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King_Of_Hearts
Posts: 1,124 Status: Duke Karma: +152 [+1] [-1] |
Subject: 5. Return of Zhandra | |||||
Previous 3 steps seemed like player friendly and they all gave something, but now we show you the ultimate anti-hoarding monster. Where lumber mill update and % on gold in bank failed, this will succeed, because players will have to help themselves. Let us explain
Previous Zhandra monster attacked Westland and was a lot of fun, but these monsters (yes, plural) will attack cities which will cause problems on gains from links in these cities. Example: Zhandra attacks Helios: Trapping - creature value is worth half Lumbermill - lumber lvl is reduced to 1 and only 1000 energy can be used per revive Dark Fortress seance and parting with souls costs double Food Shop - cost of food is doubled Gradys Shack - cost of a grady is doubled Royal Referral Center - NA Platinum Shop - cost of platinum is doubled/tokens received are halved Great Arena - NA Zhandra attacks Theia: Casino - NA Kronks café - infos costs 5 times the usual price Hall of Demons - Demons get only quarter of usual amount of EXP Chamber of wisdom - Skill cost 2 times the normal wisdom Clan Center NA (potential effect, ven win counts as 1 point, loss counts as 2 points) Alter of Elements deactivated Red Lobster Telenka Tombs Jyger locked himself Rage Castle NPC are 2 times stronger Pebble Dash Island chance to fail rise 3 times Zhandra attacks Triton: Dark Forest each action costs 5 energy Seafaring Dock fish become 50% less likely to be caught, fog makes sea battles more difficult. 50% chance of damaging own boat instead of opponents Blacksmith upgrade costs double Dawn Bridge - NA Marketplace Due to fear all players remove all items from market place. Players wearing a Merchant garment loose its effects for the length of time the Zhandra attacks this city (They still have the foods that hide and protect them in the ven if they really want) Auction House - NA Trade Center Closes down Serfs Market serfs cost double Subscription Office - NA Great Hall - NA Now players have to work together to beat Zhandra and get things back to normal, but in order to fight they have to pay (let say 100,000 per revive). More time they take, worse the problem gets and if they dont beat her in 5 days entire city is locked until shes beaten. Potential change to the costing of attacks are: gold/plats gold/bur gold/ath gold/tokens These would change either hourly revive or each reset, they would also be randomly selected to each player. This means the markets cannot be easily anticipated by a single player and taken advantage of. It would also give meaning to these items again. Potentially building upon an outpost war. *Note: These problems should only affect players that are over 100 days old Now what causes these attacks: - Over 100,000 GC attack on Theia - Over 100bil gold attack on Helios or Kratos - Over 5mil platinum attack on Ordin or Triton - Over 50k helixes and sapphire Attack on Iccarus - Over 20k Elements attack on Theia or Orithia - Over 20mil any ores attack on Aldara Could be city based as described above or purely on a quantity causes an attack Make this known so players will do their best not to have too much of anything, which will once again effect markets and keep resources moving. For example, imagine this situation: everyone reset their outposts, Zhandra attacks (because of too many tokens) and price of drinks doubles, or worse yet, you can't buy drinks, it would be a blood bath OR Secondary option Zhandra randomly attacks cities during the course of its life, changing each reset/revive this limits the damage caused to players in any one city but still has the over reaching effect on westlands. |
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