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What if players had certain skills. And to do some kinds of cooking, you need to find a player with a certain kind of skill?
joostchur
I think something location-based would work. we already have a map, so if something is "happening" in the swamp for example, at least X players need to be there and then they would all get an item? maybe kind of "community spawn" events.
"A community event is happening in the Swamp! Get there and offer an item to be rewarded!"
-> !move swamp
-> !offer tomato
If total offered amount > 1000 and player count > 5 then unique item gift, else failure.
actually, maybe something with longer reward cycles? claiming, gifting and cooking all have instant rewards. what if something took a lot longer...like planting?
!move swamp
!plant watermelon seed
sometime n hours/days later in chat
"An irradiated watermelon is ripe for picking in the swamp zone!
!move swamp
!claim irradiated watermelon
this means you might not be able to claim what you seed, but if no one seeds, you also won't have anything to claim
I quite like the idea of collaborative long term events, kind of like a longer term hype train. Offer 100 fresh herbs in the desert this week.
And then if the goal has been reached, rewards are given to everyone that contributed.
This would also be a nice way of taking items out of the economy again.
I have accidentally created one way that players need to work together!
!freeforall only works if there is at least 1 item per present player in each zone. For example, if there are 7 unclaimed items in the desert, there needs to be at least 7 players in the desert for the items to be distributed, otherwise freeforall does not distribute.
If players want free items, they need to work out how many are in each zone, and assemble appropriately in time for the world leader to fun the freeforall command.
Some ideas:
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