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Author Topic: More rewards and long-term goals for players in adventurer mode.  (Read 1263 times)

Aquillion

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More rewards and long-term goals for players in adventurer mode.
« on: November 15, 2014, 11:47:41 am »

I noticed that the new dev list has a lot of details about adventurer roles.

I think that the one thing that is most missing from adventurer mode at the moment, though, is any sense of long-term achievement -- I realized this specifically when reading the thief role, as it occurred to me that the game doesn't actually provide much to do with the money you earn by stealing things.  The biggest problem with DF's adventure mode at the moment is that it lacks an outer gameplay loop -- obviously given the game's complexity, its outer loop is going to be at least partially player-defined, but I think there needs to be some sense of overarching progress that you can devote yourself to.  Without that, I've found that I enjoy it at first but rapidly lose interest.

Eventually things like status in the world (with associated abilities to lead or command larger and larger people) could serve this purpose; there's already a bit of this in your reputation.

Once the world has more magic (especially in the form of artifact powers), acquiring that can also serve as an adventurer goal -- there's a bit of this already, again, in the form of necromancy and vampirism.  It doesn't even really have to be magic -- I think the idea here is more having hard-to-get things that extend the gameplay in some way, things that take a while and involve chaining together multiple subgoals on the player's part in order to achieve them.  (In this respect, once titles and positions are in, earning one of those also fits this category.)

Having more ways to spend money would help a lot, but this ultimately requires additional end-goals down the line in the form of the stuff you're spending money on -- titles and positions, property that grants new gameplay options, magical artifacts or ancient books of lore that give you new abilities, and so on.

Giving the player more ways to affect ongoing history (and making history deeper so players want to affect it) will also help a bit, but I suspect that you'd have to give some sort of direct obvious feedback for it to be meaningful to most players.

In Fortress mode, you're building something big and meaningful, and the more you expand it, the more options you have (as you gain more and more skilled dwarves.)  In Adventurer mode, this isn't so much the case...  adding Adventurer Skills will help a bit (in that simply improving your skills will be one possible goal, with more meaningful feedback than we get at the moment due to the options it opens up), but I think the game needs a deliberate effort to create incentives and long-term goals for adventure mod.  The roles look fun, but each role, I think, ought to have major goals and rewards of the types I described.
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Aranador

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Re: More rewards and long-term goals for players in adventurer mode.
« Reply #1 on: November 15, 2014, 02:56:58 pm »

Ironically, one of the things that make DF adventure mode truly unique is that it lacks the things you are talking about.  Releasing the players from this onus creates a freedom to adventure and discover.  Add to it some powerful modding capabilities, and players can have all sorts of adventures, from the story of a peasant oppressed by everything, to a super hero eliminating the forces of heaven and hell.
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tonnot98

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Re: More rewards and long-term goals for players in adventurer mode.
« Reply #2 on: November 15, 2014, 04:36:02 pm »

I would like for a mode where an adventurer becomes an overseer that actually lives, and we "lose" the fort upon said adventurer's death.

Anyone feel like making that into it's own thread?
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Leatra

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Re: More rewards and long-term goals for players in adventurer mode.
« Reply #3 on: November 16, 2014, 08:35:23 am »

I got the same feeling while reading the dev list. Being able to affect history is the biggest motivator for me, and more ways to do it (like site takeovers) is what I find fun. I'm usually bored at the moment when I kill dozens of mega-beasts and titans and think "now what?"

Once the economy is added to the game, we'll probably have stuff to spend our money for. The list says we will be able to purchase cottages and such.

What you are saying is true, but what kind of major goals and rewards should be in the game? I can't think of many ways to spend my money on in a DF world.
« Last Edit: November 16, 2014, 08:37:36 am by Leatra »
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StagnantSoul

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Re: More rewards and long-term goals for players in adventurer mode.
« Reply #4 on: November 16, 2014, 11:26:37 am »

I'd think a way to display items would be great. This is a dragon egg, this is the head of a hydra, these are feathers from a roc, this is the body of El Bronze Colossio, this is a cyclopses eye, and so on. Buy a tomb for yourself, become a duke or something, cover the tomb in riches and trophies, and retire. Visit this tomb years later after a bunch of fortress mode.
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Tomsod

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Re: More rewards and long-term goals for players in adventurer mode.
« Reply #5 on: November 16, 2014, 04:34:35 pm »

This is very true, I keep having that thought every time I play adventurer. Toady did spend some time trying to enhance AM (I believe that was the stated intent) -- with mummies, site overtaking, vaults etc. but I think the problem with the efforts was the lack of uniqueness. Like, there is only one necromantic spell (minor speed variance notwithstanding) across every Armok-forged world ever, werebeasts draw from a fixed animal list with randomly added glowing eyes, and even vaults follow the same general structure with essentially the same booty. It's nice when you encounter such a thing for the first time, but the replayability value is much lower here than for the main game.
Some of the older features end up being last beacons of enteraintainment for me. For example, quest to find a good poison for your arrows involves conquering the underworld and hundreds of goblins tortured or dead to determine specific substance effect. This never gets old because something is always new: both demons and their venom aren't just randomly generated, but are a superposition of several independently random parameters, sometimes combining into something amusing or even unique.
The artifacts are a similar thing. Even though they are mostly useless now, no two are the same, and I very much look forward to having them pop in Legends mode. And if Tarn decides to give them some useful properties (not necessarily supernatural, although it's the most obvious choice), AM may very well equal some standalone roguelikes in entertainment value.
What I was meaning to say is that one solution to the adventurer boredom would be more uses of procedural generation. If every new semi-random feature had at least three meaningful, interconnected randomized factors, no part of the game would ever get old. I.e., vaults already have random "angels", but if modified weapon types were actually modified and different divine metals indeed were different, there would be something to go for in each one you encounter.
Obviously some other devlist items would enhance the game nonetheless, but this one seems like one of the more lower-hanging fruit.

