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[Kingdom Age] [Events Ideas]

River KA

Veteran OT User
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Hey, you all!
How you doing?

I'm here to ask if you have cool EVENTS ideas.

Good examples:
* Sometimes you will need to get a special item that will starts to drop from all monsters and give it to the King
* Mini games like Bomber-man
* Anything with war, party, arena

Bad examples:
* Any battle based in character color
* Find an item
* Capture the flag, zombie and other generic events


If you have any idea, please enter all the rules and details like: possible rewards, if you think is good to activate weekly or daily and so on.
I pretend to create some events for Kingdom Age. I tried, but I have no cool ideas.

Thanks for the help!
 
Monsters/NPC IA:

would be nice to see creatures moving to other dungeons and battling each other, spawning many creatures and different bosses appearing, some items drops.

a hundreds events can be done starting from this ideia.

and it is not hard to be made.
 
Marcelo Druida,
There is already a Monster IA system that can kill anothers monsters, also you can kill some NPCs.
So, I didn't get the idea of event you tried to pass. And what I need is this idea - with all rules you can give.
Thanks for the response!

Zasranets,
Never died. :)


Regards,
Kingdom Age Team.
 
You'd better make KA more playable for players insted of making new systems/events.
 
From my discontinued custom OT server:
This is an ambitious project, I never had time to finish it but I had 2 events running on it.

World Conquering System:
Players gain an advantage based on which town they reside in, and how well the residence of that town performs compared to other towns.
On my project I had events where people would battle in various ways to achieve a common goal. Ideally these battles are big, and players are fighting for their town. By winning, every citizen of that town gains an advantage. Such as access to an isle where they can hunt monsters, or get access to trade to merchants other towns wouldn't be able to.

If another town later on would win the event, the new town gains these advantages and the previous winner looses them. Basically a town is not a place where a place just to reside in, the town itself has various advantages.

The events I had to conquer areas wasn't too special, but made with the intention of team battles.
Team of the hill in which a team had to be on the top floor of a mountain, the town that has most citizen on top of that hill for 10 minutes would win the event. If during those 10 minutes, another town would get more citizen on top of the hill, the counter would reset. So a town needed to have most citizen on top of that hill during whole 10 minutes before they could win.
Even as a town with less citizens, they could win by just killing off the exess population. These events was pvp-enforced, and once you died you could not enter the same event again.

And another event I had was a race to the top of a building kind of event, first one to the highest floor to click a win button of sorts. In order to get there, you had to climb 6-7 ladders. Using a ladder would cause a 1 min cooldown before you could climb up another ladder. The last ladder however would take 10 minutes before you could climb up, so other people had plenty of time to gather up and defend the event.
This was an always - active event. But once you climb the first ladder, a message would broadcast to all players who reside in the town who owns the area that it is under attack.

To make sure not everyone just stick to one town:
I had an advanced residence system built in. Where you have to pay money to become a citizen of a town. I would compare the town citizen population among each other and make the popular towns become more expensive, while towns with low population much cheaper to change to. I also had a cooldown restriction on it, so after becoming a citizen, you could not change to another town until x days has passed.
I would also make citizen of the same town unable to attack each other, so if you wanted to kill someone in your town, you had to change to another town before you could do so.
 
an event involving many online players is cool
for example: a monster that only gets a certain amount of damage coming from each player
 
In Whi World there is only 1 event planned.

Kill the GOD!.

Idea is this, players can kill you, in the event time frame.
When they do: they get Loot (obviously) and achievement or something.

Rules:
While this event is active: Players can not deal damage to other players. (expect GOD)
Players killed turning this event, do not suffer any negative effects (no items loss, no hardcore life loss, no upgrades loss, no soulbounds)

Your rules:
You equip yourself with awesome spells and use them against players in open world.
 
You'd better make KA more playable for players insted of making new systems/events.

We already did a lot of systems that makes Kingdom Age playable, like instance map and extra party experience (until 6 players).
We are planning 4 types of quests, totaling more than 100 quests and everything based in a new and unique RPG story.
But almost all players like events. And I have no good ideas to do. So, that's why I'm here.
I would appreciate if you help.


From my discontinued custom OT server:
This is an ambitious project, I never had time to finish it but I had 2 events running on it.

World Conquering System:
Players gain an advantage based on which town they reside in, and how well the residence of that town performs compared to other towns.
On my project I had events where people would battle in various ways to achieve a common goal. Ideally these battles are big, and players are fighting for their town. By winning, every citizen of that town gains an advantage. Such as access to an isle where they can hunt monsters, or get access to trade to merchants other towns wouldn't be able to.

If another town later on would win the event, the new town gains these advantages and the previous winner looses them. Basically a town is not a place where a place just to reside in, the town itself has various advantages.

The events I had to conquer areas wasn't too special, but made with the intention of team battles.
Team of the hill in which a team had to be on the top floor of a mountain, the town that has most citizen on top of that hill for 10 minutes would win the event. If during those 10 minutes, another town would get more citizen on top of the hill, the counter would reset. So a town needed to have most citizen on top of that hill during whole 10 minutes before they could win.
Even as a town with less citizens, they could win by just killing off the exess population. These events was pvp-enforced, and once you died you could not enter the same event again.

And another event I had was a race to the top of a building kind of event, first one to the highest floor to click a win button of sorts. In order to get there, you had to climb 6-7 ladders. Using a ladder would cause a 1 min cooldown before you could climb up another ladder. The last ladder however would take 10 minutes before you could climb up, so other people had plenty of time to gather up and defend the event.
This was an always - active event. But once you climb the first ladder, a message would broadcast to all players who reside in the town who owns the area that it is under attack.

To make sure not everyone just stick to one town:
I had an advanced residence system built in. Where you have to pay money to become a citizen of a town. I would compare the town citizen population among each other and make the popular towns become more expensive, while towns with low population much cheaper to change to. I also had a cooldown restriction on it, so after becoming a citizen, you could not change to another town until x days has passed.
I would also make citizen of the same town unable to attack each other, so if you wanted to kill someone in your town, you had to change to another town before you could do so.

The World Conquering System is a really nice idea.
I sent a message to you for we talk about it more dynamically.


an event involving many online players is cool
for example: a monster that only gets a certain amount of damage coming from each player

This idea is good, but we need something more prepared, with more rules and stuffs like this one.


In Whi World there is only 1 event planned.

Kill the GOD!.

Idea is this, players can kill you, in the event time frame.
When they do: they get Loot (obviously) and achievement or something.

Rules:
While this event is active: Players can not deal damage to other players. (expect GOD)
Players killed turning this event, do not suffer any negative effects (no items loss, no hardcore life loss, no upgrades loss, no soulbounds)

Your rules:
You equip yourself with awesome spells and use them against players in open world.

I appreciate your comment, but it wont happen.
Makes no sense to kill God. Also, we need something that's is possible to make automatically.


Thanks you all for the response.
If you still have ideas, we still want them!


Regards,
River.
 
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