halygon
Grandmaster
[mention]Alan[/mention]: As you asked for in another thread, here's an event. So what about a scavenger hunt style event that lasts over like a week or couple days.. w/e time period.
Throw in clues that players have to collect to get to the end. Have mob spawn occur at various points based on the player's progress achieved. ie they find a clue or the path to a clue and get ambushed.
Provide different paths(and clues) to completion so not all clues work together to prevent mass sharing.
This would be similar to finding "the cure", but be doable in normal game mode. Include crafters and/or various professional skills to find some clues. Like a tinker has to put together parts of a clue. Or a chest that can only be unlocked through the Lockpicking skill. Make sure to have one clue point to possible multiple clues.
With the different paths of clues, it would be cool to have them at multiple difficulty levels and although all paths end up at a prize or treasure, the harder clue paths have greater prizes.
I understand a solo event like this would take the effort that equals the setup of several normal events, however it could be pretty epic if done right.. Essential parts would be:
Alright guys, tear it apart and provide constructive changes to it so that it could actually be implemented.
Throw in clues that players have to collect to get to the end. Have mob spawn occur at various points based on the player's progress achieved. ie they find a clue or the path to a clue and get ambushed.
Provide different paths(and clues) to completion so not all clues work together to prevent mass sharing.
This would be similar to finding "the cure", but be doable in normal game mode. Include crafters and/or various professional skills to find some clues. Like a tinker has to put together parts of a clue. Or a chest that can only be unlocked through the Lockpicking skill. Make sure to have one clue point to possible multiple clues.
With the different paths of clues, it would be cool to have them at multiple difficulty levels and although all paths end up at a prize or treasure, the harder clue paths have greater prizes.
I understand a solo event like this would take the effort that equals the setup of several normal events, however it could be pretty epic if done right.. Essential parts would be:
- scavenger hunt with clues
- use various skills to find/ process clues
- various paths to follow with different difficulties and prizes
- mob spawns at scripted events/timings(like a t-map)
Alright guys, tear it apart and provide constructive changes to it so that it could actually be implemented.