Vote for Islands of Myth on Top Mud Sites
firstprevious1nextlast
Event ideaThu Dec 10 23:40:41 2009 MST
Reamus
player
offline
So, it occurs to me that we have a number of events that spawn a mob
who cause a negative mudwide effect until such time as the event
times out or someone kills it.

Further, it seems that it would be interesting to have a similar
event, excepting that the mob has a beneficial effect (enhanced
regen, 1/4 nosuck, or maybe a mild version of selinias
blessing/dhrugs rage), excepting, presumably, on anyone engaged in
slaying the mob (who would have some tp eq.)

It would be a social experiment (ala Milgram), to see who slays and
who doesn't, and the reaction of the active players to such a
slaying.

That is all,
(Unkie) Reamus
>Event ideaThu Dec 10 23:42:14 2009 MST
Maduo
player
offline
On Thu Dec 10 23:40:41 2009 Reamus wrote post #323:
> So, it occurs to me that we have a number of events that spawn a mob
> who cause a negative mudwide effect until such time as the event
> times out or someone kills it.
>
> Further, it seems that it would be interesting to have a similar
> event, excepting that the mob has a beneficial effect (enhanced
> regen, 1/4 nosuck, or maybe a mild version of selinias
> blessing/dhrugs rage), excepting, presumably, on anyone engaged in
> slaying the mob (who would have some tp eq.)
>
> It would be a social experiment (ala Milgram), to see who slays and
> who doesn't, and the reaction of the active players to such a
> slaying.
>
> That is all,
> (Unkie) Reamus
isn't milgrams experiment to see if a subject will blindly follow
the orders of a superior when told to do something?
maybe you're just seeing which wiz will actually code an event like that =)
>>Event ideaThu Dec 10 23:50:09 2009 MST
Reamus
player
offline
On Thu Dec 10 23:42:14 2009 Maduo wrote post #324:
> On Thu Dec 10 23:40:41 2009 Reamus wrote post #323:
> > So, it occurs to me that we have a number of events that spawn a mob
> > who cause a negative mudwide effect until such time as the event
> > times out or someone kills it.
> >
> > Further, it seems that it would be interesting to have a similar
> > event, excepting that the mob has a beneficial effect (enhanced
> > regen, 1/4 nosuck, or maybe a mild version of selinias
> > blessing/dhrugs rage), excepting, presumably, on anyone engaged in
> > slaying the mob (who would have some tp eq.)
> >
> > It would be a social experiment (ala Milgram), to see who slays and
> > who doesn't, and the reaction of the active players to such a
> > slaying.
> >
> > That is all,
> > (Unkie) Reamus
> isn't milgrams experiment to see if a subject will blindly follow
> the orders of a superior when told to do something?
> maybe you're just seeing which wiz will actually code an event like that =)
That's a somewhat accurate, though simplistic explanation of
Milgram's experiment. The reference was actually meant more to
invoke the notion of a slightly demented, dare I say mildly evil
experiment.

It was pointed out to me that there are a few events similar to
this, such as confused magi, Raena, rawkenrohls, selinas, and
stralics. The difference that I see between those and what I propose
are twofold:

First, for Magi, raena and RawknRohl, The effects are nice, but
don't really make a huge difference.

Second for Selina, stralic etc, before the event is started, if you
think killing the mob is a good idea, you already have your party
ready, picking up a party once it's already underway (as you would
if the event were triggered by the daemon) might be a little more
interesting.

(Unkie) Reamus
>Event ideaFri Dec 11 06:50:32 2009 MST
Open
player
offline
like, oh, say, raena?
>>Event ideaFri Dec 11 06:51:36 2009 MST
Open
player
offline
oh, damn, i'm a dork.
ps, you can't kill the event god in rawknrhol or selinea.
firstprevious1nextlast