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Difference between revisions of "User:KiwiBird/WorshipPropossal"

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m (Created page with "I have always liked the idea of hidden "rituals" being on a common altar giving players very powerful and secret items, resources, Stats (temp or otherwise). And the realisation ...")
 
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I have always liked the idea of hidden "rituals" being on a common altar giving players very powerful and secret items, resources, Stats (temp or otherwise). And the realisation that this wouldn't normally happen I came up with this idea.
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__NOTOC__
 
+
=Test of the Spiritualist=
It uses the following tests to create the <b>Test of the Spiritualist</b>. Everything on this page is a work in progress. I ask that if you want to add comments, that you do so via the forum ([http://www.atitd.org/forum/ Click here <small>To be created</small>]).
+
Everything on this page is a work in progress. I ask that if you want to add comments, that you do so via the forum ([http://www.atitd.org/forum/ Click here <small>To be created</small>]).
  
 
==Overview==
 
==Overview==
Line 10: Line 10:
 
At any stage, a player is allowed to spend Basic Points to obtain Ritual Facets. Ritual Facets allow the player to create Player Created Rituals. These rituals allows the player to earn Test Points that help pass the Test.
 
At any stage, a player is allowed to spend Basic Points to obtain Ritual Facets. Ritual Facets allow the player to create Player Created Rituals. These rituals allows the player to earn Test Points that help pass the Test.
  
The player is allowed to preform Standard or Godly Rituals once per 12 hours (twice per day). Both Rituals any required changes done once per day. Time stated here is real time.
+
The player is allowed to preform Standard or Godly Rituals once per 12 hours (twice per day).
 +
 
 +
Where the Ritual type requires changes, this happens once per day.
 +
 
 +
All time frames are Egyptian based.
  
 
==Standard Points==
 
==Standard Points==
;Standard Rituals: Standard Rituals give players set amount of points, but are avatar specific to that Player. The items they use are common, and do not change throughout the test. Because of the global, non-changing way these Rituals are given a suggestion of 0 to 28 points can be obtained from preforming them. Standard Rituals have a suggestion of 14 rituals that can be preformed, and could be "devotions" to minor gods.
+
;Standard Rituals (0 to 28points): Standard Rituals give players set amount of points, but are avatar specific to that Player. The items they use are common, and do not change throughout the test. Because of the global, non-changing way these Rituals are given a suggestion of 0 to 28 points can be obtained from preforming them. Standard Rituals have a suggestion of 14 rituals that can be preformed, and could be "devotions" to minor gods.
  
 
;Godly Rituals: Are always changing but have a set of 7 resources that God would use. The 14 Gods will always use a set number of items, between 2 and 4 items on the altar at one time. For example, Ra could use 4 items, Set could use 3, Bast could use 2. These numbers do not change, but the items used do change. The points value for a Godly Ritual is suggested to be 14 to 56 points.
 
;Godly Rituals: Are always changing but have a set of 7 resources that God would use. The 14 Gods will always use a set number of items, between 2 and 4 items on the altar at one time. For example, Ra could use 4 items, Set could use 3, Bast could use 2. These numbers do not change, but the items used do change. The points value for a Godly Ritual is suggested to be 14 to 56 points.
Line 24: Line 28:
  
 
==Ritual Facets==
 
==Ritual Facets==
To be able to create rituals the player themselves create requires first earning standard points. These points purchase Ritual Facets, similar to the list below.
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<b>Please note: Mathematics was never my strong side, the following is what my simplest mind can cope with. Because of this, the numbers may be to high, to low or otherwise unbalanced.</b>
 +
 
 +
{| style="background-color:#efdfbd;" width="100%" align="center"
 +
|width="50%"|
 +
;Single Items:Base formula, A+3*B=C
 +
: A Base (7) or Previous requirement
 +
: B Attempt number (resets after seven items found)
 +
: C Points required to purchase this facet
 +
::* Attempt 1, A+3*B=C (7+3*1=10)
 +
::* Attempt 7, A+3*B=C (70+3*7=91)
 +
|width="50%"|
 +
;Double Items:Base formula, A+7*B=C
 +
: A Base (52) or Previous requirement
 +
: B Attempt number (resents after ten items found)
 +
: C Points required to purchase this facet
 +
::* Attempt 1, A+7*B=C (52+7*1=59)
 +
::* Attempt 10, A+7*B=C (367+7*10=437)
 +
|-
 +
|
 +
;Triple Items:Base formula A+14*B=C
 +
: A Base (248) or Previous requirement
 +
: B Attempt number (resets after fourteen items found)
 +
: C Points required to purchase this facet
 +
::* Attempt 1, A+14*B=C (248+14*1=262)
 +
::* Attempt 14, A+14*B=C (1522+14*14=1718)
 +
|
 +
;Quadruple Items:Base formula A+21*B=C
 +
: A Base (752) or Prevuous requirement
 +
: B Attempt number (resets after twentyone items found)
 +
: C Points required to purchase this facet
 +
::* Attempt 1, A+21*B=C (752+21*1=773)
 +
::* Attempt 21, A+21*B=C (5162+21*21=5603)
 +
|}
 +
 
