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Spelunking - new way to skill

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4ev
Mar Gold Premier Club Member 2017

4ev

Posts: 485Silver Posts by user Forum Profile RuneMetrics Profile
I'm looking for ideas on the final room, unique rewards, and more potential random events.


Spelunking would be a highly interactive way to skill, with a fairly high chance to die. This will be a new training method/minigame in which you explore brand new caverns (randomly generated).


Mechanics:


Players are unable to take anything with them. They must gather, adapt, and utilize the supplies needed to reach the end. Think of it like stealing creation in a way, you can create many different tools from the same thing, and use those tools in different ways. There are limited resources, so choose wisely.

The way this activity works, is it would store up your potential rewards as you progress through the cavern. If you opt to leave the cave, or abandon the cave, you lose 90% of those potential rewards. Every death you experience loses 25% of your potential rewards, and a team-members death removes 10% of your potential rewards (maximum loss of potential is -80%). In addition to reduced rewards at the end, dying applies normal death mechanics, 3 (+1 if protect item) items kept on death, and everything else disintegrates upon touching the floor. This is a very important mechanic, since without enough supplies, you will not be able to complete the whole thing.

Completing a Cavern system with 75% potential left should be comparable to normal skilling activities (in overall supplies gathered, distributed randomly).

Cavern System:


The cavern system will have multiple paths, and in a maze-like fashion, some will dead-end, some will tie into other paths, etc. There will always be a way to reach the end with your current parties levels, but you might be unable to fully explore the cavern without high enough levels.

Rooms will be everything from skilling based puzzles (think back to DG), to gathering rooms (specific tools required to gather) to rooms where you can convert your materials into specific
My Suggestions:
Cross Minigame Reward Shop - waiting since December 26th 2013
Spelunking - non-combat raids

29-Sep-2018 06:41:16 - Last edited on 17-May-2019 22:20:53 by 4ev

4ev
Mar Gold Premier Club Member 2017

4ev

Posts: 485Silver Posts by user Forum Profile RuneMetrics Profile
items (anvils to make pickaxe and wc axe, looms to make butterfly nets and fishing nets, a workbench to create tinderboxes and chisels etc.) Without the proper tool, you can try gathering resources barehanded, but you have a far higher chance of failing, and potentially ruining a good resource. These resource areas would function similar to the upper level of MLM, in that they will deplete on a random timer after beginning to gather them regardless of the number of people gathering. This encourages sharing with your team, and everyone participating, rather than one person soloing.

The sooner (after gathering) you convert your resources, the higher tier they will remain. Everything will start as tier 5, and for every minute after gathered while remaining in raw form it will lose a tier. This will discourage people from hoarding resources they don't need, and reward those with the foresight to make what they need.

Now the cavern system itself isn't happy with adventurers trespassing and consuming its resources, so it will be very volatile, and lash-out with events. For those of you familiar with aggressive randoms, some of these will be familiar.

Random Events:


Smoking Rock - stop mining from this resource, if you continue it will blow up, destroying your pickaxe and harming you in the process.

Evil Tree Ent - Similar to above

Angry Electric Eel - Similar to above

Monarch Butterfly - Similar to above

Cavern Instability - similar to the snowfall in Wintertodt, rubble would fall from the ceiling periodically, implying a massive collapse on that square, move or lose a random item. Actual rubble will fall and have to be mined, similar to MLM.

As you progress through the Cavern system, these will become more and more commonplace. Also, due to the nature of the cavern, there will be an ultimate timer, where if you don't "defeat" the cavern system by then, it will ultimately collapse.
My Suggestions:
Cross Minigame Reward Shop - waiting since December 26th 2013
Spelunking - non-combat raids

29-Sep-2018 06:41:27 - Last edited on 23-May-2019 00:31:02 by 4ev

4ev
Mar Gold Premier Club Member 2017

4ev

Posts: 485Silver Posts by user Forum Profile RuneMetrics Profile
The Final Room:


I'm still undecided as to what this should be.

- Should it be a timed room where you plunder as much as you can before the cave finally collapses?
- Should further things happen in here, like traps, etc.?
- Should it be something else entirely?


