Idea for event.

I don’t know about you all, but the current event hub is… boring. There hasn’t been anything new in it in ages. I heard they tried something new, but it died after the first try. And what is in there now… how many of the events do people enjoy? I hear capture the flag mentioned in global sometimes, about it…

I want to post ideas here for something new to do. If you feel like you’ve got a good idea in mind, please add it.

I’ve had a few things come to mind myself, but only one I’ve truly given thought to. Feel free to comment, feedback is always wanted.

Idea for an event: Haunted mansion style event. 6 players ( Can be more or less, all set to level 5 or something with no moves ) dumped into a maze like map of doors and keys. Players start out in a set starter room, which is considered safe until they leave it. Once the player leaves the map, the game starts. The task for the players is to get out, but all of the doors are locked and require keys. Keys are scattered around the map, and each key only works on a certain door. Once the door is open, it’s open forever with no worry about it closing back. Only 1 door will open at the start, and the key inside that room will open a random door someplace on the map. It’s pretty much repeating afterwards… find a key, find a door it works with, find the key in that room…

I know what you are thinking, it sounds easy. In a lot of ways, it is and can be. How well keys are hidden depends on the staff, but there are some factors to prevent you from making the map a cakewalk.

First and foremost, you can’t see. Light level would be a tiny circle around you, I’d say no more then 1-2 tiles of sight. This might seem a bit unfair, but it’s a needed requirement. Keys would be harder to locate, and you couldn’t see the next thing…

A “Monster” . This can be any sort of pokemon, that comes into play around 30 seconds after the game starts and players have truly entered the first hallway. The monster is incredibly strong vs the players, killing them in a few hits or just one hit outright. This might seem very unfair, but it’s the price you pay for making a mistake. If the player is killed, they are out, and must hope their team can complete the map without them. The game is only over if all of the player team is found and defeated, or if one of the players make it to the end.

Problems I can see… The Monster. Let’s face it, current AI is… stupid. Computers won’t seek out players if they can’t see them, ect. Best way I could figure a way around it, is if a staff member plays the role of said monster. They have the same restrictions as the normal players, low visibility. To make it a bit more fair, perhaps they can’t use any moves and have to use the normal attack… I’m not too sure on it myself.

Keys can be a problem too. If the player holding the key dies, I’d assume it’s GG for the entire team then. Unless the key counts for everyone if one person finds it, which is what I’m thinking is the better choice.

I need to give this more thought, it’s sort of a WiP at the moment. I’ll edit the post when I’ve got more time to do so later.

Do comment if you feel like it, pmu needs more player involvement and opinions are very welcome with any sort of ideas you might have. If you don’t like my idea, suggest your own, or tell me what part of mine you don’t enjoy.

It sounds really fun!

I can’t comment too much because I can’t get online on Sundays when it’s event time, however, I’d love to.

-But this seems like a neat idea. It would be fair if the monster was a staff though, because as you stated, computers aren’t that “smart”, lol.

-F attack seems better than using a move, if not they could use an AoE and that is it.

-I wonder if it could be also a minigame you can play outside events? Sounds really fun.

Anyways, i totally second this thread.

I don’t think there is any other way, the monster would have to be staff. The current AI just can’t do what’s needed to make it engaging enough to work for this sort of scenario.

I’d lean more towards F attack, just because the monster would be so much higher level then the players, it would/should kill them 1 hit… maybe status moves for the monster? Something that can’t outright kill the player if it uses it. Might be a better idea.

And yes, it could be something that anyone could play whenever they wanted, long as someone played the monster. Would need to be worked out some so it’s only a set creature that can be it… but I figure it’s still doable.

Seems like a rather cool idea, would make a nice change…and honestly I already want to play it. I’m pretty sure other people will feel the same about it.

As for the monster…either a staff member or a designed player could do the trick. The monster itself could a Gengar or something, would make it ‘‘haunted’’ as mentioned before.

I really like the idea and I hope it gets noticed, would be great!

Nice suggestion!
One idea I had a whiiiiile back was a tower defense game:
viewtopic.php?f=51&t=14088

Yet your game suggestion sounds really interesting. I am curious about a few things;

  1. can players attack the monster? Im assuming since the monster can attack, so can players.

