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Ann 3649 - Torch Contest Master


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Ann. 3649 - [2015-09-06 20:52:50 - Stage 13] - Permalink - Posted By Chewett
In about a months time, we shall hold a Torch Contest to see how the game has changed in the past years. However the rules shall be decided by the TC Master. They will attempt to make the TC a little fairer, possibly by assigning teams to each land before the TC or implementing other rules. If the TC goes well they will be rewarded greatly, as will the team who wins. The less likely your team is to win, the more prizes you will get. So do you form a small strong team and try hard, or a massive team and overpower them?

Post on the forum if you want to be the Game Master and explain why your game is fair and why you want to do it. A TC Master can request spells to play with the contest and even participate if they want. Its all up to them.

If the TC master deems teams will be predetermined, start scheming and picking a land you want to represent, some are easier to attack/defend than others and again, hardship will increase the reward.

Post applications here

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  • rules appearing in no particular order (subject to change at Torch Contest Master's discretion):
  • all contestants will be movelocked for 60 seconds after moving, if the contestant is on their team's territory then they will only be movelocked for 30 seconds
  • all contestants are teleported to their team's base at the beginning of the game
  • the game lasts for 48 hours
  • each team will have a captain assigned at the beginning. the captain will receive an item with unlimited uses called the "<landname> Torch Placer" upon use it will set the user's current scene to be the base of the team associed with the torch placer
    • torch placers can be freely traded
    • torch players only work if they are inside the territory of their associated teams
    • torch placers work even if not used by a member of the asociated team
    • when a base is moved a chat message will be broadcast ("Rophs has moved Golemus Golemicarum's Base to the Ivory Lghthouse") 
    • it has a cooldown of 2 hours
  • there are four teams. . Loreroot, Marind Bell, Golemus Golemicarum, and Necrovion
  • each team starts the game with zero points
  • each team's base starts as the associated land's capitol
  • contestants are not allowed to enter any scene outside of. Loreroot, Marind Bell, Golemus Golemicarum, Necrovion, or No Man's Land (established holdings will be considered part of NML). contestants that enter any non-whitelisted locations will be immediately disqualified and their team will lose five points
  • additionally entering any scene not generally accessible (angien's shrine, field of fear, bezerker's charge, storm docks, champion's challenge, etc) will disqualify the contestant who enters such a scene and their team will lose five points
  • a25 clickies will be places over arrows leading from whitelisted scenes to banned scenes
  • contestants will be unable to cast spells and will unable to be targette by spells
  • contestants will be unable to be pulled on leashes or use allyjump
  • contestants will ignore action points costs
  • a torch will appear at each team's base at the beginning of the contest
  • if a torch is at a team's base when the team's base is moved by the torch placer then the torch will be moved along with the team's base
  • torches appear as pickable items in scenes. when a torch is picked from any scene a global message is posted in chat declaring which player picked which team's torch from which scene (eg "Rophs has picked up Necrovion's torch from Deathmarrow.")
  • torches can be "used" and have two effects, depending on where the torchbearer is when they use the torch
    • if the torchbearer is at their team's base then the torchbearer's team will gain one point and a message will be globally posted in chat of which player captured which torch. torches reappear in their team's bases 30 minutes after being captured (eg. "Rophs has captured Necrovion's torch at the Ivory Lighthouse scoring one point for Golemus Golemicarum.)
    • if the torchbearer is anywhere else then they will drop the torch on the scene they are standing in and a global message will state which player willingly dropped which team's torch and at which location ("Rophs has willingly dropped Necrovion's torch ar Inside the Fenth Cave.")
  • if a torchbearer has two landguard fight causes on them and a land cleanser associated with the torcch that the torchbearer is holding is used on the torchbearer then the torchbearer is forced to drop the torch and a global chat message will state which player used a land cleanser to force which player to drop which team's flag at which scene(" Rophs has forced lashtal to drop Golemus Golemicarum's flag at the Ivory Lighthouse".)
  • all contestats will be able to attack one another regardless of mindpower level
  • contestants that own a creature shield (the item that can be used to prevent other players from attacking you) are not allowed to pickup torches. if one is found to be in posession of a torch during any point of the competition they will be forced to drop the torch they are carrying, be disqualified, and their team will lose five points
  • torches will return to their team's base if untouched for five minutes
  • contestants that drop torches for any reason will be unable to pick up any torches for ten minutes
  • there will be a scoreboard page available listing the following info:
    • the last location each torch was at (picked up torches will often not be there)
    • each current torchbearer (if any)
    • every team's points
    • each team's base
  • all players signup by posting in a public thread that they wish to participate and their preference of teams to be on from first to last. the torch contest master will manually form teams from these lists. players that signup first will often be given higher priority then players that signup later although exceptions can be made at the discretion of the torch contest master
  • upon picking up a torch a contestant will have all landguard fightcauses associated with them removed
  • contestants will not be able to enter portals at the GoE or pillars of harmony
  • the torch contest master is allowed to change the torch contest rules at any time for any reason
  • the torch contest master is allowed to disqualify players at any time during a torch contest for any reason
  • the torch contest master is allowed to award and deduct points from teams at any time during a torch contest for any reason

