Serfdom and Sorcery: Sketchy Adventures Coming Soon.

in Hive Gaming8 months ago (edited)

Everything in this article is TBD and subject to change. The goal of Sketchy Adventures, in the wider scale of the game, is to create a dbln sink and offer soulbound materials that will be used for future content while providing engaging gameplay experience.

SketchyGamerGuy (5).png

The inspiration for this game mode largely comes from Oregon Trail, but with team dynamics and communication.

Sketchy Adventures are going to be a twelve day multiplayer journey. That is TBD, but the amount pitched is 100K to start and 50K per day. The host pays 100K to start it, and then each player pays their own fee to join. The host does invite the players by mentioning them though.

The behaviors we really want to reward with this game mode include engaging with the game daily and coordinating with other players as a team.

It is story based, and each day the party will get up to two actions per day depending on conditions to prepare for the daily boss. Every boss also pays rewards. Special or one of a kind loot is only attainable if you complete the full 12 days, but you will get all common loot except Mythril and Platinum if the party fails.

Some of the materials gained in the game will not be tradable with other players, and gaining these mats will give significant advantages in future (free) game mechanics and sales, and some of the materials will be available for use right away. Some of the future content will be gated behind these mats entirely, and other future content will be amplified by using these mats. There will also be three new jobs available to unlock in the Sketchy Adventure.

Each party member will have 24 hours to coordinate and make decisions. Up to 20 members per party. Each party member will require 3 food (attainable through a new resource command) per day.

Each day you will make choices on how to use your actions, and all parties will at lease need to think about resupply on food.

At the end of each day, the party inventory, health, attack, and defense will be tallied. All party members will be treated as a single entity (the party) for each boss fight and will not affect your health in other game modes. This will also help new players, as they can't die and weaken the party in their absence.

As long as you have enough food for all your party members, and you have enough health attack and defense to survive the encounter, you will advance to the next day.

Very unlikely everyone will be able to unlock all of the story in one go. Very likely impossible, but you'll be able to run multiple parties at once if you choose and pay the daily upkeep for it.

There will be a lot of strategizing and communication needed to get through it successfully. It's designed to be very difficult, and you will at least get something even if you can't complete the whole thing. There will only be one difficulty, but having a better and more diverse party will unlock more rewards and content.

There will be very special rewards, including three new jobs only obtainable through the adventure.
Ranger, Escape Artist, and Ravager pitched, one for each role. For now the jobs are centered around traps, new content that will be released with it.

Traps will impact pillagers targeting you. You would need to quit your other job to join them, and there will be a cost/benefit analysis involved in that choice.

It'll be very hard on release, but as the game ages, the content will likely be seen as pretty easy. Which means down the road, we will likely expand it by adding more days of adventures.

To give a little sample of what to expect:

each player will pick 1-2 of each:
A command to increase food supply
A command to increase Party Attack/Defense (Stacking)
A command to mine rewards.
If the party dies, the adventure ends and tallies out. Each player will not have individual stats for bosses: Everything is compiled into one total.

Here is a teaser of the First day:

Approaching the forest, sketchygamerguy suggests camping for the night, and entering the forest at daybreak. For the first day, we should prepare the campground, purchase supplies from the migrant merchants, and otherwise prepare for the journey ahead.

Choices, you can only do up to 2 per day:

!gatherwood (requires lumberjack)

The lumberjack skillfully fells a tree chops it into lumber usable for a fire or a camp. and Adds +10 Wood to Party Inventory.

!forgeweapons (requires steelsmith)

The steelsmith expertly crafts weapons in preparation for encounters to come. Party Attack +20%

!scry (requires 100+ hexmaterial)
The pillager scrys for prey doubling partyhunt yields.

!startfire (requires nature)
The Nature Specialist diligently starts a fire warming the party. The party breathes a sigh of relief, as the warmth fills them with hope.

Fire halves the consumption of food (Does Not Stack). Uses 2 Wood per Day Must be maintained each day.

!buildcamp (requires 10 wood)
The party finishes the camp, and the bleak journey ahead of them doesn’t seem so bleak now. The party takes a moment to enjoy their work. This isn’t so bad afterall.

+20% Party Defense
-50% Fire Cost
Max 1

!train (requires combat)
The Combat Specialist takes the time to work with each party member on their form, and they spar for the inevitable altercations ahead. The practice gives each party member a little more confidence in their success.
+10% Party Attack

!pickcabinlock (requires pillager)
The lock didn’t stand a chance against the pillagers steady and deft hands. There is food inside the cabin to aid the party on their journey.
+10 Food

!lookout (requires constable)
The party is able to sleep easier knowing the stalwart constable stands watch. Whether he stands alone or there are others to join him, the party is able to sleep easier.
+20% Party Defense

!divineprotection (requires templar)
The party nightwatch is augmented by the Templar’s protection and an advance ward greatly bolsters the party’s ability to repel an attack.
+50% Party Defense

!requestsupport (requires castle)
Many foot soldiers join the party on their journey in an obscene display of wealth that will surely improve their odds in an open assault.
+20% Party Attack

!buysupplies (10000 DBLN)
The Merchant seems far too eager to hand over the supplies. You are quite certain you did not receive a fair deal. But what are you to do? You can’t complete the quest if you starve to death.

+10 food

!supplyroute (requires acropolis)
In an obscene display of wealth, food is shipped en masse. The majority of the party stares in awe as more food than they had ever imagined is brought in one by one in a neverending chain. The party will not go hungry, and food appears to not be consumed at all.

+1000 Food

!furnishsupplies (requires farm)
The wealthy farmer stares in satisfaction as his bountiful harvest is brought into the delight of the whole party. Perhaps this quest is not doomed to failure afterall.
+1 Food per farm

!transportsupplies (requires ranch)
The wealthy rancher is clearly satisfied with the donkeys provided that will greatly increase the party’s ability to transport loot.

+1 Carry Capacity per Ranch

!buytransport (10000 DBLN)
The merchant is clearly overjoyed to rent you a donkey. You are quite certain you did not get a good deal. This quest is seeming more bleak by the moment.

!supplyores (requires miningcomplex)
The wealthy mining baron grins in satisfaction as ore is provided to the joy of the party. This quest might just work out.

+1 ore per mining complex

!buyore (10000 DBLN)
The sleezy merchant’s cackle at your purchase, and it does not inspire confidence. The party is not quite sure why you would even make such a purchase.

End of Day: Party Inventory Update

Wood:
Food:
Carry Capacity:
Party Health:
Party Attack:
Party Defense:
Fire: Yes or No (Doubles the Effect of Food) Burns 5 wood per day
Camp: Yes or No
Foot Soldiers: Yes or No
Divine Protection: Yes or No
Loot: Wood, Wool, Ore, Steel, Potions, Gold, Silver, Platinum, Mythril, and Leather.

Regular loot requires 1 carry capacity slot for every stack of 100

Special Loot: Ruby, Amethyst, Garnet, Sapphire, Obsidian, Beryl, Emerald

Only 1 of each special loot per adventure. Gates Future Content.
Each Special Loot takes up a full carry capacity slot.

Rewards are not paid out till the end of the campaign or until after the party dies. Special Loot is only paid out if the party completes the entire Adventure.

If SoonTM doesn't appeal to you, come try out our brand new cave exploration game mode to mine some granite today!!!

Serfdom and Sorcery has maintained a pretty breakneck pace of development the past four months, and there are no signs of slowing. Come check out the Serfdom and Sorcery Discord game on the PsyberX server today.

https://discord.gg/psyber-x-official-890067101329526845

Sort:  

With the loot, does each member of the party receive some of each? How is it split?

This post has been manually curated by the VYB curation project, to get the maximum benefit, please consider using the VYB and Proofofbrain tags

Common Loot will be divided evenly among all party members.

Special loot will be 1 per party member.

This is a brilliant addition to the game as it requires a good organization of the whole team, all classes have their advantages and you need a diverse team to be able to take advantage of all the commands.

cool sounds good!

PIZZA!

$PIZZA slices delivered:
@wrestlingdesires(1/15) tipped @sketchygamerguy