During the Q&A following the announced roadmap, the suggestion of stating a chance for a second (to engage people) and shaking up the trials came up. Please supply any ideas here.
Xenthos —
One of the big problems with the game is the winner-takes-all of most of the game mechanisms. Ascension is that, just taken to extremes. There was one year where the administration team decided to change that - which is not necessarily a bad thing (I'm not going to get into the specifics here of how that turned out because it's irrelevant at this point). I think if you were to state in advance that there will be a winner, but a chance for a second, it would create more interest in competing amongst people who know they're not going to get 3600 points first - the outcome would no longer feel "pre-ordained".
That, tied with Malarious' suggestion of shaking things up minimally on the preceding events, would seem to give more of a window for a chance at competing / trying. Obviously this isn't something that would be a guarantee - a chance only- but is this something you would be open to?
Uilani —
I think it might be too early to answer this specific question. We do not have a decision yet for the reasons outlined (we do not know what coding resources we will be working with, and we are still brainstorming), but we would definitely appreciate ideas from players on what sort of things might help them feel like the final event, and the lead up trials, are worth participating in beyond the rewards already involved.
Comments
I don't believe Ascension is winner-takes-all. I've been on the winning side and the losing side throughout the years in Lusternia. However, Ascension is primarily PVP, I don't think it would be fair to completely take that away from the people that enjoy PVP. I do think that there should be a little something included for the PVP'ers and the RP'ers.
During Malarious/Malayn's Ascension, I enjoyed traveling to different nodes on Astral. It gave the other alliance a chance to get the staff without being fortressed on a node with the team never moving. The beast on prime that gave points was a good attempt for people who didn't want to be in the scuffle of PVP. I'm not sure how much of a benefit of the beast vs staff time balances. One thing I have noticed is the prep work of the different alliances. For example, Magnagora is very combat driven. There is always room to improve, different ideas get talked about and executed. If this continues to be a high PVP event, people need to practice, strategize, and know their skills. That can't be avoided, things can look great on paper but unless it is tested and executed you can't assume it will work. Ascension is the most significant event where the strategies are put to the test, literally. That won't be everyone's vice, but for some, it will be. Not everyone is going to be happy and that's okay.
1. During the influencing/debate trial, attacking the participants should be prohibited.
2. During the Final Ascension, add a way for influencers/bashers to contribute to points (e.g. influencing villages, or gathering essence/corpses for something). Points from sceptre hold would be just one of the ways to earn it.
3. Non-winners could obtain a ladderized credit and/or power reward on org basis (for raising their own VA maybe, or rewarding participants).
There are so many angles to address the big issues with ascension, but the most rewarding avenue of attack I would recommend is to try to make the events as intrinsically fun to participate in as possible. To that end, putting real effort into blocking the most griefy aspects that have evolved over the years is worthwhile.
--- Part one ---
First, a simple idea which should require no coding but could seriously shake up the (stale) meta:
For some of the challenges where points are gathered (your discretion), let players anonymously name a player to take their points at the end of the event. After X minutes, the results are tallied and the winner is declared. I of course wouldn't want this for every challenge as it would massively favor whoever has the highest population, but it could be a change of pace. (edit: the credit rewards would have to be rewarded based on raw score, not sum of pooled contributions)
Hopeful result:
-The meta of griefing whichever opponent challenger is doing well should be suppressed.
-If this method is run towards the end of the cycle, disabling seal holders / TAs from scoring could give an alliance which has been shut-out of seals a minor comeback mechanic.
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--- Part two ---
Three challenge tweak ideas which try their best to not require sweeping coding changes, with the constant disclaimer that I have really way of knowing whether a simple change would in reality be enormously difficult to implement:
1)
Influence challenge: Global peace during the event. (Stops aggro influencer harassment and mob clearing via bashing)
As a consequence I foresee two subsequent issues (alas, they require coding intervention to address):
-To prevent enemies from following the challenger and diverting every mob, disable diverting (or give it a significant power cost)
-To prevent a griefer from spamming starting influences to block mobs, reduce the reset time after an incomplete influence attempt. Alternately... Starting an influence on a second mob (when you have an already incomplete one on a first mob) instantly resets the attention of the first mob. (i.e., each char. can only hold the attention of a single mob at a time)
2)
If it's simply a variable value somewhere which can be changed: drastically altering mob reset times could be an interesting meta change to both the influence (harmony was it?) and death challenges.
3)
Sick furrikin challenge: Global peace during the event. Make giving furrikin the wrong cure block the player from submitting further cures to -that- furrikin, but the furrikin doesn't die.
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Can y'all tell that I'm deep in a procrastination cycle? Hope everyone is well and enjoying Lusternia.
Beauty: rap battle to defend your designs (sort of joking..).
Harmony/Death - I agree those mobs should be reset/available when the trial starts. Luce's idea of an instanced area could be doable, this trial could be more of a tier of each spot getting harder and harder. Or class weapons only instead of whips/gnomeweapons for Death. People walk away from debates during revolts, they could easily walk away from the debates during Harmony as well. Unless there is some sort of penalty for walking away from a debate, I'm not sure how that would work.
Chaos was super fun when the holder got moved with having the hamster. With the teleportation that meant no more fortressing in one spot.
Justice - I feel like this trial is fine.
Life - I know the lines did change the last time. Different mobs could be added in, or a mix of the new and previous Life trial lines.
Nature
Chaos
Harmony
Beauty
Knowledge
Justice
War
Life
Death
Followup: Namiraa-Trench Themed End-Zone