 

 

it's not fair but giving the teams the abilitiy to move their base and by removing many of the blatant issues old tc had it becomes extremely close to fair. teams have asymmetrical scene lcoations and that's the only true source of unfairness.

 

why do I want to do it? it'll be fun and having something to call your own in a game like MD feels awesome.

Edited by Rophs
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Yes, but this is still a valid question, since entering the Laby is a non-whitelisted scene, by the way I read it.  :)    However there are more than two ways to enter GG, so it may be a moot point??

 

No laby? So there will only be one way into GG?

 

 

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  • contestants will be unable to cast spells and will unable to be targette by spells

 

That seems a bit excessive to me. I could agree to restrictions on teleportation spells, but no movelock, attacklock, silvertongue, etc? Why?

 

it gives veteran players with many spells an unfair advantage over a new player

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it gives veteran players with many spells an unfair advantage over a new player

 

It is a contest. Some people are bound to have leverage over others.

 

This is surely why either "team captains", or the one in charge of Torch contests, should organise the(ir) teams strategically, no?

 

I would allow all spells, that may hinder another player, to be used bar admin spells (including LHO spells -- purely because I don't think spells given on a "community" basis should be used to distort contests.)

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  • "Contestants" will officially become as such once they have picked up their first torch.
  • All contestants will be movelocked for 60 seconds after moving, if the contestant is on their team's territory then they will only be movelocked for 30 seconds
  • Contests timers will be raised to 20 minutes and use of shoes will be disabled.
  • Effects such as movelock and heightened timers will only come into effect for those bearing a torch
  • The game lasts for 48 hours and consists of 2 stages

​                -- Stage 1: Players will be able to grab torches once every 15 minutes and receive 10 points per successful torch carried to                                   enemy base.      

             -- Stage 2: Players will be able grab torches once every 45 minutes and receive 30 points per successful torch                               carried to enemy base.

  • Points are scored by successfully carrying torches to enemy bases.
  • Defending players must "camp" no less than 1 scene from their base.
  • Team bases will change once every 12 hours, alternating between four, predetermined, areas
  • There may be multiple teams playing for the same capitol.
  • The highest scoring team of the winning land will win personal rewards whilst the winning lands shall receive prizes for treasury use.
  • Each team begins with 0 Points.
  • Each team's base starts as the associated land's capitol
  • Contestants are allowed to take any route they wish to the enemy base.
  • The following spells will be banned: Teleport spells( including summon/prot summon) and illusions.
  • Overuse of spells such as attack lock, mirror ritual, guardian army and otherarmy will be frowned upon and may cause the Torch Master to "dowse" your spirits.
  • All torch wielders will be unable to be summoned, dragged or jump to leader.
  • Torches will be able to be grabbed from associated bases.
  • Torchbearers, if defeated in battle by the fight cause "Torch Kill", will lose their torches and be movelocked for <x> time.
  • If the attacker loses their battle then they will be movelocked for <x> time.
  • If a torchbearer receives three attacks using the fight cause "Torch Kill" within a certain period of time, they will be forced to drop their torch, even should the attackers lose -- No Movelock will be implemented for the defender though effects shall remain for those attacking.
  • All contestants will be able to attack one another regardless of mindpower level
  • All creature shields must be disabled if partaking in the torches competition. Failure to do so, at any given time, will result in immediate disqualification and all points gained by the individual nullified.
  • Torches will "burn out" if a player idles or logs out.
  • There will be a scoreboard page available listing the following info:
    • Highest scoring players
    • Current total points for each land.
  • Players sign up through forum topic posting their Character Name, ID, Land and team within the land they will be playing for.
  • The torch contest master is allowed to change the torch contest rules at any time for any reason deemed worth for such actions.
  • The torch contest master is allowed to disqualify players at any time during a torch contest for any reason deemed worthy for such an actions.
  • All players will have the right to question a disqualification or change of rules and may ask for investigation.
  • Investigations will be held by three "officials" such as: Chewett, Grido or Mur or judges: Dst, Granos.
  • Any decision reached by the officials or judges is final.
  • "Officials" or judges taking part in the contest are unable to partake in investigation.
  • The torch contests master will oversee the contest and will be the first point of call for: complaints, technical difficulties, issues of cheating or wrongful interference (See below).
  • Players that try to help, hinder or otherwise affect the outcome of the torch contest, without being a registered contestant themselves, will be considered as "Wrongfully interfering" and will be punished as seen fit by the Torch Master and/or the "Officals".
  • Torch Master will be able to remove torches from any and all players.
  • Torches removed by the Torch Master will cause a 60 minute movelock on the torch bearer.

