured to me as I read your post.

Neat idea, worth us discussing.

Geeze Ben read the FG... We've only posted about 3,000 different variations of similar ideas on how to fix mines.

Xanther
07-19-2006, 02:10 PM
WTB access to the focus group. WTH, why do I not get access....

Agelmar
07-19-2006, 02:13 PM
WTB access to the focus group. WTH, why do I not get access....

Fear that you will post too much.

Xanther
07-19-2006, 02:56 PM
Prolly so. *shrug* You just don't get my uberness in there then, it's fine.

Padishah_Guardian
07-20-2006, 02:02 PM
Someone in my guild last night had a great idea that would generate pvp during the off hours:

Have 1 or 2 mines as "24/7 mines". What that means is they are live every 2 hours. 2 hours active, 2 hours claimed. Make them unrankable and triple the resourse yield. You could possably reduce it to 1 hour open, 2 hours closed, just to make it unique, or even make it 100% random like hotzones, 2 random mines goes into "hot mine" mode for several hours (4 or 6 as an example). Ranking would present a problem with that idea, because someones ranked mine may become that "hot mine".

I posted a detailed mine idea along this same thought about 2 years ago. This is an excellent concept. One mine type on each land mass set up the way this guy outlines would be excellent.

For the expansion mines, make them do the same except extend the random "open" time to 4-6 hours to really make them worth figting for.

I'd think if you tried this on a small scale, you will find people love the idea of not having to defend mines every stinking day, only to have one day have you oh so slowly ranked mines zerged / nutcupped in 45 minutes or less on a "bad turn out" day for your nation.

Again Ashen, make SB responsive, not programmed.

LionofJudah
07-20-2006, 02:03 PM
Definately a good idea. Changes need to occur that allow the small groups of 5-10 to possibly have chances at mines and not just the guilds that bring 20-30. ;/

CoolWaters
07-21-2006, 07:53 AM
Interesting. The term "hot mine" also occured to me as I read your post.

Neat idea, worth us discussing.
Variations of this idea have been suggested many times. This is the first dev comment I can ever recall, so that's a great sign. It is a no-brainer, really. I mean think about it:

1. A place to PvP, always, even at off-hours.
2. The ultimate answer to the NA/Asian "WoO."
3. Gives every guild a shot at these mines.

My origional suggestion was to use the expansion mines, on a revolving basis, such that one of them was always open. People would always know where to find a fight. I'm going to pull that old quote and save some typing.

I think the mine system itself needs revision, at least the expansion mines. I'd like to see the expansion mines changed to unrankable, continuously revolving open windows that pay in increments based on duration of control.

There are 4 expansion mines. Only one would ever be open at a time, but one would always be open. If the window was two hours, the downtime would be four hours for that mine ((2 + 4 = 6) * 4 = 24 hours). Presto, expansion mine always open.

With regard to distribution of resources, the mine could pay three ways. Each guild that successfully claims the mine during the window should ger some nominal amount of resources, with a cap of one claim bonus per guild. A large bonus should be paid to the guild controlling the mine the longest during the window (equivilant to ~60-70% of a current day's output perhaps). A second moderate bonus should be paid to the guild controlling the mine at the close of the window (~20-30% of the current daily payout perhaps). Perhaps have the windows for the server's particular primetime pay at 125-150% of base and the off hours windows pay at 50-75% of base to compensate for the added competition primetime players would obviously face.

If this were able to be coded, you would accomplish several things, maybe. First, PvP would occur throughout the day. Second, resources would find their way to folks who would otherwise not have access to them (smaller guilds and off hours players). Finally, people would show up at the begining of the window, or even before as opposed to five minutes before it closes (but you would still get the chaotic clammor for the closing and "look at me I own the expansion mine 1111" bonus).

Leaving some mines permanently open a(at least effectively) would create something to do ingame, 24 hours a day, that isn't pve farming, and holds at least some potential of pvp.

It would even work if you simply set the window for one or two mines to active every hour, closing every half hour. In other words, the mine would pay out at the end of each "window" (.5 hour) to the guild that claimed it at the end of the window. To make this really fun, you really should allow normal pets and normal weapons to hit the tower. Otherwise, the prospect of knocking down a tower during the chaos this would obviously create might become more of a chore than anything.

