A possible system for rewarding creativity and exploration in EQ: Landmark

Written by me and reposted from the official forums at this link. I’d love to hear your thoughts on this systems idea!

As I wander about in Landmark, and participate in the forums, I see some controversy around the concept of fast travel, and exploration as a whole. It has occurred to me that fast travel becomes a benefit IF players are encouraged to spend time exploring other player’s claims while traveling the world, gathering resources and so on.

One way to do this might be to assign a score in two fields, SOCIABILITY: GUEST and SOCIABILITY: HOST. The first would be earned based on a few factors, such as the amount of time a player spends on another players claim, and their level of interaction with the features of that claim (how much of it they “explored”). This score might be inversely impacted for novelty. In other words; diminishing returns if you only visit a few particular claims versus a baseline score if you continue to visit new “unexplored” claims.

A high score in SOCIABILITY: HOST indicates that the player has created content engaging enough to draw player attention (and time spent exploring) to their claim.

The guest score might be tied to the players gathering rating, increasing their yield by a factor.

The host score might be tied to the players crafting rating, increasing their chance to craft a rare by a factor.

Any thoughts?



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