User:Kribbel: Difference between revisions

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quiz, unsorted
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* a draught horse or other animal pulling cut down tree-trunks to the edge of the forest (east)
* a draught horse or other animal pulling cut down tree-trunks to the edge of the forest (east)
* an ox or other animal with a simple plough ploughing the cleared area (view from the side might suffice especially if turning points can be covered by trees or so)
* an ox or other animal with a simple plough ploughing the cleared area (view from the side might suffice especially if turning points can be covered by trees or so)



=== Events ===
=== Events ===
Would be cool, wouldn't it? Maybe in one or two years. If it is doable at all…
Would be cool, wouldn't it? Maybe in one or two years. If it is doable at all…

==== Fighting ====
==== Fighting ====
===== Hard winter / Onset of winter =====
===== Hard winter / Onset of winter =====
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===== Flora fights back =====
===== Flora fights back =====
Plant creatures and nymphs take revenge for the damage people did south of the river over the decades. The clearing of 0_kalavan_castle_w was the straw that broke the camel's back.
Plant creatures and nymphs take revenge for the damage people did south of the river over the decades. The clearing of 0_kalavan_castle_w was the straw that broke the camel's back.



==== Gathering/Fetching ====
==== Gathering/Fetching ====
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* or to add more to it let players build railway tracks from wood and iron and use mine carts
* or to add more to it let players build railway tracks from wood and iron and use mine carts
One could think of even more. The working players need to take of all their armor, because it's to heavy and warm for working. This makes them vulnerable. But creatures targeting the workers spawn all the time so there need to be some guards who protect the workers. Questionable if that kind of division of labour would work. Risk for workers to loose XP/ATK/DEF if guards fail to do their job seems to be too big.
One could think of even more. The working players need to take of all their armor, because it's to heavy and warm for working. This makes them vulnerable. But creatures targeting the workers spawn all the time so there need to be some guards who protect the workers. Questionable if that kind of division of labour would work. Risk for workers to loose XP/ATK/DEF if guards fail to do their job seems to be too big.


==== Other ====
===== Quiz =====
*General idea by hendrik: Make use of different names in different languages for a quiz.
*Maybe for next Mine Town Revival Weeks. Should not take place the same way i.e. with the same questions every year.
*Could we use pictures maybe by providing a link? Copyright prohibits direct use. Link may cause a (serious) delay for loading the picture. Also content behind link may vanish or change. But without pictures players need to know the english names. What about self taken pictures of toys, statues, dresses maybe uploaded to an external source? Could be deleted after the quiz!? This is important for the way questions are made.
*Gamblos as quizmaster
*His hut limits access already (teleporting prohibited?)
*refurnish Gamblos' hut (table in the middle one chair east for Gamblos one west for the players character)
*Night effect starting when quiz starts (light source on chairs & table) or night effect all the time (overwrite for players who disabled it in settings is needed)
*Create a form
*gather info/facts, find people who gather info/facts
*merge info/facts
*create questions and possible answers
*database to store the results
*Way to show all results to players (like the store offers) but outside. Character image, name, which round taken part or points per round, result. Either sorted by name or result. Updated every time a character finishes a round.
*prizes, the way like in Semos tavern. The more points the better the prize, no matter how others performed. But only consumable items (mega potions, unmarked scrolls, … or maybe something new like instant heal super potion, but prizes should be bound to player to disencourage cheating with multiple chars (?sellable/tradeable?).
*Three time periods, maybe 3 or 7 days long each
*chance to take part in every time period even if missed those before.
*Pool of 15 questions per period of which a character is asked 5. So maximum of correct answers for each character is 15.
*time limits for each question.
*auto clear of text field after every question, but at least after every round.
*If the character leaves the quiz after it has begun this round cannot be repeated by character
*"yes" to starts each question. Three, four or five reply (could differ) options are shown for some seconds (new line each) then question is added and there are some more questions left to answer buy hitting 1 to 5 and enter.
*some kind of rudimentary clock (light?) that shows the time remaining to respond, starting after showing the question, more then 10s green, 5 to 10 orange, less than 5 red. Could vary each question, depending on difficulty or length of text. Time limit seems necessary to me to make cheating by searching the internet harder.
*Then clear the text field and provide the correct answer with some additional information or explanation.
*After replying or running out of time Gamblos needs a "yes" for the next question, so players can catch a breath.
*Player needs the possibility to leave every time: If we can proceed, say "yes". If you want to leave and abort this round of quizzing with your points gained, say "no". This means player can leave every 20 or 30 seconds. Logging out or losing connection equals leaving.
*Necessity for quizmaster to explain how the quiz works. Maybe we need examples or test questions too for each type of question. Maybe sign outside could show the rules also.

=== unsorted ===

*collision kind of tile that slows entities down while moving over it for water and swamp. Something like that already exists with big corpses. Should not affect entities flying (with <profile name="flying"/>) or swimming.

*creatures (almost) immune to raged attacks. Candidates are ents, skeletons, (ghostlike creatures) and maybe creatures that are (visibly) somehow shielded, like armored sheepman. Ents: Arrows cannot pierce the thick bark of the ents. Small wounds heal quick. Sticking arrows provide additional protection. Oh boy, that would piss some players off, because they could not level up their charakters in kalvan forest without any risk anymore. :-P skeletons: Already dead, arrows bounce off bones or miss them even. (ghostlike creatures should in any case only be vulnerable by magic or at least magical items.)


== Subpage ==
== Subpage ==