Rewards:


You would get random rolls at resources that scale with your levels (and remaining reward potential), similar to Wintertodt. Also, if you completed the system 100% and still have 100% of your reward potential left (meaning no deaths for the entire team) you would have a small chance of rolling on the unique rewards table. Also, the amount you contributed to the team would be kept track of, similar to CoX, and would determine the percentage chance of an individual receiving the unique drop.

Unique Rewards:


I'm semi-undecided here, although it should be unique items useful to skilling.

We could do things like food add-ons that give a heal over time effect, minor prayer boost (recover 1 prayer point), etc. There's also many skill boosts that are currently difficult to obtain, this could be a decent place to add in alternatives. Currently Runecrafting, Thieving, Mining, Woodcutting, and Smithing are all lower boosts and/or are difficult to obtain. These could all be the keep players coming back over time rewards (not highly sought after, the 'common' rare drops).

Maybe a skilling omni-tool, that can morph between all of the gathering tools (starts at bronze/lowest level). You could also feed it higher level tools (non-refundable) to upgrade its capabilities. For example, give it an iron axe, then steel, etc. It would have horrible stats no matter how upgraded, but would allow skillers the ability to wield their dragon gathering tools (sort of) with a lot more effort, and be a space saver for every other account.

That's one idea for a unique, I'd like 4+ at least.
My Suggestions:
Cross Minigame Reward Shop - waiting since December 26th 2013
Spelunking - non-combat raids

29-Sep-2018 06:41:38 - Last edited on 29-May-2019 04:40:56 by 4ev

4ev
Mar Gold Premier Club Member 2017

4ev

Posts: 485Silver Posts by user Forum Profile RuneMetrics Profile
Spelunking would be a highly interactive way to skill, with a fairly high chance to die (compared to afk skilling anyway). This will be a new training method/minigame in which you explore brand new caverns (randomly generated).

This would essentially be a skilling version of Raids.

Players are unable to take anything with them. They must gather, adapt, and utilize the supplies needed to reach the end. Think of it like stealing creation in a way, you can create many different tools from the same thing, and use those tools in different ways. There are limited resources, so choose wisely.

I picture the exploration being completely different from your standard skilling content, no more AFKing for easy exp. Instead, now you have to interact with the game in the correct ways to not die. Think of it like a cavern system filled with content similar to the old random events, but you have to interact with them in a more timely fashion, or face the consequences.

The best example I can give of this is the Tree Ent (breaks Axe), Smoking rock (Blows up pickaxe), etc. Also, there would be mechanics similar to the snowfall in wintertodt where you need to move out of a certain range to not be hit.

There should also be skilling puzzles, like there was in DG. These would scale to your levels, as would the rewards at the end. The higher your levels, the higher your rewards. I would like to see every non-combat skill able to be utilized in some way within.

The ultimate boss is brought down by skilling, not combat. You avoid its attacks by interacting properly with its mechanics, not by tanking it with gear and high HP. You can 'attack' it with various skills, and each unique boss would be susceptible to certain skills over other skills. We could even tie in slayer here by making it easier to identify 'weaknesses' of the boss with a higher slayer level.

You could do this in small groups or solo, but it should be challenging enough that most players are unable to solo.
My Suggestions:
Cross Minigame Reward Shop - waiting since December 26th 2013
Spelunking - non-combat raids

29-Sep-2018 06:42:38 - Last edited on 28-Oct-2018 15:25:36 by 4ev

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03-Oct-2018 04:46:39

Clawdragons
Jan Member 2019

Clawdragons

Posts: 4,467Adamant Posts by user Forum Profile RuneMetrics Profile
Here's the thing.

Random generation often sounds like a good idea... But it's actually far harder to do well than many people give it credit for.

I've got some experience in this. I've been working on codeveloping a roguelike game for the last few years. I've got strong opinions on what sorts of elements make procedural generation work, and what sorts of elements don't go well.

There are some things that typically go along with procedural generation, and there are good reasons for why most of those things work.

I'm not convinced that a game like Runescape, which is so heavily focused on permanent progression, can really go along well with what you are describing.

03-Oct-2018 06:10:09

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