Is this fair?

 

I believe that the way to making anything "fairer" is not only how the mechanics may work but also how it is overseen. My version of the game will keep mechanics relatively simple whilst relying on the Torch Master to watch and ensure correct decisions are made to ensure fairness and minimise "cheating".

 

No, it may not be completely fair, or run as smoothly as melted chocolate (not burnt chocolate though -- that's not smooth at all...) but, as this is the first Torch contest in years, whilst possibly having a whole new system, a "good" organiser is essential. They will need to learn from the "Beta" and be ready to improve and modify where needed to ensure a smoother running in future events.

 

Why do I think I'd suit this role?

 

Well, I enjoy a challenge, I enjoy organising events and I believe it is a good way to also improve on your own skills. I'm certainly not perfect and the Slave Auction helped me to learn a lot about organising events and the team work, communication and efficiency needed to ensure smooth operation.

 

I am open to constructive critisism and new ideas and I'd hope that this would allow me to continue learning about event planning in MD.

Edited by Aethon
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  • 3 weeks later...

Hey Rophs, Thanks for putting your ideas forward. I have a couple comments and questions.

Have you ever participated in the TC? Have you participated in one since Established Housing was placed in Nomansland? This has changed the contest quite a lot and I think it will break how you want it to run.

I like some of the ideas you put forward but in actuality you are not describing the TC, but an entirely new contest. Its got radically different ideas and ways to win and I dont think you are working from a base of the TC, rather starting entirely from a blank. What do you think of this comment?

It sounds a lot like capture the flag, were you going for this

Do you think it is fair to change rules as and when you want?

Hey Aethon, Similar questions to Rophs:

Have you ever participated in the TC? Have you participated in one since Established Housing was placed in Nomansland?

Why movelocking when the AP requirements of TC do this primarily? I assume you know of the TC or did some research into it before asking to run one?

How does established Housing work with your plans?

As rophs, you seem to be inventing a new contest that isnt the torch contest by making entirely new rules, restrictions and even interfaces to display information. Some of the points are a little interesting but you dont seem to have it relating to the Torch Contest in any way. And would take months of planning and work to implement it.

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Hey Rophs, Thanks for putting your ideas forward. I have a couple comments and questions.

Have you ever participated in the TC? Have you participated in one since Established Housing was placed in Nomansland? This has changed the contest quite a lot and I think it will break how you want it to run.
EH will act as NML for the purpose of this contest.

I like some of the ideas you put forward but in actuality you are not describing the TC, but an entirely new contest. Its got radically different ideas and ways to win and I dont think you are working from a base of the TC, rather starting entirely from a blank. What do you think of this comment?

The ann impled that the TCM would be able to radically change the TC. I wanted to also give competitors more freedom and tactical choice which is part of why I decided to go for moveable capture points.

 

It sounds a lot like capture the flag, were you going for this
Yes

Do you think it is fair to change rules as and when you want?
As long as it isn't abused. If someone discovers a loophole mid competition I'd like to be able to quickly patch the issue to prevent damages.

 

Why movelocking when the AP requirements of TC do this primarily? I assume you know of the TC or did some research into it before asking to run one?

I am aware that you lose all AP when moving off of your homeland while carrying a torch, but free credits, cake, pickles, tea. There were just too many workarounds that some players would not have access to. The movelock was done to help even the playing field.

Edited by Rophs
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As a note for all, please do not do what Rophs has done when quoting. Spend the 5 seconds to break up the quote and not be lazy. I spent a good couple several many  LOTS minutes fixing up the quotes so I can reply and its annoying.