A change like this would be the most substantial and positive addition to SB in quite a while.

Nogrim
07-22-2006, 05:28 AM
i tossed the idea around of king of the hill style minefights on our guild forms

basically these "hot mines" would be fairly few and would always be open hoever owned the mine at the end of each hour would recieve a cache of resources

another idea that came from this was placing one of these on terminus island ( or somthing similar in size and accesability) and making it drop a random batch of resources (little bit of everything)

there would be no tower to knock down only a sturucture to claim possibly opening it for 30 minutes and adjusting the output would help

a simple mini zone with bullwarks / walls surrounding the cache would make for some very cool multi directional fights

possibly add a rotating spire to the mine (changes every 30 minutes) and uses a random r7 spire effect, could make for some very strategic and interesting engagements (spire should cover the whole island)

Avarix
07-22-2006, 05:46 AM
I didn't read most of this thread, but here are my thoughts. Right now its the un ranked mines that give nothing but one fight at the end to ensure who gets to claim it. Anything below R3 is like this because it takes mere minutes to tear them down and its not resonable to sit a force there because people get bored, loose buffs and generally go do other more interesting things. The only exception is when people pick the initial mines that they want so they endure the first few days of being stuck defending it.

R3+ Ranked mines are where you can find fights because people will come and defend something they have invested time and money into ranking. Plus you have the added bonus of not having to sit a force there. You can sit one person with track or wait for the attack messages and then form up because you know the mine will not be deranked when you get there.

I propose a few things. Mine windows should drop down to one hour and you should be able to be set each mine to a different time. The catch is you can't set more then 2 mines at the same time. Now each mine would act as a king of the hill match, you would not have to bash down the mine at all. When the window goes active the mine turns into a claimable structure which anyone can claim. At the end of the window who ever has it claimed the longest keeps or gains the mine. If its kept by its owner it stays the same rank, if its taken by another guild it reverts back to R1.

This in effect would get rid of the pve aspect of bashing down the mine and create a heck of alot more pvp at any open mine. This would make any open mine a hot mine.

CoolWaters
07-22-2006, 10:53 AM
I didn't read most of this thread, but here are my thoughts. Right now its the un ranked mines that give nothing but one fight at the end to ensure who gets to claim it. Anything below R3 is like this because it takes mere minutes to tear them down and its not resonable to sit a force there because people get bored, loose buffs and generally go do other more interesting things. The only exception is when people pick the initial mines that they want so they endure the first few days of being stuck defending it.

R3+ Ranked mines are where you can find fights because people will come and defend something they have invested time and money into ranking. Plus you have the added bonus of not having to sit a force there. You can sit one person with track or wait for the attack messages and then form up because you know the mine will not be deranked when you get there.

In my experience your post is exactly backwards. Ranked mines are a disincentive to pvp, while unranked mines see far, far more pvp than ranked mines on average. In fact, given a healthy population all unranked mines always see fights. That those fights are generally during the last 30 mins of the mine window is a flaw in the mine system and certainly not a reason to force players to stand around brain dead and bash on an r7 mine. At r1 mines you will often see 4, 5, even more guilds fighting. At ranked mines, there are usually 0. On Wrath we didn't even rank our mines because we wanted people to come attack them and give us a fight. The most you generally see at ranked mines is two nations, one attacker or a zerg fed up with the lame practice of ranking mines who takes on the unplesant task of fighting a structure for several hours to several days fending off 1 or two pushes by the defenders.

The primary effect of ranked mines is to concentrate legitimite gold and resources in the hands of the largest nations. Small guilds, with a healthy population, will never attack a r7 mine, much less hold one, while unranked mines are likely targets for them.

Just say no to lame ranked mines.

edit: BUT, I'd be fine with leaving mines to be ranked if there were fewer of them and if the expansion mines were modified as described tn this thread.

ConspiracyTheorist
07-22-2006, 12:19 PM
http://ubbforums.ubi.com/showflat.php?Cat=&Board=sbdevcorner&Number=2553588&Forum=All_Forums&Words=2112293&Match=Username&Searchpage=27&Limit=25&Old=allposts&Main=2552775&Search=true#Post2553588

I am the uber thinker...

Turiel
07-24-2006, 07:47 AM
hmmm it would have to be in a rather central location maybe outside a mob zone?????