Player stalls/shops, Appearl showcase, Lottery system, Quest system

Player stalls/shops Auction
How about player stalls?, a little shop or a rug on floor with items on top for players to sell to other players. Or we can have tiny medieval style colored stalls around center of the park, where can can enter and are given opportunity to put out items for sale. Or a menu option where ppl can trade items or auction off stuff. I am not suggesting player shout out what they selling. I am suggesting either stalls or an entire menu for trade listing or auction listing with timeout option.

Apparel Showcase/hangers . Player closets
A closet for cloths and apparels and hats for players to use and show off their bling. Just like in some moded skyrim homes, where players can show off there cloths , armor, and weapons. Or how about a closet that publicly shows everything held inside it. WAIT wasn’t it already done in Lobby 2 for hats? Item showcase can be limit to a certain number so as not too make it crowded.

Lottery system
A location where players can go to and buy a lottery ticket (casino) and at the end of the day, the lottery number is revealed and the winner is given money while a global message is shown to congratulate the winner, if the player isn’t online, the money is automatically deposited in his bank. I forgot to mention, yes player will be able to buy 1 ticket per day, and the reward would be sum of all the tickets sold that day. So it wont break economy as the money itself will be coming from participating players.

Quest system
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Explanation via a scenario- I find a bottle near the left door of the washroom at 3rd floor. Why is it here? what does it relate too? huh, its random, lets go check out furniture stores decoration stall to find some clue, since its sold there. I find a familiar symbol, what does this symbol refer too? it seems like a popular symbol from a source game. I google search to find a wiki about the symbol. So it is related to a skin that is sold in the apparel shop. Behind a counter you find another item …

So what I was trying to say is that it is like questing, where you have to have knowledge of wide range of games and their lore, characters and their popular items. So using those we can design a deep puzzeling quest, which involves game character or other games, or their lore. Then we can hide related things to related locations. These items will be spawned after the previous item is found, and the player has to brainstorm about the possibilities of location the current item is referring too. If your not getting what I am trying to say here. Please google search “Battlefield 4 megaloden shark” easter egg. When you read the story behind how a twitter post freaked the fans of battlefield 4 to find an easter egg that rewarded them with 3 very unique weapons, one of them is a crossbow. a crossbow in bf4?? It’ll be fund to create a quest every week for the intellectual players of tower unite to decipher and find cool rewards. All the questing items will be deleted upon quest timeout or completion only the reward will remain. The reward could also be a mention of you in reward table.

All above suggestions improve player immersion and provides new cool stuff for the tower citizens

Edit: It seems like most of you are confused about quest system, and are relating it to rpg like questing. What I have in mind is something like treasure/scavenger hunt by means of solving a story, a math puzzle or by making player research for a certain game character or item. I will include an example above in Quest topic.

Why?

Why?

Everything else sounded “Alright”.

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Its all about player immersion and participation. The more such creative content the more a player spends time on a game. These are some features used by many RPG life servers on different games such as Arma2/3 (i was a modder) ,Gta san andreas via MTA client (CIT server has 2000 online players during weekends, 400+ anygiven time), Minecraft, Terraria, Starbound and tons more.

So what’s in common with those above moded servers and Gmod tower?, in a nutshell Gmod tower is similar to a RPG life servers where players have games, events, quests, jobs, vehicles, player trading and player driven economy

So why do you think these wouldn’t improve Gmod tower? If it can be implemented It will give a nice fresh air to Gmod tower.

PS: I understand I went a bit vague about Quest system suggestion, will be re-editing that part.

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Well then I think you haven’t been seeing Tower Unite as the right game. This isn’t an RPG life game. It’s a social gameworld driven experience.

The only part of that sentence that pertains to Gmod Tower is the fact that there are games and events. There are no quests, no jobs, no vehicles, no player trading, nor any player driven economy of any kind in GMT. It doesn’t fit the core game.