 

The quotes are buggered, the forum isnt letting me change them. Im not going to waste more time. Please quote properly next time rophs.
 

 

Hey Rophs, Thanks for putting your ideas forward. I have a couple comments and questions.

Have you ever participated in the TC? Have you participated in one since Established Housing was placed in Nomansland? This has changed the contest quite a lot and I think it will break how you want it to run.
EH will act as NML for the purpose of this contest.
[/quote]
[/quote]

You havent replied to half my questions here :)
 

 

I like some of the ideas you put forward but in actuality you are not describing the TC, but an entirely new contest. Its got radically different ideas and ways to win and I dont think you are working from a base of the TC, rather starting entirely from a blank. What do you think of this comment?
The ann impled that the TCM would be able to radically change the TC. I wanted to also give competitors more freedom and tactical choice which is part of why I decided to go for moveable capture points.
[/quote]
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Im not entirely sure what you are assuming here, I just re-read the announcement and see I am asking them to change the rules of the contest and not necessarily how it is run, or the contest itself. Even so you are right in that some changes can be made however the list of changes you have made make it unlike the TC in prettymuch all regards. You have made a potentially interesting game but its not the TC and has very few/none of the rules that the TC has.
 

 

It sounds a lot like capture the flag, were you going for this
Yes
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Yeah, so thats not really the TC. Its a different contest :) Its interesting to see your idea of how to run capture the flag but its not TC and requires altering most if not all aspects of how the contest currently works.
 

 

Do you think it is fair to change rules as and when you want?
As long as it isn't abused. If someone discovers a loophole mid competition I'd like to be able to quickly patch the issue to prevent damages.
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Maybe, sometimes they make it more interesting, the dynamic switching of one strategy to another.
 

Why movelocking when the AP requirements of TC do this primarily? I assume you know of the TC or did some research into it before asking to run one?
I am aware that you lose all AP when moving off of your homeland while carrying a torch, but free credits, cake, pickles, tea. There were just too many workarounds that some players would not have access to. The movelock was done to help even the playing field.
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Surely these then motivate people to obtain these items?


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I do appreciate the ideas you are providing rophs however this is not exactly what I had in mind when I asked people to "make the TC a little fairer". Ideally all changes to the TC will take a week or two, and not several months :)
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Edited by Chewett
Stupid quoting wastes me even more time
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Lol about those quotes :P

 

Anyhows, torch is awesome, and I didn't get to brainstorm on a whole bunch of rules, but some main points I think must be included in every idea:

 

- there are too few people for every land to have a capitol. Even while it was mainlands only it had some unbalanced stuff and lands at disadvantage such as MB, but when you add Underground and Established housings you simply can't stop there and must add MDA, Tribunal... Who knows, maybe even Labyrinth... :P

2 factions only is kinda boring... 

I vote for having 3 factions in the torch contest. So either 3 general teams, or all lands fight for 'qualifiers' in some other contest to be considered in those final 3 each time Torch contest needs to happen. Maybe a statless tourney (haha :P). 

- much of the mechanism stays actual, with some upgrades as to prevent people from influencing the participants with overpowering spells such as teleports - participants being immune to teleports?

- adding whatever stuff was mentioned before in the annoucements (keeping track of all players that took a torch, where they are, what's the score, etc.)

- some clarification on the point system and the rewards, what the hell was that all about before??

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It's possible all 4 lands can be involved, if members of lands with no capitols get distributed so that teams even out numerically.

 

Edit:

- player distributions would fall under game master directive

- if technical (code) mechanics of TC revolve around a "citizenship" requirement - I have no idea if it works like that or not - this could be replaced by a "temporary land tag" requirement, so as to not have people switch lands

Edited by Myth
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What i the goal here?

 

Is it to create a new contest from scratch? Or is it to improve the old TC?

 

If it's first then no point to call it TC. 

 

If latter then why don't we just run a TC as it was so everyone gets first hand experience. Then maybe dig up some old forum posts about it for ideas?

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What i the goal here?

 

Is it to create a new contest from scratch? Or is it to improve the old TC?

 

If it's first then no point to call it TC. 

 

If latter then why don't we just run a TC as it was so everyone gets first hand experience. Then maybe dig up some old forum posts about it for ideas?

 

Secondary :)

 

I was hoping some people would have some ideas to make it a little more two sided. Otherwise I will just spend some time to do it myself.

 

Im trying to outsource things people could do, since it saves me time and I can code more :)

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