Event idea | Thu Dec 10 23:40:41 2009 MST |
| 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 idea | Thu Dec 10 23:42:14 2009 MST |
| 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 idea | Thu Dec 10 23:50:09 2009 MST |
| 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 idea | Fri Dec 11 06:50:32 2009 MST |
>>Event idea | Fri Dec 11 06:51:36 2009 MST |
| oh, damn, i'm a dork. ps, you can't kill the event god in rawknrhol or selinea. |
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