Recently created ideas in GameLayers about PMOG
1-20 of 23 ideas
  • 0 Replies 1 Follower

    Allow custom badges

    I think there is space for more user content on PMOG other than missions and I think a way to achieve this and gain more popularity as a result it to allow custom badges from the players themselves.

    Any player should be able to create a new badge and set the rules for it (perhaps PMOG can provide a tool to create such, like with missions). The player would be responsible for providing the artwork as well.

    Depending on the capabilities of the tool created, there would be more choices for the badges but initially even a simple option to provide the number of visits and the timeframe they need to happen could work.

    (Optional) Make badge creation require some kind of new tool. Possibly create a new class (Tinkerer?) or assign it as high level item, possibly to Pathmakers or Benefactors.

    Custom badges, I believe, should be hidden. That is, there should not be a list for them on the codex and their description should not explain how to achieve them. Perhaps only a hint on what website they are related to should be enought of a tease but even that might no be necessary.
    This wouldn't stop people who created them telling how they work but people finding them on a profile would be more prone to check out the related site and or attempt to coax people to tell them (Bribes? Role Play? Possibilities).

    Once a person achieves a hidden custom badge, how he achieved it should be mentioned and the creator should be informed as well, to enhance socializing.

    (Optional): Limit the number of badges a player can create. Possibilities are
    * One custom badge per 1 or 3 levels.
    * One custom badge for each official badge you've achieved
    * A set Limit of X custom badges.

    (Optional) Allow badges to be limited in number. That is, the creator can create a limited set and claim that only X number can be won which might trigger a rush for people to get it.

    Discovered/Awarded custom badges could be placed on a new tab in the badges part of the profile. Thus they would not have to be standing out like the official ones but people can choose to see them.

    (Optional) Provide a link to the creator which links to the badge description. This way people can give it to friends to display it exists and tease them to get it.

    {Optional) Provide a DP reward to the creator each time their badge is won from someone. Alternatively, provide a reward to the one who won it.

    (Optional) Allow people to rate custom badges. A badge that receives a lot of low ratings stops working

    Why would this increase PMOG visibility? I can already see people linking to PMOG and telling people that they can achieve a nice badge by visiting the page. Instead of a standard link to PMOG, people could be linking through their badge artwork. Suddenly you might find that a lot more online places might be willing to link to pmog in order to have their readers gain a shiny new trinket.
    db0 db0 shared this idea on June 12, 2008 17:50. It's tagged user content, badges, and custom
  • 0 Replies 1 Follower

    Another take on levels and associations

    Currently the system works by changing your associations every three days depending on how many missions you took and tool you used. As a result your associations are constantly in flux and it doesn't really fit with the "Develop a rich user profile passively, just by surfing the web." aspect of PMOG.

    What I would like to propose is an alternative way to work with levels and associations which should really make your profile represent the way you use the web.
    The idea is this:

    * Each player can have levels in all associations and these levels can differ. Thus a player could be a 6th level Benefactor / 4 Level Destroyer / 3rd Level Pathmaker. You accumulate xp for each association by taking missions associated with it and using tools, as is the current style but instead of having those xp "reset" after three days, they accumulate and define your level in that association.

    This of course creates a problem on how to deal with the generic XP/DP you gather as you're surfing the net. If you just tally them to your higher current level, it means that it would be difficult to switch it as it would always be one step ahead. Possible solutions to this include
    1: Have the "surfing DP" count for your three top associations in the form of 50%/30%/20%. This way your DP help you advance levels in your current choice of assocs.
    2: Have the "surfing DP" count towards either a neutral level, or a whole different association (that has something more to do with simply surfing and possibly taking missions, say "Mission Runner")

    * You can buy items from all associatons but the cost of them is reduced by how hight a level you have in that association. That way, nobody is stuck if they decide they want to work with different tools, but they might have a larger problem bying them. Of course, the differences in price might make the market an even better place to be and having the top level in your association would allow you to trade well.

    * Provide new and special tools for characters who have reached a high enough level in the association of their choice. This would act as more of an incentive for people to stay on their association as well as give another dimention to trading.

    These are, of course, basic thoughts on the concept. I could expand further with more ideas but for now I'd like to hear your opinions.
    db0 db0 shared this idea on June 11, 2008 12:18. Inconstant Reader liked db0's idea. It's tagged levels, and tools
  • 0 Replies 1 Follower

    Lock Acid

    Further to my previous idea, I'd like to suggest another tool, this time for destroyers.

