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[Poll] New WildyWyrms

Posted: Fri May 30, 2014 4:00 pm
by Mike
I'm currently working on the new WildyWyrm minigame and it's progressing quite well. I should be able to release it within the next few days, but a few things need to be decided yet.

What I currently have so far:
-> 3 WildyWyrms will be spawned in random locations in the wilderness
-> The server will yell whenever a Wyrm has been killed and will respawn a new one after a fixed time
-> The server will yell a hint to the location of a newly spawned Wyrm. It will also yell the hint 2 minutes before it spawns.
-> The areas near the WildyWyrms are all multi-combat (but only as long as the Wyrm lives)
NOTE: only players who have a WildyWyrm clue scroll in their inventory will get these yells. You can get one for free at Death in Edgeville.
-> Players can always see the hints to the 3 locations by reading their WildyWyrm clue scroll


What I would like the community to decide on:
-> What should the respawn timer of the new Wyrms be? 5 minutes, 10 minutes or 15 minutes?
-> What should their attack be? Very high, high or low?
-> What should their hitpoints be? Very high, high or low?
-> Should some of the hints be in the form of coordinates, so players need a sextant, watch and chart to find them?


If the community decides that the Wyrm's attack and hitpoints should be very high, then the points it drops when killed will also be very high. If the attack and the hp are low, it will result in less points (and so forth for any values in between). The clue scroll droprates will also depend on its chosen attack and hp.


Update: I've hereby released the new WildyWyrm minigame on the test server! Please let me know what you think of it so far and if any improvements seem necessary.

You can access this server at one of the following links:
-> http://www.pkhonor.net/test (webclient)
-> http://www.pkhonor.net/PkHonor_testclient.jar (jar)
-> http://www.pkhonor.net/PkHonor_testclient.zip (zipped)

Re: [Poll] New WildyWyrms

Posted: Fri May 30, 2014 4:03 pm
by Rawr
-> Every 15 minutes; if people want multiple kills quickly, they'll need to travel to the different wyrms, increasing chance of competition between players and clans.

-> Strong enough that it can't be soloed multiple times in an inventory, but weak enough that it can be soloed in good gear by someone with a bit of skill. Same reasoning applies for HP.

-> Co-ordinate clues are just annoying, purely relying on 'who can google the answer' the fastest.

Re: [Poll] New WildyWyrms

Posted: Fri May 30, 2014 4:58 pm
by Ramadan
15 minutes respawn timer

The WildyWyrms' attack is high

The WildyWyrms' hitpoints are high

There are no hints in the form of coordinates

Re: [Poll] New WildyWyrms

Posted: Fri May 30, 2014 6:12 pm
by Azu rite
Hp high, attack high, no co-ords, 15 minutes

Re: [Poll] New WildyWyrms

Posted: Fri May 30, 2014 6:15 pm
by Kalista
Hashtag wrote:-> Every 15 minutes; if people want multiple kills quickly, they'll need to travel to the different wyrms, increasing chance of competition between players and clans.

-> Strong enough that it can't be soloed multiple times in an inventory, but weak enough that it can be soloed in good gear by someone with a bit of skill. Same reasoning applies for HP.

-> Co-ordinate clues are just annoying, purely relying on 'who can google the answer' the fastest.
This guy is smart

Re: [Poll] New WildyWyrms

Posted: Fri May 30, 2014 7:06 pm
by Herrodragon
I don't agree with having it strong simply because New players go here to get curses and pking gear,
Them players will pk quicker and more with Curses,
More pkers = Better
This will just decrease activity even more :\ sigh
I'd vote for Weaker and Less pkps
Or like how it use to be but take away safe spots with range
(Judging by votes so far)

Re: [Poll] New WildyWyrms

Posted: Fri May 30, 2014 7:44 pm
by Rawr
Herrodragon wrote:I don't agree with having it strong simply because New players go here to get curses and pking gear,
Them players will pk quicker and more with Curses,
More pkers = Better
This will just decrease activity even more :\ sigh
I'd vote for Weaker and Less pkps
Or like how it use to be but take away safe spots with range
(Judging by votes so far)
Or, you can encourage them to make / join a clan by having it stronger, but not impossible to solo. Just risky.

Re: [Poll] New WildyWyrms

Posted: Fri May 30, 2014 8:51 pm
by Mike
Update: I've hereby released the new WildyWyrm minigame on the test server! Please let me know what you think of it so far and if any improvements seem necessary.

You can access this server at one of the following links:
-> http://www.pkhonor.net/test (webclient)
-> http://www.pkhonor.net/PkHonor_testclient.jar (jar)
-> http://www.pkhonor.net/PkHonor_testclient.zip (zipped)

Re: [Poll] New WildyWyrms

Posted: Sat May 31, 2014 1:06 pm
by Herrodragon
I personally think it's great :)
It's pretty easy for people with souls\chaos whips but hard for welfare people(but they can kill get atleast 1kill also welfare pk teams will kill souls\chaos whip people since they can't attack back)
Maybe you could poll an extra bonus for X amount of people in a cc to make cc's more active?
Maybe ww brawlers ? :D

Re: [Poll] New WildyWyrms

Posted: Sat May 31, 2014 6:39 pm
by Azu rite
Herrodragon wrote:I personally think it's great :)
It's pretty easy for people with souls\chaos whips but hard for welfare people(but they can kill get atleast 1kill also welfare pk teams will kill souls\chaos whip people since they can't attack back)
Maybe you could poll an extra bonus for X amount of people in a cc to make cc's more active?
Maybe ww brawlers ? :D
Hmm, perhaps a new wilderness boss can drop them, maybe you could pay a fee to be able to kill it, like the old wildy wyrm...