Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Event goals:
- - Educate people about the workings of the room
- - how to make hunts
- - how to solve hunts
- - Find ways to find attract new users to the room
- - Make it interesting for the users, so they will come back
- Issues with ScavDay
- - Long tedious cumulative events - we can't expect new users to want to stay for 8 hours just to have a crack at winning - it won't leave a good impression
- - User-made hunts will make achievements unfair
- - Staff will always stay on longer than users - thus, staff winning all the top spots will be a very common occurence. This turns all the hard work into a thing for staff to grabs which would defeat the purpose of designing something for users, and snagging a spot on the news
- Proposal
- - Staff should let the users win more often
- - finish hunts slower
- - let users win to either boost their ego, or as a form of encouragement
- - users will continue to do what they THINK they're good at
- - people go to PS to fulfill what they can't do in real life
- - (theme of Pokémon is to be "the very best" - I'm sure if we can coax this feeling to the newcomers, they will be more inclined to stay; afterall that's what they joined a Pokémon Community for - to show their skills and to prove they can be the best)
- - Daily achievements depending on what the theme is - achievements shouldn't be something that's difficult to get - rather they should go towards promoting a healthy environment in the room and in the hunts.
- - Cumulative event at the end of the day will not be based on points cumulated during the day
- - everyone is allowed to join
- - focus on whatever is done throughout the day
- - point would be for users to test their skills in a final event to see who can be crowned the "king"
- - this way, users can hop in and out without affecting their chances of winning
- - Take the event down to a week
- - Day 1: Workshop + Team Scavs/Staff OR experienced + new users pairs
- - let the staff who don't constantly place first work make the hunts
- - the goal of this event is for staff and/or experienced people guide the newer players in making hunts and completing hunts
- - Guide them into the room
- - Send them to victory
- - Day 2: Workshop + "Who can make the best hunt"
- - Workshop for hunt making!
- - Users will get to make hunts throughout to test what type of hunts will get the best results in the room
- - Users will get to submit a hunt to the staff who will QC and decide which hunt is the best
- - End of the day: 2 winners will be chosen
- - winner for the best hunt during the day
- - winner of best hunt submitted to the staff. The winner with the best hunt submitted will have their hunt featured as a official hunt (staff will QC and make edits as needed) at the end of the day
- - Day ##: (could go on for a few days) User/Group/Staff hosted non-official scavenger games during the day
- - workshop about how the different games work
- - Something different for the users to try - these are rarely ever hosted
- - cumulative event at the end of the day
- - achievements could include:
- - win first 3 times in a game
- - blitz 2 times within the same game
- - Day ##: Scavenger Tournaments! and Battles
- - oshet this will require hundreds of hunts created
- - 1v1 battles between users - short hunts preferable
- - multi hour showdown between users. The hunt ends when one user finishes for time purposes
- - Let non-auth users try and use their skills against one another
- Overall, the theme of all this stuff would be to encourage variety amid the events - the goal would be teaching the users how to hunt, teaching them how to make hunts, and let them have a blast honing the skills against other players their level.
- An event that teaches new users, gives them the freedom to try stuff throughout their day according to their own schedule, and allows them to get bragging rights at beating other players closer to their level would be a good way to spark people's interest in the room, and then keep it.
- Simply showing them what happens in the room every day and slapping achievements on it would not be as good, because there's nothing for the newer users to really get excited about.
- Speaking about achievements, as i mentioned above, achievements should not be something that causes users to compromise the quality of the hunts, or encourage cheating (pm'ing among users). Achievements must be designed to promote good habits, good manners to ensure a future for the room that is put on the backs of the newer users. Rather than finding something difficult to achieve, daily achievements should be something to encourage users, and not something placed past their limits that would rely on circumstance to achieve.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement