Femur raised a few important questions concerning events lately, let’s get to know the ropes of events a bit better here.
So, will events occur solely at the whim of players or will they also be random?
Events have two important functions: first, competing players will be able to pepper each other with some unpredictable incidents, which will keep them from resting on their laurels too much. And second, events are easing out both negative and positive spikes during the progression of the game, for example balancing out a too large or too low influx of resources. So the answer is, events are both deployed by players and will occur more or less at random (well, more less than more)…
While positive events can be bought at an alchemist’s store in the starting city at the southern shore of Qubus’ Island, negative ones are only available at a witches’ house inside a dungeon (namely the Foggy Forest), keeping them somewhat from being ubiquitous.
If players are in full control of events (namely negative ones), is there going to be any protection against griefers?
Yes, it might happen that players are pelting each other with negative events, but there is a way to protect your village from “bought” events: a settlement can only experience one event at a time—it is therefor recommended to play a positive event on your own settlement from time to time if you are getting barraged with negative ones. There are positive events (like “Good Luck") which will protect you from a certain amount of incoming negative events.
If they also occur randomly, will there be any type of maintenance buildings settlers can build to prevent them from happening?
That’s correct, there are two types of buildings which will keep a village from specific bad influences and events: the scholar and the apothecary. Take notice though that there is no allround no-worry package against misfortunes—it is part of the game that a settlement might get hit by incidents from time to time. Villages will be ruthlessly exposed to negative events (luckily all induced by the game-system) once in a while, when they are not properly maintained: if a settlement’s wellbeing-score falls to a minimum, the locality gets prone to a “Riot”, which will greatly harm every building’s structure-points in the city. And, with our brand-new system of individual NPC-happiness, there is the event of “Abandonment”, a building of a too disgruntled NPC will crumple and disappear after a while—so keep your inhabitants happy…
Coobico’s game-mechanics are of course due to sudden changes during its alpha-stage, and will still be during beta, as we try to finetune the whole system. Oh, and speaking of the Coobico-beta: there have been some big and exciting changes behind the curtains in the recent weeks. We will keep you posted with news and schedules as soon as possible.
14 12 2007
Events are going to be an interesting and important game-mechanism for home-owners and competing settlers.
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