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| ID | Project | Category | View Status | Date Submitted | Last Update | ||||||
| 0000109 | FutureRP | Features/Raiding | public | 2009-02-16 20:12 | 2009-11-08 11:36 | ||||||
| Reporter | cyberkilla | ||||||||||
| Assigned To | cyberkilla | ||||||||||
| Priority | high | Severity | feature | Reproducibility | N/A | ||||||
| Status | feedback | Resolution | open | ||||||||
| Platform | OS | OS Version | |||||||||
| Product Version | 1.0.0 | ||||||||||
| Target Version | 1.2.0 | Fixed in Version | |||||||||
| Summary | 0000109: Raiding should force guild members to travel to raiding location | ||||||||||
| Description | When raiding, guild members must enter the 'raiding zone' which is a radius around the NPC/Territory to be raided. Each raid has a 'maximum raid party' value which determines the number of guild members that can participate in a single raid. The leader, or privileged guild member can monitor the positions of guild members, viewing a list of people within the raiding zone. If there are more than the maximum raid party members in the raiding zone, the leader selects the members he wants to participate in the raid. Players must be within the raiding zone and active within the last 72 hours to be eligible for raiding. | ||||||||||
| Additional Information | To facilitate this feature change, guilds will be allocated a maximum of 100 members per guild (instead of the current limit of 30). This will allow guilds to have multiple raiding teams across the galaxy instead of being limited to a single location. | ||||||||||
| Tags | No tags attached. | ||||||||||
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(0000287) cyberkilla (administrator) 2009-04-29 07:17 |
These are the new parameters of this feature: - Raid targets each have a location on the map. - Guild members must travel to that location on the map. - Only members active within 24 hours are regarded as part of the 'raid party'. - Raids are started manually, at any time. - Treasure is dropped at the location of the raid, instead of being vaulted (?) - Member limit will climb to 50; rising to 100+ in the future. - Each raid target has an RP limit, which stops too many members joining the raid. - There are two types of raid: Boss NPC and Territorial. -- Boss NPC raids involve raiding a monster for it's treasure. -- Territorial raids involve raiding a building in order to take possession of it or for some other benefit. There are concerns that this is destroying GvG battles, but raiding a building that another guild owns is akin to raiding the guild in the old system. Note quite, but almost. For true Guild vs Guild and other interesting war games, there should be a new feature, codenamed "The Arena" which should plug any hole in gameplay. I don't think anything has really been lost though. |
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(0000288) cyberkilla (administrator) 2009-04-29 07:23 |
In addition, raiding should now give/take the following: - Experience gain for winning guild members (stripped from other opponent). - Experience stripped from losing guild members (given to other opponent). - Money gain for winning guild members (stolen from other opponent). - Money stolen from losing guild members (given to other opponent). This way, any battle against a Territory will draw upon the target guild's defending members and any battle against a Boss NPC will see some sort of gain/loss depending on the outcome. NOTE: Money may no longer be stolen from the guild's bank account, which is being made more useful and probably shouldn't be so vulnerable. |
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(0000291) cyberkilla (administrator) 2009-04-29 08:25 |
To checklist for completion is as follows: [/] Create replacement UI for 'war room' [ ] Create replacement raid executor [ ] Increase max member limit to 50 [ ] Ensure raiding provides experience gain/loss [ ] Add raid executor support for GvTerritory [ ] Add raid executor support for GvNPC [ ] Ensure that treasure is dropped on the map and requires guild privileges to collect -------------------------- / - partially complete # - complete |
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(0000330) cyberkilla (administrator) 2009-11-08 11:36 |
Whilst a great deal of this seems to be already complete, I'm still not sure about it. The idea that an entire raiding party has to move to the location of the raid makes sense, but it will severely impede raiding for most casual guilds. |
Issue History |
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| Date Modified | Username | Field | Change |
| 2009-02-16 20:12 | cyberkilla | New Issue | |
| 2009-02-16 20:12 | cyberkilla | Status | new => assigned |
| 2009-02-16 20:12 | cyberkilla | Assigned To | => cyberkilla |
| 2009-03-07 15:54 | cyberkilla | Relationship added | related to 0000059 |
| 2009-04-29 07:17 | cyberkilla | Note Added: 0000287 | |
| 2009-04-29 07:17 | cyberkilla | Status | assigned => feedback |
| 2009-04-29 07:23 | cyberkilla | Note Added: 0000288 | |
| 2009-04-29 08:13 | cyberkilla | Relationship added | related to 0000138 |
| 2009-04-29 08:25 | cyberkilla | Note Added: 0000291 | |
| 2009-11-08 11:36 | cyberkilla | Note Added: 0000330 | |
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