    Since Benefactors will be able to create locked chests, it is only appropriate that destroyers should be able to brutally open them somehow, and this is what this tool would do.

    When a destroyer stumbles upon a locked chest, he can use the Lock Acid to melt the lock and get to the contents without having to bother with passwords.

    Of course, this tool, like the one before, should be available from level 8 and up.

    Also, in case Lock Acid is not good. Another name option would be: Plastique Explosive
    db0 db0 shared this idea on June 11, 2008 11:32. suprspi liked db0's idea. It's tagged chests, destroyers, and explosives
  • 0 Replies 2 Followers

    Locked Chests

    There should be an option to have locked chest available for buying. The concept is quite simply that the player that lays such a chest can demand that a special password be enterred before the chest is opened and possibly he has the option to provide some descriptive text before it's opened (in order to provie a hint for example).

    These chests could then be used for missions or generally for more interesting stuff.

    In order to make them more interesting/rare (so that not everyone has them). Perhaps allow them to be bought only by benefactors or level 8 or more.
    db0 db0 shared this idea on June 11, 2008 11:26. suprspi liked db0's idea. It's tagged chests, lock, puzzle, and benefactors
  • 2 Replies 3 Followers

    Create tools for making puzzle missions Last reply on June 11, 2008 16:19.

    There is certainly a demand for puzzle missions but currently players have to rely on workaround in order to get it to work (i.e. tinyurl to block the next step until the hint is found).

    These workaround don't always work (personal experience) and don't give as much options as possible.

    So I would like to suggest that specialized tools are provided by PMOG to make such puzzle missions. Examples are:

    * Roadblocks: Allow the player to place a roadblock between their lightposts that the mission runner must work around. Perhaps the roadblock will open a page in pmog with instructions (written by the mission author) to the player.
    * Crossroads: These allow the mission author to split or merge the mission paths at this point. This would allow alternate endings or dead-ends
    * Finish Lines: A special type of lightpost that will give a reward to anyone who finds it. This would allow the mission author to provide rewards to runners without having to rely on crates which may be found by random people and cannot be refilled easily.
    db0 db0 shared this idea on June 11, 2008 11:03. suprspi liked db0's idea. It's tagged missions, lightposts, crossroads, roadblocks, puzzle, and pathmakers
  • 4 Replies 3 Followers

    Change the way missions affect associations. Last reply on June 11, 2008 17:17.

    It seems there are enough people that think mission having such an impact on associations is a bad idea (at least the current implementation of it). Generally the issue as I see it, is that PMOG is supposed to create the "character" of the user depending by how he uses the net and PMOG but with the associations so fluid, that does not work in the expected way

    Perhaps this can be changed so that either missions do not affect associations that much or that associations can be somehow "locked" at the player's will.

    The ways that have been proposed until now to alleviate this are:

    * Make association unchangeable unless the players makes an explicit choice to reset his association. This could, for example, turn him into a shoat for a 3 days (until enough actions to determine associations are gathered) or perhaps simply start the 3 day counter (as is happening now)

    * Make associations change only when the cumulative uses of items and missions from the start of the players character "life" have been changed. Thus someone who put many mines for most of his PMOG life, would need to start placing a lot more crates to turn into a benefactor.
    In order to allow this to happen, allow the items in the shoppe to be open to everyone but at a discount to associated classes.

    * Make associations lock if the user selects an appropriate option. This would allow people to take missions without having the association change every other day.
    db0 db0 shared this idea on June 10, 2008 11:54. Parker liked db0's idea. It's tagged missions
  • 0 Replies 4 Followers

    Let's improve the "Crate Looted" notification messages!

    As a Benefactor, I leave a lot of crates around the internet. The feedback I receive from those is very important to me, so I can become better at gift-giving. I wish the "X just looted your crate" message would tell me exactly which crate got looted, because it could be any one out of a hundred I've hidden. I like to keep some crates perpetually stashed in certain locations, and there's no way for me to know when it's time to replace them unless I check manually. It would also be nice if the notification message included the text of the message I put in the crate, as well as the tools inside it.
    Parker Parker shared this idea on June 09, 2008 23:04. suprspi joined Parker and 2 other people who like this idea. It's tagged notification, message, and url
  • 0 Replies 4 Followers

    Suggestion for making badges more passively obtained, in hopes of staving off extremely unpassive behavior.

    Take away the description for a badge away.
    Even take away what URLs you have to visit to get those badges. Some are quite obvious like the Perez Hilton one, if you've ever seen 'that' face on TV or anywhere. Some are quite obvious such as the Murloc for WoW and on and on and on...