  2. Do you think key respawns would work for when players die with the key? (would cause confusion because they might have the wrong key. Could add the degree of difficulty.) By respawn I mean, every 20 seconds the key will be back In it’s place.

tower defense would be an interesting change of pace form the normal minigames they’ve got. I wouldn’t mind seeing it exist someday.

Players CAN attack the monster, but the level difference is so great, it wouldn’t do any good truly. … I might lean towards the monster being immune to attacks altogether, but it might not matter in the end.

Key respawning would work yes. What I wanted, was that if one player grabs the key, then the entire team has the key, so to speak. So if player A gets the key, then player B would also have it and be able to open said door. … Or another way to do it, would be keys would be sort of like a switch… once a player hits it, the door opens and remains open… Dunno though, might make things too simple. Player would just run around the room till they found it… Ok yeah, key respawning every 20 seconds or so would probably be ideal.

This sounds like a pretty awesome idea, although you make a good point about the monster. As haunting as an all-powerful unstoppable force stalking you with limited visibility is, the AI’s enemy style could detract from that.
Staff would remedy this well but it feels like it could suddenly hit an increased pace, fine of course for tension but there’s something creepy about a monster that won’t rush as you can’t stop it anyway. Maybe a reduced speed somehow and instead dead ends and such?

Just my two cents, but good idea, would make a fun event.~

What a creative idea! But I wonder, and this applies to weekly events in general, do staff have any current plans on improving the weekly events? There are many other suggestions to keep PMU interesting, such as daily challenges. Also, one reason Holiday Cave is dead is because staff focuses on permanent content. Well, weekly events are neither permanent nor temporary… however I do wonder if mappers+ would rather choose to map dungeons and overworld instead of event mazes. Consider last Ice Breaker, it was mapped within an hour before the event itself!

I think it would be extremely interesting if there could be different types of monsters that the staff would pick from. Each monster would have a single bonus to it - for example, one might be faster or have a slightly higher range of attack.

That way you don’t always know what to expect. :o.or:

Solid idea, would also solve the disparity between speeds and strengths, slowest could take you out in few -perhaps one- hits while the fastest might need a few cracks at you. Not sure regarding being caught though, if found by a quick one, you’d be kind of done, unless the monsters had some way of only attacking for limited periods of time.

Could also incorporate the doors into escaping the monsters. One thought is not to use keys but some kind of MacGuffin that once collected allows any player on the team to open its marked door as many times as needed, could make some interesting gameplay if you can escape through a door and trap the monster on the other side, then again, maybe I’m viewing this too close to a horror.

Solid idea, would also solve the disparity between speeds and strengths, slowest could take you out in few -perhaps one- hits while the fastest might need a few cracks at you. Not sure regarding being caught though, if found by a quick one, you’d be kind of done, unless the monsters had some way of only attacking for limited periods of time.

Could also incorporate the doors into escaping the monsters. One thought is not to use keys but some kind of MacGuffin that once collected allows any player on the team to open its marked door as many times as needed, could make some interesting gameplay if you can escape through a door and trap the monster on the other side, then again, maybe I’m viewing this too close to a horror.[/quote]

Different monsters would be a good idea for breaking things up and preventing players from getting used to something. On the part about a quick monster killing a player too quickly… a friend suggested something to me. Make attacks have a long cooldown, like they do in town. That way, the monster player couldn’t just spam an attack and destroy the player. The normal player would have a chance to escape. … But the monster would have status moves to help keep them under control, least somewhat.

The key idea you have is what I want more like truly. The item counting team wide would just work better overall, least to me, and make the game flow more smoothly. That way if a player does die, and they had the only key, the game isn’t done. … and na, you are thinking perfectly about it, it should be viewed as a horror somewhat. A rag tag group of players vs an untamed killing machine. Sounds like a lovely evening.

Also thank you for all the feedback thus far. I don’t expect them to take the idea and run away with it, but maybe they will take it into consideration at some point.

On the flip side, you could make the key respawn if the holder is killed. This makes the game more back and forth for both sides.

However, that might be too work-intensive for a mini game mode.