What if there was, like... food at AceHigh? So it wasn't always totally deserted and all the players weren't always in two outposts?
What if this food gave random stamina boosts?
And occasionally took away stamina?
And cost different amounts every day?
Wouldn't that be wild?!
Oh no, you see, we need AceHigh to have almost nothing of interest so we can safely abandon it to the monsters.
In other news, yep, sounds good. Now begins the competition to create the best dishes, restaurant, and proprietor!
Now, the best restaurant on the island would be neat, but what if the restaurant was a little more... joker-ey? I am thinking that the food itself could give you random amounts of stamina, mirroring good/bad joker days. We could do this one of two ways;
You could have one dish, which would give you a random amount of stamina (anywhere from 1-100%), and fill you up a random amount (1-15 bites, out of the 40ish you can have per starving day). This is a very course meal, but has the potential to be better or worse then anything else on the island.
Though, you could instead break it up into a few different meal levels. there would be cheap, medium , and expensive food, and the cheap food could fill you up with 1-3 bites, and give you anywhere from 1 to 10% stamina, the medium food could go up a level more, 5-8 bites and anywhere from 10-20& stamina, and the expensive stuff could fill you up by 10-15 bites, but give 20-70 % stamina.
The second option is probably vastly superior, because then you have a bit of influence over what stamina range you expect to get, but the potential for a horrible meal or a meal better then any on the island would exist. And, you could break it up into more sections if people wanted.
It could be fun if the stamina you got varied a bit more, too, but has weighted probabilities. The cheap food, for example, might have a 60% chance of 1-5% stamina, 37% chance of 5-10% stamina, 2% chance of upwards of 20% stamina, and 1% chance of 30% stamina.
Negative bites could be interesting too, even if there was just a small possibility it could happen. "You eat the food, and feel hungrier then when you started". Negative stamina would be... cruel, but also programmable. A mystery food could randomly fill you up from anywhere between -5 and +15 bites, and give you between -5 and +100% stamina... that could be interesting!
As for food titles, they could serve up Jester Java, Three Stooge Stew, and Harlequin Herring. Alliteration, fun though it is, might not be necessary though.
Potentially, you could also have the Ace High food selection mirror one of the other island food choices, changing each newday. It would require another few bytes of character info that would change each newday, so that each character could see a different menu, but it could be an interesting twist on an eating establishment.
This sounds awesome. I think the negative bites would be a good idea but also, what if instead of mirroring another resturant for the names of the food choices, each dish is individually chosen from among the other available dishes on the Island, with the same price but also with a chance to give less or more stamina than usual?
It is just the obvious idea. If he were stealing, he'd steal something more valuable.
So... you know how Cyber City 404 has the Glass and Mirror stuff that works only for Robots? Basically a special food they can actually consume, which just gives anyone else a sunburn?
Well, what if Ace High had a similar thing for Jokers? Have them sell a beaker of Improbiated Water (irradiated with improbability) that glows green and resets their Joker day buffs... that way, if you get one of those days when you're just bleeding to death from dawn to dusk you can try again for a better one... for a fee. You could only try once per day, so you'd be stuck with the second outcome... but that's better than what you started with, right?
It could also add a bit of stamina, equivalent to a decent food item, in order to tempt you to drink it even if today isn't particularly sucky for you.
This would have the advantage of actually forcing Jokers to visit home every once in a while, and since getting out there on a horrible game day could be daunting, it might actually get Jokers to hang out there regularly.
Vanish being a "run away" option that also didn't make it over from Season One, with a charge cost like the Spatial Awareness implant? I'm guessing?
It seems like the option to get rid of your bad Joker days (or try to, anyway) would be a good thing to bring back... the prospect of having completely useless game days and being stuck with them is one of the major reasons I personally don't play a Joker. I like a bit more consistency* than that, and I'd be surprised if people wouldn't trend towards an outpost that offered the chance to redeem their useless days.
Something that added an extra card to their hands would also be interesting... unlike most food/buffs, it would actually be most useful later in the day, once you've got four or five cards and have stopped getting them every few rounds... charging a couple hundred Req for your seventh hand card or so, when you have less stamina to use it but aren't likely to get one any other way, would be an interesting "is it worth it/should I get it yet" choice.
*Yes, I realize that this is the wrong game to play if I want things to stay constant. Now shush. :-P
Jokers were completely different in Season One. The ability to 'Vanish' wasn't like running away, it was more like a ZAP grenade -- your enemy didn't know where you were and couldn't see to hit you.
Inconsistency, though? For me, the whole point of being a Season Two Joker is inconsistency. Yes, there are bad days, but there are also amazing days. Once one learns how to adapt to the constantly shifting numbers, I find it far more interesting to play than any other race. Going back to playing a more stable race sets my mind staggering for a while like a sailor on shore leave! ("Okay, New Day, what did I get...? Oh, of course. The same as yesterday. And the day before. And the day before that. And... Bah. It's not ever going to be any different, is it? Better finish this up ASAP so I can get back to Joker.")
