D
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I'm pretty certain that this has been mentioned somewhere before, and is sorta in the game (as achievements, though that is somewhat limited), but the basic idea here is to have generated quests per round that players have to accomplish, that is within the possible boundaries of what players can do, but with increasing difficulty as players play more rounds continuously.
When a round starts, the server will, on an individual basis, assign a task to every player. This can come in many different ways, but suppose it involves the collection of blocks. Every collectible block on the server can be assigned a configurable value, and when a round starts, the server picks, say, a random block (or set of blocks) and a random quantity that fulfills the difficulty level (I'll talk about this later). It then checks if the task is feasible on the current map, given the map's block palette and the lava mood. If it's not feasible, the server will then go through the block selection process again until it finds something suitable, and the player will be assigned the task.
As block mining can be tracked, the player will be tracked to check if the task is completed or not - when a block of the right kind is mined by the player and in the right map, some magic happens, and when the task is complete, the player is said to have completed the quest. The player's end-round rewards will then be increased. (For instance, 1 token + a few cookies depending on task difficulty)
If a player completes a quest in a round, their quest counter thing will be incremented. Otherwise, it will be reset to 0. This counter thing will determine the difficulty of quests on the next round.
Difficulty increases as the player completes more quests (in a row). This acts as a positive reinforcement to the general gameplay flow channel to match player skill and challenges presented to the player, which adds on to the reward of sustenance that we currently have in place.
Every 5 quests or so, the player could be awarded a prize on top of what the player got from the quest. This is to keep the player, as much as possible, within the flow channel between anxiety and boredom, when you compare game difficulty and player skill, which is best kept in a positive relationship with each other.
tl;dr: The pictures are pretty good at explaining the idea.
When a round starts, the server will, on an individual basis, assign a task to every player. This can come in many different ways, but suppose it involves the collection of blocks. Every collectible block on the server can be assigned a configurable value, and when a round starts, the server picks, say, a random block (or set of blocks) and a random quantity that fulfills the difficulty level (I'll talk about this later). It then checks if the task is feasible on the current map, given the map's block palette and the lava mood. If it's not feasible, the server will then go through the block selection process again until it finds something suitable, and the player will be assigned the task.
As block mining can be tracked, the player will be tracked to check if the task is completed or not - when a block of the right kind is mined by the player and in the right map, some magic happens, and when the task is complete, the player is said to have completed the quest. The player's end-round rewards will then be increased. (For instance, 1 token + a few cookies depending on task difficulty)
If a player completes a quest in a round, their quest counter thing will be incremented. Otherwise, it will be reset to 0. This counter thing will determine the difficulty of quests on the next round.
Difficulty increases as the player completes more quests (in a row). This acts as a positive reinforcement to the general gameplay flow channel to match player skill and challenges presented to the player, which adds on to the reward of sustenance that we currently have in place.
Every 5 quests or so, the player could be awarded a prize on top of what the player got from the quest. This is to keep the player, as much as possible, within the flow channel between anxiety and boredom, when you compare game difficulty and player skill, which is best kept in a positive relationship with each other.
tl;dr: The pictures are pretty good at explaining the idea.
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