 +
==Test Points==
 +
At any given time, players can only have three active rituals from each set (Single, Double, Triple and Quadruple items required). Each set produces a different amount of Test Points.
 +
 
 +
For each hour (unsure what Time this should use) that the Ritual is not found by other players, gains a "tick" of the set amount of points.
 +
 
 +
* First Single Item Ritual lasts for 32 hours, the player would earn 32 Test Points.
 +
* Third Single Item Ritual lasts for 5 hours, the player would earn 35 Test Points.
 +
 
 +
Where more than one player has the same ritual, the oldest ritual set is removed, and stops gaining points for that player. All other rituals of the same kind are left untouched and still continue to gain the player points for the test.
  
<b>Please note: Mathematics was never my strong side, the following is what my simplest mind can cope with. Because of this, the numbers may be to high, to low, to easy or otherwise unbalanced.</b>
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Below are the points that are generated at each level.
  
Single Item Rituals:
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{| style="background-color:#efdfbd;" width="100%" align="center"
{| style="background-color:#efdfbd;" width="80%" align="center"
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|width="50%"|
!width="33%"|Description
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;Single Items: First 1
!width="33%"|Standard Points
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:Second 3
!width="33%"|Test Points produced
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:Third 7
|-
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|width="50%"|
|align="center"|First Solo Item
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;Double: First 5
|align="center"|21
+
:Second 7
|align="center"|1
+
:Third 14
|-
 
|align="center"|Second Solo Item
 
|align="center"|35
 
|align="center"|1
 
|-
 
|align="center"|Third Solo Item
 
|align="center"|49
 
|align="center"|1
 
|-
 
|align="center"|Fourth Solo Item
 
|align="center"|63
 
|align="center"|1
 
|-
 
|align="center"|Fifth Solo Item
 
|align="center"|77
 
|align="center"|1
 
|-
 
|align="center"|Sixth Solo Item
 
|align="center"|91
 
|align="center"|1
 
 
|-
 
|-
|align="center"|Seventh Solo Item
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|
|align="center"|105
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;Triple: First 7
|align="center"|1
+
:Second 14
 +
:Third 21
 +
|
 +
;Quadruple: First 14
 +
:Second 21
 +
:Third 28
 
|}
 
|}
First Item: 21 Standard Points
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 +
==Ritual Items==
 +
I believe there does need to be a limit of the items that can be used, but am unsure if players would like this to be limited.
 +
 
 +
If a limitation was put in place, I would likely see it being a "demonstration" required. But because I do not know how demonstrations can be handled by the game, I am unsure if it could ask for something like: "Herb Type 1", "Vegetable Type 2", "Gem Cut Type 3" etc and then having different numbers of the same type/items.
 +
 
 +
The game would also need a way to balance this. While the gem cuts chosen by the players would be considered "the hardest the game provides", the game would need to balance this out to make sure that hard and easy gem cuts are available at all levels (Single, Double, Triple and Quadruple) of item requirements.
 +
 
 +
Input on this idea is needed!
 +
 
 +
==Finding Player Rituals==
 +
Regardless if there is a item restriction in place, a way to find rituals is required, and to keep separate player rituals from game generated rituals.
 +
 
 +
My idea is that a test menu can be opened up via normal methods, and pinned. The options could be Standard Rituals, Godly Rituals, Regional Rituals and Player Rituals.
 +
 
 +
This way, a player could if they choose to, use a Game Generated ritual, but it doesn't change interfere with game generated rituals.
 +
 
 +
==I've missed something==
 +
I likely have... sorry to say it, but this is possibly try. Leave comments, suggestions, alterations on the forums please.

Latest revision as of 10:24, 8 January 2012

Test of the Spiritualist

Everything on this page is a work in progress. I ask that if you want to add comments, that you do so via the forum (Click here To be created).

Overview

The idea of the Spiritualist is to first obtain Standard Points to purchase Ritual Facets. Ritual Facets let the player earn Test Points, in which allow the player to pass this test.

Basic Points are points obtained from game driven rituals. Depending on the ritual preformed provides different points are rewarded.

At any stage, a player is allowed to spend Basic Points to obtain Ritual Facets. Ritual Facets allow the player to create Player Created Rituals. These rituals allows the player to earn Test Points that help pass the Test.