Oh, and on the topic of already existing long-term goals, I often end up sending my seasoned adventurer on a fetch quest for some rare items for a future fortress, like roc hide, hammers coated in zombifying mist, and of course vault treasure. That is something to look forward to.
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Sirbug

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Re: More rewards and long-term goals for players in adventurer mode.
« Reply #6 on: November 16, 2014, 04:49:18 pm »

Careers would be nice. I understand hearthperson is someone like a personal agent of a lord, but it doesn't seem to go anywhere. There supposed to be quests, right? I don't get any. One day, hopefully, guilds, gangs and syndicates would be implemented, sending hero to expand his influence according to state of the world. Site takeovers, at least, can be expected to improve with retaliation strikes, shifting loyalties among men at arms etc.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

Toady One

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Re: More rewards and long-term goals for players in adventurer mode.
« Reply #7 on: November 16, 2014, 10:15:36 pm »

When we put up the roles a few years back (the new stuff this time is the top part through starting scenarios), the idea was to get some basic structured options into the game where it was totally lacking (and still is), but there's some stuff buried in the dev page that should help over the longer term.  For instance with the Hero role, we stuck villains at the top with stuff like "evil plots" so that there'd be a larger direction, sometimes peeled in layers (the idea behind the interrogation stuff) -- granted that isn't even started yet -- and I think the dullness of repeat megabeast slaying will be alleviated somewhat once they are an actual post-worldgen actor with better-defined relationships with surrounding communities.  In those terms, the Slayer of Night Creatures role section "torment the living" is more explicit and overall they're supposed to provide some circumstances that could chain together into a bit of character arc for yourself (especially through the curses and exposure section).  I guess this goes with "making history deeper so you care" from the OP.  That all relies on clear exposition and the player being able to decide what's important, and we can see what that's like done piecemeal and badly in the current version of the game (with the site invasions for example, or most anything else).

All of the roles weren't intended to be drive a traditional story, though -- I think for us, Hero and Slayer of Night Creatures were set up along those lines, while Treasure Hunter and Explorer were more for recapturing a sense of discovery (with some history thrown in), and the Thief and Trader were directed at framework considerations (crime/justice and economy).  The starting scenarios are going to jump ahead a bit on framework now.

It'll take a while for gaining money to be a worthwhile goal -- blowing your hard-won spoils on fast living (as you might be inclined to do in real life) isn't generally satisfying in a computer game, where there's little incentive or player enjoyment associated with leisure spending.  In one of our experimental projects, we toyed around with "debauchery", "high life" and several other counters that'd reward you for behaving or spending money in certain ways, and that does work to some extent to give the game more structure and almost an expeditionary feel.  That approach will probably be tested in DF with our new taverns, though it's somewhat harder to determine the reward (in the experiment, there was a stamina analog to adjust, but we'll have to be careful not to be as gamey).  There'll be all sorts of places where hoards of player money can be leveraged eventually, but it'll require the economy to grow up to the point where armies have to be provisioned and so on.  Money could also corrupt any piece of the justice system we add, once the individual links are in place.  Thinking of how we'd even begin to set that kind of thing up was part of the motivator for the latest addition of the framework for the starting scenarios section.  It would have been possible to finish the caravan-style economic supply-demand stuff earlier, but I'll be happier having law, property and status as better encoded concepts as a foundation for the economy and justice system.

Reputation-wise, we've sort of built a mess to extract ourselves from -- there are rumors stored everywhere that give rise to reputations with certain people and groups, and older group rumors get converted into a reputation with a group where the cause isn't remembered as precisely.  Having it spread all over the place makes it hard to just hang your hat on, though.  A basic reputation summary in your info screen might help, and further reputation effects (some are listed in the Hero role rep section).  There's also the more objective historical legend you are building up, which you might have access to in some way.

The main difficulty of status-based approaches to player reward is just the amount of command options that'd need to be in place to make holding a position worthwhile or realistic -- and all of the command options need to be backed up by mechanics (which we are sorely lacking for our site-to-site struggles).  Similar with the properties for sale -- it's a large reward, but it's also kind of a static end point unless you can get some use out of it (meaningful storage, defense, subordinate work area, collateral, citizenship options etc.).  Artifact quests/rewards/etc. are easier to make fun, and we're going to be trying them out pretty soon in adventure mode.

So yeah, I wholeheartedly agree with the overall aim here and I think we're pointing toward it.  The state of the current adventure mode certainly gives one pause, but I think there's some hope even in the roles.
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StagnantSoul

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Re: More rewards and long-term goals for players in adventurer mode.
« Reply #8 on: November 16, 2014, 10:20:18 pm »

We got Toady's attention...!  :o Yay! I do think some form of trophy stand would be a wonderful addition.
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Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
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If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

mnjiman

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Re: More rewards and long-term goals for players in adventurer mode.
« Reply #9 on: November 18, 2014, 01:22:20 pm »

I assume that any balancing that would occur with in game rewards would be done at a much further date (due to the constant in game changes that are always occurring.)
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I was thinking more along the lines of this legendary champion, all clad in dented and dinged up steel plate, his blood-drenched axe slung over his back, a notch in the handle for every enemy that saw the swing of that blade as the last sight they ever saw, a battered shield strapped over his arm... and a fluffy, pink stuffed hippo hidden discretely in his breastplate.