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Monument Tests > The Test Of The Oyster Catcher

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Test of the Oyster Catcher

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Whats Required to make the Test Work

Object of the Test

Rewards

Increase the evilness

Feedback and suggestions

Every time you move into or out of the water there is a 0.01% chance to lose your "One Pearl". You would have to look for a new one to get interesting new bonuses/penalties (loads of different possible combos, sorta like food stats). Bonuses/penalties add up to a total of 0. "Ooops, your One Pearl fell into the water and got lost". One Pearls have to be fitted to the necklace once found, only then will you know the magic of the pearl. It can never be removed from the necklace, only exception is if you lose it by accident (see above)

Other possible stat bonuses/penalties on One Pearl:
+/- Landwalk Skill (different skill for each terrain type: desert, grassland, road, rock, water, etc), increased/decreased movement on that type of terrain
+/- Skill Points
Removal of random skill
Addition of random Skill
Add more suggestions below

- Waerloga

I would suggest the stat effect being focus, and this used as potential replacement for the Test of Reason. One, because fitting the pearls into the necklace correctly is in keeping with the solving of thought puzzles. Second, in this telling the Test of Reason was implemented so late more then a few people passed it as soon as they signed up. Telanoc

I think the Test of Reason is an incentive to play Thought puzzles. Without it, many players will try no puzzles at all, thwarting Thought further. -- ShanVizen

I really like this test :) I would think con would be the most likely attribute, replacing the Darkest Night test. I would ditch the one pearl idea, stat bonuses already being more than enough of a reward.
My one concern is that this might well become a test of cooking, since high con food, at least in T2, was quite easy. Expect divers to have con between 200 and 500 :)
Cappu

I would suggest that the reward for this test (along with the stats), should be the ability to swim in water in the same way that we walk on land. -Toba

2 comments. 1st - not sharks, crocadiles. 2nd - perhaps the reward is an ability to swim the Nile if your pockets aren't so full that you will be weighted down. - Sebak

Further Ideas

Following further discussion on the Forums I have added a few more ideas for comments:

I think incorporating these risks into the act of gathering oysters might be fun with possible long CON stat timers incurred depending on the hazard you come across. Constitution timers should also be required and proportional to diving to a certain depth. I.e. the further to the bottom the greater the con timer and you can't dive again until con timer expires. Of course the most rare oysters/pearls are found in deep water away from surface predators.

In order to find good oyster beds you could implement a series of signals such as signs of certain birds feeding nearby, spotting an octupus in the water (an oyster predator) etc. Maybe only when you spot x number of signs do you actualy find the oysters and the fun bit would be to try and zero in on the spot by detecting signs from the surrounding environment. You could also make it that you only get the signs as you dive. Coupled with the con timer this would make the difficulty increase and allow the tweaking of hunting oysters so that it remains challenging yet fun.

Ok heres another idea.

Each oyster bed is located in a various sized grids depending on the size your are looking for. Each grid starts of locked.

To unlock each bed you must turn all the squares in the grid on.

To start each block in the grid is randomly on or off.

Dive in any block and you turn the block you're currently in to the opposite state and at the same time you turn the blocks immediately north south east and west of you to the opposite state that they're currently in. (Diagonals are not affected).

On the dive when you turn the whole of any grid 'on' you find the oyster bed. At this point the whole grid becomes dead for a random time at which point it is reset randomly. Dead blocks are out of play and any overlapping grid will be unsolveable.

To add to the difficulty random permanent dead blocks are scattered across the world making finding the larger playable grids a puzzle in itself. If deemed too easy the grid size is adjustable.

I know there's games out there that copy this (or should I say that I've copied to get this idea!) and below is an example.

http://www.fingertime.com/duckduck.php


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Last edited April 22, 2006 11:42 pm by Sebak (diff)
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