WARNING: If you are here just to skip everithing I'll save your time. There's nothing for you here.
No drama, no whinning, no rants.
Please do not bring any of that here.
Continuing.....
In the past couples of months I thought about a way to improve how the roulette system works keeping in mind their original core and functionality.
TL : DR
“In the idyllic world of unicorns and ponies, players log into the game, open a module they want to q, see what groups is in bonus and q for that one.
If q is taking longer and they just don’t have “time”, they can clear they registration and use the override mode.”
Long Version:
Roulettes has a duplex purpose, or key points:
-helping new players.
-farming exp/tomestone.
It’s a fact that now, at 7.41, there are many contents between dungeons, trials, normal raids and alliances from which the system will choose just one.
Also, the roulettes give the ability to the player to re explore old dungeons and raids and get that feeling of nostalgia that help them to just take a brief look back and see how far we’ve came..
Before I start my explanation of how I’d improve the roulettes system I want to ensure that I don’t mind running ARR contents…once in a while. I sometime create a new chara just tu run ARR MSQ and its contents.
The improvement I thought keeps both key points valid.
For starts, this new hypothetical system would retain the subdivision into Leveling, Normals, Alliaces modules as it is now, where the ideas are integrated into seamlessly. Those subdivisions I’ll call them “modules” for better understanding.
The first thing is to subdivide all the contents except for Expert, Level Cap Contents, MSQ, Guildhests and Frontlines, by expansions and put them in to groups within they respective module.
Let’s say by now we would have:
ARR+HW group (level 16-60)
SB+ShB group (level 61-80)
EW + DT group (level 81-100)
So the leveling module would have 4 different groups within it.
This is also applies to Normals module and so forth.
Each day the system choose one random group for each module and assign it a multiplier bonus to exp earned and tomestone obtained, like custom deliveries works.
The rewards assignment is based on priority or parenting.
Groups are the child that can determinate just the bonus while the actual ammount of rewards are handled by module, the parents.
In this way once the module has been completed it cannot reward anything more than what it already does with the current system.
This behaviour is transposed to all modules individually.
For instance Leveling module could have group 2 in bonus while Normals module could have group 1 in bonus.
Continuing...

Reply With Quote