    Let's make this game a little more Passive when it comes to the LEAST of all Passive features here.

    Yes, some will be painstakingly obvious what you have to do to get them, once someone gets one and declares it, such as hitting the 250 mine mark or some such landmark. The browsing ones will be a bit more ambiguous though.

    I think the badges would be cool as a social tool "Hey, you are an xkcd addict too!" or "Hey, hey, what server do you play on?" or "What's your xbox live name?" so on and so forth...

    How many "thumbbusters" do we have that don't even have a game system? How many people have the XKCD badge that have never heard of the semi-spontaneous meeting in a park at certain coordinates in Boston back on that fateful specific time and day?

    It just seems... so false. So fake. Such lies.
    nieman nieman shared this idea on June 09, 2008 21:56. Peter Stoinov joined nieman and 2 other people who like this idea. It's tagged pmog, and badges
  • 0 Replies 2 Followers

    Team up with other online services

    I'd love to see PMOG team up with other web services in order to allow
    PMOG players to hit two birds with one stone and also have more of an
    incentive to contribute in those services.
    For example:

    * Allow people who play in the Google Image Labeler to gain Dp for doing so. Eventually grant a badge for it.

    * Allow people who tag artists in last.fm, to gain Dps for it as well. Grant badges about it.

    * Allow stumblers who perform reviews or tag pages to be rewarded somehow.

    * Find some way to track commenting on blogs. Reward people who take the time to leave comments somehow. I know it should be possible since already cocomments tracks comments via a Firefox extention. Provide badges based on this.
    db0 db0 shared this idea on June 08, 2008 15:24. suprspi liked db0's idea. It's tagged blogs
  • 0 Replies 2 Followers

    Reward taggers/labelers

    * Give points to people who tag other people, say, 1Dp per tag. In
    order to avoid abuse, make each tag that is removed, cost the tagger
    5dp. This will give an incentive (albeit a minor one) for people to
    help categorise

    * Give 2dp per mission tag. Allow some way for people to mark tags
    as irrelevant (and punish if possible the same way as above) so as to
    avoid abuse. It's generally a good idea to help with categorising
    missions

    * Provide a Badge for 100/200/400 tags that have not been deleted.
    db0 db0 shared this idea on June 08, 2008 15:22. suprspi joined db0 and 1 other person who like this idea. It's tagged labels, and datapoints
  • 0 Replies 1 Follower

    Badges for Quality

    * Badge for 3/6/9 4-Star Missions achieved (after 7 days mission
    inactivity I guess, since the rating is always changeable)

    * Badgee for 2/4/6 5-Star Missions (ridiculously difficult atm)

    * Badge for 10/20/30 4-star and above forum posts

    * Alternatively, just provide one badge for each of these
    conditions (so as not to fill the place with them)

    * Provide badge(s) for a number of mission reviews.
    db0 db0 shared this idea on June 08, 2008 15:21. It's tagged missions, and rating
  • 0 Replies 2 Followers

    DP Rewards for highly rated portals

    I would like to see some kind of reward for people that create high quality portals. For example a dp reward based on the rating the person who took it gave.
    Thus a portal that is rated as 4 could give 2Dp to the opener, while a 5-starred one could give 3 or 4. Lower rating (average and below average) should not give a reward

    Possibly punish 1-star average portals somehow to reign in spamming
    db0 db0 shared this idea on June 08, 2008 15:18. Peter Stoinov liked db0's idea. It's tagged datapoints
  • 0 Replies 1 Follower

    Give mission DP based on the rating.

    This idea is so as to give an incentive for people to put more effort into their missions and so that those that do, get rewarded for it.

    Currently each mission run gives the player 10Dp. I would like to see it changed so that each mission run gives the creator 3Dp per star rating the runner gives. This way people who just throw a few random pages together and hope for random clicks, will not be getting a lot out of it while high quality missions can get up to 15Dp per run.