Correcting you to Tower Unite, I don’t think this would fit at all with the game that Pixeltail is making. At all. The game is focused around hanging out with your friends, hitting it up at the casino, partying at the dance club, rocking with the 80s beats in the Arcade, lounging at the boardwalk, decorating your condo, and of course the GAME WORLDS. I don’t see at all where a “Quest System, Player Driven Economy”, any of the things you’ve suggested would actually match the core gameplay or theme of the game.

The only ones I CAN see are the Apparel Showcase, and MAYBE the lottery.

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All the stuff you mentioned is already done in Lobby 1 and 2. To bring some new things these could be something that should be looked into.

About the “Core” values of tower not fitting with above suggestions, let me give a real example. I understand you want Gmod tower to be exactly like Yoville or now known as Yoworld, but in a 3d way. Yoville is an isometric 3d facebook virtual town where you have a condo, where you live in, invite friends in, party, decorate furnitures, hold trade to sell your furniture and auction and stuff. You have games, which you play to earn coins, that you use to buy decoration furniture, apparel and hair style. Yoville was facebook’s #1 game for years and was owned by Zynga, the maker of farmville and other __ville cult games. Some other games are similar such as Hobba.

Players who have enjoyed Yoville/Yowrold will definitely can relate the above ideas to the “Core” plan of Gmod tower.

Explore Ryanz McNaught
Yoville->

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First off, I’ve never heard of this game.

Secondly, it’s not about what I want. It’s me telling you from the experiences I’ve had in GMT and Tower Unite, and knowing what the team plans on doing with Tower Unite, and listening to their philosophy and dream for what Tower Unite will eventually be, your “Quests, Player Owned Shops, Player Driven Economy”, they don’t fit. They don’t make sense. This isn’t RuneScape, this isn’t WOW, this is Tower Unite. Different Genre, Different Game.

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well then you should go and try it out for some experience that is very similar to gmod tower. Its exactly like gmod tower, why not adopt and innovate some of its features for the tower?

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Bambie, I have to agree with Caboose, the point of the game is to be like a social hangout where you can go play games with your friends, not an rpg with a quest drive theme and side quests/mini-games. The main focus is the social games and social gathering aspect, not roleplaying or quests.

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Yoville is a fun games.

I’m a bit ehh on pretty much all of these except quests. That one I outright disapprove of.

If there is an auctioning or player shop system of sorts I’d imagine that it should be very clandestine. I should not be bothered by players auctioning or selling their stuff unless I actually want to look for said stuff. Having something like this could also potentially encourage chat spam and scamming and thats not really something I want. I think for a game like TU player to player trade is enough.

A lottery could be fun but at the same time it sounds like a quick and easy way to break the economy of TU (remember with the advent of multiple servers its more then likely that a server may only have 100 or so players).

Apparel showcases and hangers seem like a good enough idea though I’m worried it could get a bit cluttered.

Yes, this is a great idea. I’m not positive how exactly the item system will work in Tower Unite (didn’t play GMT), but this sounds like a cool sort of player-run economy.

Yes. Pretty relevant to the game in the grand scheme of things.

No, seems like a waste of resources, and money should be earned legitimately.

I’ve never been interested in item hunts, so I’d have to vote no.

Player stalls could be useful for charging people to get in your condo, and would be cool for a small “amusement park” or VIP area in your condo.

Player closets are cool, as long as we can enable or disable them.

The lottery system would go great in the casino! Besides, the chance of actually winning it should be extra low and players restricted to one ticket a day.

The quest system should be subtle, as in it is not an official story line to the game. Items should be found by means of fishing and finding them with the metal detector. You may only be able to find one quest item a day, and said item could be used to decorate your condo. Obviously the quest items’ rarity must be reasonably set, to allow anyone trying to get it (or perhaps not trying) to find one within a set time period (while still rarer than finding normal furniture). This mechanic would give those of us who don’t come on Tower Unite to socialize something to do other than walk about aimlessly.

Honestly, does not seem like any of that is need.

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some those thing are fun to do. I know because i seen some VW doing that and i have try it.

I approve with Erickson9610 completely. Great idea!