The player is allowed to preform Standard or Godly Rituals once per 12 hours (twice per day).

Where the Ritual type requires changes, this happens once per day.

All time frames are Egyptian based.

Standard Points

Standard Rituals (0 to 28points)
Standard Rituals give players set amount of points, but are avatar specific to that Player. The items they use are common, and do not change throughout the test. Because of the global, non-changing way these Rituals are given a suggestion of 0 to 28 points can be obtained from preforming them. Standard Rituals have a suggestion of 14 rituals that can be preformed, and could be "devotions" to minor gods.
Godly Rituals
Are always changing but have a set of 7 resources that God would use. The 14 Gods will always use a set number of items, between 2 and 4 items on the altar at one time. For example, Ra could use 4 items, Set could use 3, Bast could use 2. These numbers do not change, but the items used do change. The points value for a Godly Ritual is suggested to be 14 to 56 points.
Regional Specific
Another way to get points is to find the Regional Specific ritual that will give 100 points. The regional ritual should change only after a set amount of people have correctly guessed the current Regions Ritual.
Each region will have a set of items it will use. But on top of this, the region will have two numbers of required spaces it will need (between 1 and 4) So for example, Midland Valley will always have either 4 or 1 required items, with a list of 14 items that region will use.
A player can only preform one Regional Ritual once per day, but can do a maximum of three regions per Egyptian Week. This can be all at once, or once per day in the same region.

Ritual Facets

Please note: Mathematics was never my strong side, the following is what my simplest mind can cope with. Because of this, the numbers may be to high, to low or otherwise unbalanced.

Single Items
Base formula, A+3*B=C
A Base (7) or Previous requirement
B Attempt number (resets after seven items found)
C Points required to purchase this facet
  • Attempt 1, A+3*B=C (7+3*1=10)
  • Attempt 7, A+3*B=C (70+3*7=91)
Double Items
Base formula, A+7*B=C
A Base (52) or Previous requirement
B Attempt number (resents after ten items found)
C Points required to purchase this facet
  • Attempt 1, A+7*B=C (52+7*1=59)
  • Attempt 10, A+7*B=C (367+7*10=437)
Triple Items
Base formula A+14*B=C
A Base (248) or Previous requirement
B Attempt number (resets after fourteen items found)
C Points required to purchase this facet
  • Attempt 1, A+14*B=C (248+14*1=262)
  • Attempt 14, A+14*B=C (1522+14*14=1718)
Quadruple Items
Base formula A+21*B=C
A Base (752) or Prevuous requirement
B Attempt number (resets after twentyone items found)
C Points required to purchase this facet
  • Attempt 1, A+21*B=C (752+21*1=773)
  • Attempt 21, A+21*B=C (5162+21*21=5603)

Test Points

At any given time, players can only have three active rituals from each set (Single, Double, Triple and Quadruple items required). Each set produces a different amount of Test Points.

For each hour (unsure what Time this should use) that the Ritual is not found by other players, gains a "tick" of the set amount of points.

  • First Single Item Ritual lasts for 32 hours, the player would earn 32 Test Points.
  • Third Single Item Ritual lasts for 5 hours, the player would earn 35 Test Points.

Where more than one player has the same ritual, the oldest ritual set is removed, and stops gaining points for that player. All other rituals of the same kind are left untouched and still continue to gain the player points for the test.

Below are the points that are generated at each level.

Single Items
First 1
Second 3
Third 7
Double
First 5
Second 7
Third 14
Triple
First 7
Second 14
Third 21
Quadruple
First 14
Second 21
Third 28

Ritual Items

I believe there does need to be a limit of the items that can be used, but am unsure if players would like this to be limited.

If a limitation was put in place, I would likely see it being a "demonstration" required. But because I do not know how demonstrations can be handled by the game, I am unsure if it could ask for something like: "Herb Type 1", "Vegetable Type 2", "Gem Cut Type 3" etc and then having different numbers of the same type/items.

The game would also need a way to balance this. While the gem cuts chosen by the players would be considered "the hardest the game provides", the game would need to balance this out to make sure that hard and easy gem cuts are available at all levels (Single, Double, Triple and Quadruple) of item requirements.

Input on this idea is needed!

Finding Player Rituals

Regardless if there is a item restriction in place, a way to find rituals is required, and to keep separate player rituals from game generated rituals.

My idea is that a test menu can be opened up via normal methods, and pinned. The options could be Standard Rituals, Godly Rituals, Regional Rituals and Player Rituals.

This way, a player could if they choose to, use a Game Generated ritual, but it doesn't change interfere with game generated rituals.

I've missed something

I likely have... sorry to say it, but this is possibly try. Leave comments, suggestions, alterations on the forums please.