    Alternatively, reward people who make consistent quality
    missions by increasing their rewards:

    Lets say that everyone starts with 10dp gain per run on his
    missions. After 3 missions created, you could change the DP gained per
    run to be relevant to the average rating of all that person's missions
    until now. For example:

    o Average rating 2-stars:5Dp per run

    o Average rating 3-stars:10Dp per run

    o Average rating 4-stars:15Dp per run

    Of course, it might be even better if you allow your algorithms
    to work with decimals, in the background, for a bigger scale, but
    that's not so important.
    Alternatively, take only the average of the last 5 missions so
    that someone who starts off with bad missions can eventually try and
    make his average better (by making his newer ones of more quality)
    without having to nuke his profile and start all over.
    db0 db0 shared this idea on June 08, 2008 15:12. It's tagged datapoints, rating, and missions
  • 0 Replies 2 Followers

    Allow invites through url referral

    Crossposted from the forum

    I would love some way to provide a referral within an url link which that I can post to my webiste whenever I link to PMOG (As I do when, for example, I blog about a new mission)

    Currently you can only invite through an email link and you can send the referral code to a friend manually (if you invite an a second email address you own, copy the link from there while remove the email address and giving them that) but it seems to expire after the first time.
    db0 db0 shared this idea on June 06, 2008 17:57. suprspi liked db0's idea. It's tagged referral, and invites
  • 0 Replies 2 Followers

    Improve forum participation with ratings and badges

    There are various ways to go about doing this but the definite thing that should be avoided is a way to make people annoyed. Thus penalties of any sort should be out of the question as they can be abused.

    Some ideas include
    * Starred Rating: Similar to missions, people would be able to rate a thread or even a post in a thread in a 5-star rating. Having a low rating would not bring a penalty but having a high one would be useful in perhaps assigning badges or perhaps Dp. For example a 4-star rating would give the poster of that a 2 DP reward while a 5 star rating would give a 4 DP reward.
    * Simple vote rating. People would be allowed to vote/digg/like a post which might make it easier again to assign badges or DP to the poster
    * Thanks: Allow a way to thank a person, similar to the Ubuntu Forums . Once again, a great way to assign badges.

    And finally, another cheap way to promote forum participation is by providing badges or DPs on their use. Some ideas:
    * Badges based on any of the ideas mentioned above
    * Assign badges explicitly in the same way Duels does it, This would not be based on community rating but rather on the whims of the almighty admins
    db0 db0 shared this idea on June 06, 2008 17:46. suprspi liked db0's idea. It's tagged ratings, participation, and votes
  • 0 Replies 3 Followers

    More Badges

    Crosspost from the forum

    In the form of "Related Service (Possible name)"



    Most of there very popular services and certainly much more visited than Perez Hilton and whatnot. I will leave the kind of triggers you want for each badge to the team ;)

    Current discussion ongoing in the forum
    db0 db0 shared this idea on June 06, 2008 16:09. Peter Stoinov liked db0's idea. It's tagged badges, and achievements
  • 0 Replies 1 Follower

    Make PMOG popups ignore page CSS

    Is there any way to except the PMOG popups from the CSS of the page? When mission lightposts or portals come up on their colored backgrounds but with the text and links colored and backgrounded to match the CSS of the page, sometimes they're unreadable.
    kostia kostia shared this idea on May 15, 2008 06:37. It's tagged pmog, and css
  • 0 Replies 1 Follower

    Make it easier to get to mission queue

    Make it possible to bookmark/direct link to my queued missions, or put the queue in the toolbar.
    kostia kostia shared this idea on May 15, 2008 05:01. It's tagged mission, pmog, queue, and toolbar
  • 0 Replies 0 Followers

    Twitter Integration / API?

    Not sure where you guys stand on this kind of stuff, but integration with other services (especially Twitter) would be excellent.

    A decent API could make such integrations flourish because others (like me) will build them for you :)
    Stephen Paul Weber Stephen Paul Weber shared this idea on May 12, 2008 15:20. It's tagged api, and feature
  • 0 Replies 1 Follower

    please add player ignore lists / killfiles

    Feature request: please add a mechanism for ignoring a specified list of other players. This would have the effect of making all their actions completely invisible to you: you don't receive messages from them; nothing they have done shows up in your searches; you don't see their portals, lightposts, crates, or missions; you do not trip their mines; they cannot leave anything on your profile or attach a St. Nick to your character. If the ignored player attempts to interact with you they should receive a notice that you are ignoring them, and they shouldn't lose the tool they tried to use (if any).

    I realize that this could take some of the fun out of the game - a player could theoretically ignore almost everyone and thus render themselves immune to mines etc. - but I think you can rely on people to realize that that wouldn't be any fun, and play accordingly. And there *will* be griefers, so we need defenses against them.

    Oh, also, to the maximum extent possible, ignore lists should work by *player* instead of *character*, so you can ignore someone and all their sockpuppets go away too.
    zwol zwol shared this idea on April 22, 2008 18:47. It's tagged player, and ignore
next » « previous