As for characters with enough DKs to have access to Joker, here's what's been currently chosen:
Joker - 257
Kittymorph - 83
Midget - 79
Human - 55
Robot - 23
Zombie - 18
Mutant - 18
Those numbers have undoubtedly caught some inveterate Jokers in the midst of a single covert run as Human in order to catch the second-latest plot point. So it's not like there's any shortage of Jokers in the game. They're just choosing to do much of their jungle fighting somewhere other than AceHigh.
Or indeed, not jungling at all. I'm sure a great many are roleplay-only characters, or they spend their time building or thwacking titans.
A reroll sounds great to me, but at the same time - there's a clear preference for jokers. As cool as a reroll would be, I don't know if we need to encourage people to become jokers any more than we already do.
I'm surprised that there's as many as 18 zombies. They're not all role playing...are they?
Numbers are useful. I just took a look at characters who have been active in the last week, and how many of them are 'located' right at this moment in their home outposts. This is only a rough measure, because many of these people are really on the map, or in a Place, but it still does give an indication.
Humans, unsurprisingly, top the list -- 50.37% in NewHome.
Jokers, wild and footloose creatures that they are, are hardly ever at home, with only 4.73% in AceHigh. The rest are in between:
Human, 344 of 683: 50.37%
Kittymorph, 68 of 198: 34.34%
Joker, 7 of 148: 4.73%
Midget, 10 of 63: 15.87%
Zombie, 16 of 58: 27.59%
Robot, 11 of 30: 36.67%
Mutant, 7 of 29: 24.14%
(Note that these numbers aren't the same as the earlier ones because they are not filtered by a DK minimum, but are filtered to include only those active in the last week.)
Edited to add: when you combine the races, more than 60% of all players in this snapshot were 'located' somewhere other than their home outpost.
Hmm... the correlation means I get to keep my hypothetical Req, but it is somewhat weak.
Just a thought but, why are we talking about getting current players to want to be in other outposts? Wouldn't it be beneficial for the whole island to try to figure out how to get more players into the game? Or at least how to get people who try the game to stay? According to Sessine's numbers, in the last week only 1209 players even played in the last week. Honestly, I think one of the biggest problems with this game is how hard it is to make it through the first few DKs.
Well, at present Cyber City 404, Ace High, New Pittsburg and to a lesser extent Squat Hole are regularly in danger of being breached, and that's with several players (that I know of personally, and I don't know a lot of people :-p) making concious, concerted efforts to correct that problem. A situation in which a small group of people are struggling to keep half the Island safe and working isn't exactly ideal, though I do appreciate the challenge.
As for total membership, I don't have much of a feel for how many people we usually have active/are aiming for, so the figure of 1209 doesn't mean much to me. After all, if I 'only' had 1209 people willing to pay attention to me this week, I'd be all set. :-P
However, if we are having high attrition rates of new players, that would certainly be something to look at. A line would have to be drawn between someone who doesn't make it more than their alloted starting New Days (who are clearly not finding what they expect here, and probably can't be reeled in by a game with the same basic concept) and the folks who stick with it for a couple weeks or months and then quit in frustration. Someone who actually sticks with us a week or so is seeing some of what they want, and could perhaps be persuaded to stay if we could figure out what their problem was.
Now, when you say the first few DKs are hard to get through, what do you mean? Do early players need a better tutorial, more opening quests to sort of give them a direction to start with, etc, or do they need better/cheaper weapons and lower stamina costs for things? Personally, I found my first few DKs reasonably easy, because I very quickly hit upon the idea of getting all the crates and free grenades and other temporary items I could and selling them for the weapons and armor I needed, but I guess nobody actually told me to do that... and it's certainly true that trying to make it all the way to Cyber City 404 was a crazy idea for the first few DKs, but I didn't see that as a problem so much as something to work towards...
Anyway, it's a bit difficult to think about how to cater to the folks who don't stick around, precisely because they don't stick around... they don't talk to us, in general, so we have no idea what kinds of problems they're having that could potentially be fixed. That said, I think I've proven myself willing to bullshit on the subject for a bit and see if anything useful comes to light. :-P
Does anyone still have that link to the Google Doc that has a list of all the food, their stats, etc?
The long and scary link:
After consideration, I'm not sure a restaurant would be the wildest thing to have. Instead (or just first), AceHigh should have a bar! And the three Sherlock Holmes stories I've read suggest to me that it should be a high-class opium den, as well. An opium den full of hookahs! ("hookah" is, quite frankly, a funny word. Even if you wouldn't find them in an opium den.) The Improbiated Water and Bar Game would still be relevant, but we'd need more clever ways to say "you get a punching buff", or cleverer buffs.
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