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What do y'all think of this treasure hunting system? (game idea)

45074507 Member UncommonPosts: 351
It's fairly common to have treasure maps split up into fragments that the player finds and puts together to get the final location, but I've never seen the fragments be non-specific per player. In other words, player A can get fragment 1 as a drop, and player B can get fragment 2 as a drop, and to get the treasure they must combine the fragments to find the burial location. (and the game doesn't tell either player where the other fragment is)

I envision such a system greatly encouraging social interaction, with players coordinating fragment combinations over the forums, or even entire treasure hunting guilds springing up to help find combinations. Of course, if you'd rather not get involved with all that, there would no doubt be players bulk-buying uncombined or partially combined fragments for a flat rate to be arranged later.

Thoughts?

Comments

  • CryomatrixCryomatrix Member EpicPosts: 3,223
    I'm okay with as many parallel systems as possible as long as you don't force someone to do it. 
    Catch me streaming at twitch.tv/cryomatrix
    You can see my sci-fi/WW2 book recommendations. 
  • iixviiiixiixviiiix Member RarePosts: 2,256
    My though is , GM place the treasure , he then show the puzzle for everyone on server , and everyone follow the GM's words to find the treasure .

    Each day , GM only plant one treasure and the treasure will last for 1 week of 1 month .
  • rounnerrounner Member UncommonPosts: 725
    You could invent a whole battle royale pvp loot system around it
    ChildoftheShadows
  • craftseekercraftseeker Member RarePosts: 1,740
    It has been done before in Everquest and Everquest 2, both as fixed events and as GM run events. One version of it allowed for different parts of a 'crafting recipe'. Yes, it works, it can be fun if done well, bu not new.
    4507
  • MMOExposedMMOExposed Member RarePosts: 7,400
    Questions:

    1) does the combined fragments stay permanently attached once combined, if so do all people that put their piece in get a copy or will it be one copy they have to fight over.

    2) how detailed are these fragments? Will somebody with X on their fragment be able to look at nearby PoI on their fragment and hunt down the treasure? What's to prevent that from happening?

    3) If each map is made up of lots of fragments, and there could be many different maps in the game, how do players identify which maps are which and what fragments are part of which set?

    Philosophy of MMO Game Design

  • 45074507 Member UncommonPosts: 351
    Questions:

    1) does the combined fragments stay permanently attached once combined, if so do all people that put their piece in get a copy or will it be one copy they have to fight over.

    2) how detailed are these fragments? Will somebody with X on their fragment be able to look at nearby PoI on their fragment and hunt down the treasure? What's to prevent that from happening?

    3) If each map is made up of lots of fragments, and there could be many different maps in the game, how do players identify which maps are which and what fragments are part of which set?
    1) I was thinking one copy, since most of the time one player or another would be the main assembler of the map, buying up the fragments from other players until they have a complete map that would finally recoup those costs. I suppose there could also be some way to split the loot, such as through something like CoE's planned contract system, although I don't see it being used very often.

    2) Either the X won't appear on the map until it's completed, and the map would cover a large enough area that it would take literally days of fruitless digging to uncover the treasure without an X, or the treasure itself wouldn't be present until the map was completed. I prefer the former approach, mostly because it seems more immersive, but if players carpet mining entire islands for treasure started to become an issue the latter (or both simultaneously) might become necessary.

    3) Each fragment would be relatively large (a map would be composed of 3-5 fragments) and have distinctive tear patterns such that it would be fairly easy to identify matches, either from screenshots shared on forums or, in some cases, verbal descriptions (e.g. "I think I have the Southwest corner of Skull Island, anyone think they have a match?"). Additionally, when trading the fragments between players there would be an option to directly compare two fragments and check if they match, to prevent scamming and/or misidentification.
  • anemoanemo Member RarePosts: 1,903
    Runescape has a few quests where you completely need someone who has done something different than you.  Or where you're able to take vast shortcuts with someone else.

    Practice doesn't make perfect, practice makes permanent.

    "At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."

  • alkarionlogalkarionlog Member EpicPosts: 3,584
    don't need to complicate things, UO did this well enough
    FOR HONOR, FOR FREEDOM.... and for some money.
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